More Awesome Than You!

Awesomeware => The Armory => Topic started by: J. M. Pescado on 2005 July 20, 03:27:19



Title: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 July 20, 03:27:19
Tons and tons of debugging options. May prevent your game from exploding in a big fiery ball visible from space. May cause your game to explode in a big fiery ball visible from space if misused.

(http://www.moreawesomethanyou.com/terror/yellow.gif)
(http://www.moreawesomethanyou.com/zip.gif) ffsdebugger.zip (http://www.moreawesomethanyou.com/ffs/nl/hacks/ffsdebugger.zip)

RTFM:
FFS Lot Debugger (v2.0b) for TS2 v1.0p2 - TS2NL v1.0p1
Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris)

Special Thanks To:
Twojeffs, for Stuck Kicky Bag Deletion

Congratulations to: Draklixa!

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

FEATURES:
I. FIX AWOL HEADMASTER
     Detonates the Headmaster Controller, which can become corrupted and
     prevent the headmaster from appearing correctly on your lots.

II. UPGRADE PRE-UNI SIM
     Upgrades an Adult or Elder sim to 6 want slots/2 locks + Uni graduation
     with no major. Most useful for pre-Uni sims so that they aren't
     permanently confined to second-class citizen status.

III. CLEAR STUCK PARTY
     Destroys the party controller, which can become corrupted and result
     in the inability to hold parties, neverending parties, or corrupted
     party scoring. Any currently in progress party is immediately terminated.

IV. RERANDOMIZE SIM GENERATOR
     Scrambles the sim generator by advancing the sequence a random number of
     places to avoid the identical-child-personality "firstborn" effect. Will
     exit the lot without saving as a side effect. Save before use.

V. SET/REMOVE LIFETIME WANT BIT (non-Original)
     Grants or revokes permanent platinum LTW status in a sim. Use for bugged
     LTW satisfactions where status is not granted, to remove if you simply
     don't like it, or because you're a cheating lamer.

VI. UNFREEZE VISITOR MOTIVES
     Removes "static motives" flag from all visiting sims and dormies.

VII. KILL STUCK BILLS
     Deletes all potentially stuck bills hiding on and off the lot.

VIII. CLEAR OFFWORLD LOITERERS
     Indiscriminately removes all sims loitering invisibly off-lot. May cause
     undesired side effects if used at the wrong time.

IX. REENABLE CONTROLS
     Attempts to reenable build/buy/save/exit.

X. KILL GHOST EMITTER
     Deletes the "haunted" emitters which cause sims to freak out at random
     objects, even if ghosts are not present on the lot.

XI. FIX BROKEN MOOD BOOSTS
     Fixes the platinum-asp mood boosts for all sims on the lot.

XII. UNSTICK ME (debug mode only) (experimental)
     Attempts to unstick a sim that has lost the ability to move for some
     unknown reason. Experimental.

XIII. NUKE STUCK MOVE OUT
     Nukes the college move-out controller, which can become corrupted and
     prevent sims from moving out of college.

XIV. RETRIEVE MISSING SIM
     Attempts to retrieve a missing sim which is stuck off-world by teleporting
     it to the mailbox and forcing an error.

XV. UNBLOCK FRIDGE TILES
     Attempts to remove stuck invisible tiles potentially blocking fridges.

XVI. FIX FUNKY MOVEMENT (debug mode only) (experimental)
     Attempts to force a sim back to walking normally and stop the "iceskater"
     effect. Experimental - intended for testing only.

XVII. RE-GIVE DIPLOMA (debug mode only) (Uni)
     Re-issues a sim's diploma in the event that it is lost/stolen/eaten.

XVIII. MAKE ME SMART/STUPID (debug mode only)
     Applies or removes "stuck smart milk" effect to sims.

XIX. FORCE ERRORS (experimental)
     Forces all objects of specified locality (all/in-world/off-world) to
     error. Do not run while debug mode is ineffect or thousands of error
     dialogs may appear! May crash, freeze or spam your game. Consult your
     doctor before use.

XX. TEST IQ
     Returns percent-learning rate (100 is normal) for current sim.

XXI. RESPAWN TOMBSTONE (debug mode only) (experimental) (NL)
     Regenerates a tombstone for a dead sim. Note that the dead sim must be
     the selected sim, which means you must spawn him somehow, then make
     him selectable and choose this command.

XXII. Nuke Stuck Poobags (NL)
     Removes stuck invisible flaming bags of poo from horrible dates.

XXIII. Nuke Stuck Airplanes
     Removes invisibly stuck paper airplane reserve tiles.

XXIV. Fix Broken Selectableness
     Fixes broken selectable bits occasionally found on newly moved-in sims.

XXV. Fudge Astrology (debug only)
     Forces a sim's astrological sign to the one corresponding to the number
     chosen. Useful for creating sims based on real people with personalities
     that may not match Maxian archetype.

XXVI. Wipe Mystery Sim Memories
     Removes all irrelevant "Mystery Sim" memories on freshly created so your
     sims can experience the relevant moments with some real sim instead of
     blabbing about this mystery sim thing. Option not available on sims with
     chronologies that removing these would invalidate.

XXVII. Remove CLP (debug only)
     Removes the community lot populator object if debugger is on community
     lot. If you don't know why you want to do this, don't touch this.

XXVIII. Decimate Neighborhood (debug only) (do not use!)
     10% of your neighborhood is randomly given the death token, causing
     immediate death on lot load. DO NOT USE THIS OPTION. Will give warning
     box if you attempt to touch it.

XXXIV. FIX WEREWOLF HAIRINESS
     If your werewolf is stuck in perma-hairy mode, try this button to perhaps
     cause him to become normal (during the day anyway). Not available at night
     when you're supposed to be hairy.

Not all options are displayed unless applicable to current sim and situation.
Not all options displayed are applicable.


COMPATIBILITY:
Compatible with all FFS Hacks. Standalone object. Tested for TS2NL v1.0p1.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Quickfade on 2005 July 20, 19:01:07
...and sims that for some reason freeze when told to move out and never actually do it at college (detonates the move-out controller so you can try again).
Brilliant! Thanks a lot for this update JMP, it's much appreciated. :)

Now to go and try it out... will report back!

ETA: Still can't get YAs to graduate, unfortunately. I threw a grad party for the sim, and afterwards she just stood there doing nothing. So I used the debugger and it said 2 things fixed, and I could get her to use the phone to 'Return to Pleasantview', however she still stood there doing nothing. So I used the debugger again and it fixed 1 thing, was able to use the phone to 'Return..' again, and the same thing happened again, over and over. Eventually had to boolprop her out of there because her Aspiration was falling below Platinum.

Don't know what's going on, but detonating the move-out controller doesn't seem to fix the problem. :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: crammyboy on 2005 July 20, 19:53:16
I am getting an error on mouse over. Am I missing something?

Log attached


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: themaltesebippy on 2005 July 20, 21:58:57
Yea for this!  Now my sims kids don't all look the same!  The pre Uni upgrade is well worth the $29.95!!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 July 20, 22:29:47
I am getting an error on mouse over. Am I missing something?
Fixed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lerf on 2005 July 21, 20:53:59
Thank You !!!! (X 25)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MsMaria on 2005 July 22, 01:14:22
This has been a great help. Thank you! :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: DuckSpeak on 2005 July 22, 01:42:17
I get the stuck bug only when I constantly encourage, either through macro or queing it up for visitors. Very useful, thank you. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: lakota on 2005 July 24, 03:15:53
Will this get rid of a stuck kicky bag?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lmbroz on 2005 July 29, 21:56:10
One of my dorms has a bunch of chairs that are bugged.  There is no one that I can see sitting in the chairs, but when I try to sell them, the game states that I can't delete objects that are in use. The lot debugger has a choice for delete otherworld visitors (or something close to that, I may not have the exact wording) and when I choose that, it says that the game will quit and then nothing happens. Will clearing the otherworld visitors make my chairs useable?  What I am not doing to make the debugger clear them?

Thanks!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 July 30, 01:40:17
Re: Are kicky bags nuked: yes.
Re: Chairs in use: I have this exact same problem! I've found the only cure to be moveobjects on (or move_objects on, they both do the same thing.) and delete the stuck chairs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: themaltesebippy on 2005 July 30, 03:21:35
One of my dorms has a bunch of chairs that are bugged.  There is no one that I can see sitting in the chairs, but when I try to sell them, the game states that I can't delete objects that are in use. The lot debugger has a choice for delete otherworld visitors (or something close to that, I may not have the exact wording) and when I choose that, it says that the game will quit and then nothing happens. Will clearing the otherworld visitors make my chairs useable?  What I am not doing to make the debugger clear them?

Thanks!

You can do moveobjects to get the chairs and sell them, then you have to buy new ones.  I have heard that the stuck chairs may be caused by using mind control mirror.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2005 July 30, 11:06:34
You can also force an error on them usually.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lmbroz on 2005 July 30, 18:13:47
Thanks for the help.  I will try moveobjects_on to delete them.  I am not sure what caused the problem though. I don't have the mind control mirror. The only things that I have downloaded are from Pescado and TwoJeffs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 July 30, 18:15:13
Chairs and other objects frequently become stuck, particularly in high-traffic environments like dorms. Forcing them to error or delete/replace generally resolves the issue without further comment.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Oddysey on 2005 July 31, 19:41:21
When I run my mouse over the FFS lot debugger, the sim selected gets reset. If at work, they are now on the sidewalk. This is annoying, and I have no idea what's causing it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 July 31, 21:22:18
Bug in an old version. Do you have the new version?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Oddysey on 2005 July 31, 23:03:34
I *think* so. I'll download it again, just to make sure.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: fff on 2005 August 01, 04:55:57
I am unclear as to the difference between 'Reroll Lame LTW' and 'Toggle LTW thingy'

Also, what are stuck motives?

I did RTFM, honestly, but it didn't answer my question, and thus gave my an opportunity to come here and ask it and risk making a dick of myself, but that has never bothered me in the past...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lmbroz on 2005 August 01, 05:07:13
Reroll lame LTW lets you change your sims LTW to something else.

Toggle LTW makes the game think that your sim met their LTW and they become permiplat


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellie on 2005 August 01, 09:42:21
sorry for asking, but where do I find the lot debugger? I mean in which buy-section is it and how much does it cost? I've got quite a lot of custom content by now and I thought I'd looked everywhere but I just can't find it..
thanks  ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 August 01, 09:45:52
sorry for asking, but where do I find the lot debugger? I mean in which buy-section is it and how much does it cost? I've got quite a lot of custom content by now and I thought I'd looked everywhere but I just can't find it..
thanks  ;)

You'll find it in Misc.../Misc. It costs 1 Simolean, which is well worth it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 August 03, 05:23:40
Toggle LTW also lets you turn off permanent platinum if you decide the game is no longer challenging with it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 August 03, 20:19:32
I need Hack Instructions for Dummies     


The part about making  preUni sims not be secondclass citizens.  Does that mean they can get the new careers?  If so,  exactly how do I do it?  I have adult sims that I would really like to put in those new careers.



About the stuck chairs.   I haven't had any chairs stuck but lots of beds and sofas.  Finally realized it was from x-ing out nap and sleep actions from the queue.  Since then have used only the wake up option and have had no more stuck items. 
   


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: veilchen on 2005 August 03, 22:19:41
Hedgekat, you need the LotDebugger, found in-game in the misc/misc section (big yellow box). Click on it and select "Upgrade pre-university sim". That will make it appear that the sim has been to university. The uni jobs do appear on the computer job-search for the upgraded sim, at least they do in my game. I don't know if they appear in the newspaper, but since they do in the computer they most likely appear in the paper as well.

Have fun

G.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bane~Child on 2005 August 15, 02:30:50
ETA: Still can't get YAs to graduate, unfortunately. I threw a grad party for the sim, and afterwards she just stood there doing nothing. So I used the debugger and it said 2 things fixed, and I could get her to use the phone to 'Return to Pleasantview', however she still stood there doing nothing. So I used the debugger again and it fixed 1 thing, was able to use the phone to 'Return..' again, and the same thing happened again, over and over. Eventually had to boolprop her out of there because her Aspiration was falling below Platinum.

Don't know what's going on, but detonating the move-out controller doesn't seem to fix the problem. :(

This happened to me with the very first CAS I tried to graduate when the EP was new.  She took her final exam and finished, but this is when I first experienced the 'Trance-Stance'.   I thought maybe it had something to do with that particular house being left empty, so I brought in two more CAS students.  My stuck Sim remained behind for 3-4 more terms with her housemates.  She did the cooking for them and read for skill.  I tried everything I could think of and as long as she didn't use the phone to call home or throw a party she was fine - I did not have any mods or hacks in my game - played straight from the box.  If she tried to move out by computer, I received a message that said another Sim was trying to move out and to try again later.  I finally had to move the three out and into the bin and then move them immediately back into the same house.  She transitioned immediately and the game proceeded as expected.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 August 15, 04:44:45
When I click the debugger I get different items on different lots.  Some options are fairly obvious but others aren't.   What does "Reroll randomized sim" do?   And there is one about stuck bills that has appeared on several lots but as far as I can tell there is nothing wrong with their bills, other than not having paid them yet.   The one lot that did seem to have missing bills did not have the stuck bills option.  I could not find unpaid bills anywhere on the lot but got the notice that the repo man was coming.   And I got the slowdown bug from it.  After using boolprop to delete the stuck vehicle they kept trying to come back and kept getting stuck so had to vacate the lot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Marvin Kosh on 2005 August 15, 10:17:32
As long as you have bills, there is the capability for them to get stuck, I think.

Randomise Sims is a tool that you need to use before, for example, a Sim childbirth.  The random table for Sim personaliities is not very random, so this actually runs along a good few entries by creating and then discarding Sims.  Any Sim child that is subsequently born should have a different personality to his/her siblings.  However, in order to discard Sims, your lot must exit to the Neighbourhood and not save, so save your game beforehand ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 August 15, 18:03:15
I've never had any particular problem with personalities for born-in-game sims.  Often several in the family may have the same zodiac sign,  but their allotment of personality points is usually pretty random.  I've heard lots of people complain about "clone children",  with all the children in a family looking identical.  I've had this happen a few times but think it is more likely to be due to strongly dominant genetics.  Have only had it happen with children of townies or npcs.   

What is bothering me more right now is the majority of newly generated npcs and townies all having the same personalities.   They are nearly all popularity-Aries.   Can Randomize Sims fix that?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 August 15, 22:31:26
One of my sims had several children who all looked alike.  I thought this might be due to dominant genetics, but skintone does not have a dominant gene in the Sims.  Since the mother has skintone 3 and the father has skintone 1, then there should have been children with skintones 1, 2, and 3.  Only after using the randomize function did I get a child that was S1 with facial features that were different from the other siblings and more like the father.  The child still has black hair and brown eyes, but that is to be expected since those are dominant genes.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bane~Child on 2005 August 16, 00:16:18
One of my sims had several children who all looked alike.  I thought this might be due to dominant genetics, but skintone does not have a dominant gene in the Sims.  Since the mother has skintone 3 and the father has skintone 1, then there should have been children with skintones 1, 2, and 3.  Only after using the randomize function did I get a child that was S1 with facial features that were different from the other siblings and more like the father.  The child still has black hair and brown eyes, but that is to be expected since those are dominant genes.

Rainbow,

Did the mother or father have any custom genetics?  I understand that if the genetic code information if also not changed when the skin is cloned and only the color is changed, that the genetics will default to the original set.

Bane


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 August 16, 01:41:45
Did the mother or father have any custom genetics?
Nope, the mother is Cassandra Goth and a CAS sim I made for her to marry after that horrible Don Lothario left her at the altar.  As you know, she has black hair with brown eyes and S3 skin.  My sim I made has red hair, light blue eyes, and S2 skin.  I made a mistake above.  He has S2 skin, not S1.

I have also observed the same with other sims.  I made a CAS sim for Brandi who was the brother of the sim I made for Cassandra, only he had dark blue eyes and black hair.  They had 5 girls and 2 boys.  All the girls looked alike.  One even could pass for Brandi with the same hairstyle and clothes, except her lips were fuller like her father's.  The boys looked slightly different, and one was almost a clone of his father.  All of them had black hair, dark blue eyes, and S1 skin, except for one, but she was a twin.  Go figure that.  I'm sure it goes along with what JM said, when you have twins, they will look less alike than singles because the Sim generator is rolled twice.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bane~Child on 2005 August 16, 02:02:26
[Go figure that.  I'm sure it goes along with what JM said, when you have twins, they will look less alike than singles because the Sim generator is rolled twice.

True, and I think we decided that you couldn't rely on the genetics when playing the Maxis Sims.  I knew that Don was sneaky, when I played Cassandra he did not get the chance to leave her.

So, are you saying that we should consider using the randomizer for more sensible genetic outcomes?  At what point did you use it in the new baby situation?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Marvin Kosh on 2005 August 16, 02:10:42
What is bothering me more right now is the majority of newly generated npcs and townies all having the same personalities.   They are nearly all popularity-Aries.   Can Randomize Sims fix that?

I would tend to use SimPE once you've moved them in to fine-tune their personality.  As far as in-game tools go, there is the Encouragificator, a macro to repeatedly encourage Sims to alter their ways.  Of course, the Sim doing the encouraging must be in the subject's family and has to be older.  A mother-in-law might work ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Marvin Kosh on 2005 August 16, 02:24:43
When I run my mouse over the FFS lot debugger, the sim selected gets reset. If at work, they are now on the sidewalk. This is annoying, and I have no idea what's causing it.

I'm experiencing this problem too.  In debugging mode it pops up 'Stack number out of range' for the Sim in question.

I'm going to try a previous version if one is still kicking around, and let you know if that helps.

Edit: Reverted back to FFS Debugger (09 June 05) and no jumps so far.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 August 16, 03:24:48
[Go figure that.  I'm sure it goes along with what JM said, when you have twins, they will look less alike than singles because the Sim generator is rolled twice.

True, and I think we decided that you couldn't rely on the genetics when playing the Maxis Sims.  I knew that Don was sneaky, when I played Cassandra he did not get the chance to leave her.

So, are you saying that we should consider using the randomizer for more sensible genetic outcomes?  At what point did you use it in the new baby situation?
That's what JM recommended and I think that's exactly what it was intended for.  That and personality.  I always save right before the baby is born, and then use it.  That's when the new character is created.  You only have to use it once per game session because when you close the game down, it is reset when you next start the game.  So I would use it before every birth.  I used it for Cassandra's 11th child (I was going to stop at 10, but Risky Woohoo kicked in, so I decided to see what I would get this time using the randomizer).  I believe you would get the same results if you didn't save after a birth and reloaded the lot several times since everytime a new character is created, but that takes forever.

After I found out about Maxis-created sims having messed up DNA, I fixed them.  I can't stand having stuff being messed up like that!

By the way, you need to delete some PMs. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bane~Child on 2005 August 16, 03:51:19

That's what JM recommended and I think that's exactly what it was intended for...After I found out about Maxis-created sims having messed up DNA, I fixed them.  I can't stand having stuff being messed up like that!

By the way, you need to delete some PMs. :)

Oh...that's right, I completely forgot about that part - the baby's birth.  I haven't had any born in awhile, but I have been using it for everything else though and it's great.  I'll check my PM's right now - thanks Rainbow.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 August 16, 09:32:51
What's the matter with Maxis created sims DNA?  And how did you fix it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: vcline on 2005 August 16, 15:51:07
When I run my mouse over the FFS lot debugger, the sim selected gets reset. If at work, they are now on the sidewalk. This is annoying, and I have no idea what's causing it.

I'm experiencing this problem too.  In debugging mode it pops up 'Stack number out of range' for the Sim in question.

I'm going to try a previous version if one is still kicking around, and let you know if that helps.

Edit: Reverted back to FFS Debugger (09 June 05) and no jumps so far.

This is happening to me too.  Fortunately, I still have the older version, I'll try using that one.  Thanks for the helpful post.

Vicki


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 August 16, 23:00:13
If you're experiencing an error with the current version, attach the error log produced. That was a bug in an older version, which should have been squashed in the current version, possibly same-day.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Marvin Kosh on 2005 August 16, 23:39:46
Okay, I'll pay more attention to the timestamp from now on ;)  The latest one is just fine, no problems with it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: vecki on 2005 August 24, 00:11:30
Regarding Randomise and the First-born effect:

When one randomises with this object, does this change all future babies to be born with another specific starsign?  I've noticed that suddenly several of my babies born in game - especially my Trojan legacy (since hitting the randomise function several playing sessions ago - only touched once) are Libras rather than the Aries sign.

Or does it make it run more along genetic lines?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 August 24, 08:18:34
It doesn't guarantee future babies to be born with any specific sign, as the sign is determined by personality and personality is determined partially by your parent sims: Thus, a given pair of sims will exhibit a predisposition towards certain signs. The "firstborn effect" is what causes all of your babies to be identical to each other in personality...unless you randomize. It's still possible they'll end up the same anyway, but that's another factor at work.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2005 August 26, 18:45:40
Could you perhaps add a function to this that can clear the "on campus" bit for adults?
Occasionally on graduation a Sim of mine will still have this set, and therefore won't be able to get impregnated or get a job.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 29, 18:41:54
Quote
I could not find unpaid bills anywhere on the lot but got the notice that the repo man was coming.   And I got the slowdown bug from it.  After using boolprop to delete the stuck vehicle they kept trying to come back and kept getting stuck so had to vacate the lot.


I've had this problem too, and it's soooo annoying, but I don't think the debugger is to blame for this.  However, I have another problem which I think is a result of the Clear Offworld Loiterers option, which immediately spawns large numbers of nannies, which take ages to get rid of.  The option doesn't, in fact, clear them it causes them to enter the lot!!

JM, I'd really appreciate it if you could take a look at this, and why it could be happening, and if there is an answer other than move the Brokes out.  The only thing I did wonder is whether the fact that I reported in another post that Beau has a file which is twice the normal size could have something to do with it.  Are the nannies all hiding in his file, I ask myself!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 August 29, 19:03:10
The "firstborn effect" is what causes all of your babies to be identical to each other in personality...unless you randomize. It's still possible they'll end up the same anyway, but that's another factor at work.

I like this randomize feature a lot.  Sometimes it produces surprising results.  I have a kid in one of my families who was born with zero nice points, even though his parents have at least 6 or 7 each.  This happens to be a kid who was born after I'd used randomize a bunch of times in a row.  I haven't quite decided what he's going to be when he grows up (Criminal, probably....)

One question:  I saw an option on the Lot Debugger that had something to do with mood meters (I think....I only saw it once and I forgot to write it down.)  Can you tell me what that is for?

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 29, 19:05:45
Have you got the parents desperate to encourage him to be nice?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 August 29, 19:08:37
Have you got the parents desperate to encourage him to be nice?

Not yet, but I've been playing other families recently and haven't spent much time with this family in a while.  He only just turned into a kid, so maybe they just haven't had the opportunity yet.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 29, 19:31:53
Oh, well maybe if they encourage him a lot, he'll improve!  You never know!  He could always go into the science career and be a knowledge sim, that doesn't seem to require much in the way of niceness!

The niceness thing is bugged anyway, I've got a few Leo's with only one nice point, and usually they're quite pleasant even to strangers, while sims with five or six nice points want to ventrilo-fart everyone they meet!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 August 30, 19:31:38
I have a Maxis-made dorm where I paid the last set of bills just before moving out the last student. I just put two more students through Uni in that same dorm and when I moved them in, the flag on the mailbox was still up. The mailman comes, but he just walks around the mailbox and goes on. In four years he didn't take the bills or bring new ones. Is this the stuck bill problem? Will the lot debugger fix this? Not that I *want* my students to pay bills, but there must be something wrong for this to be happening.

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 30, 20:29:34
Oh, something is definitely wrong!  Are you using payatbox?  I found I had to remove it, something in my game was in conflict with it, I think, but I've no idea what!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 August 30, 22:52:16
Nope, no pay at box...

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 30, 22:57:57
Well, in that case I've no idea what's wrong, unless maybe your mailbox itself is corrupted.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 August 31, 02:40:34
Oh, crap, that was not the response I was hoping for :o How do I fix a corrupted mailbox?

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 August 31, 05:40:24
Have you tried the stuck bills option on the debugger?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 August 31, 05:48:04
If the debugger doesn't work then Carrigon (I think) has replacement mailbox/dustbin, and definitely you can get them from SimaLittleDreamaLot2.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Hairfish on 2005 August 31, 22:10:47
Since first using the Debugger last night to clear a stuck refrigerator tile (it worked!), I'm completely sold on this thing.

It fixed all kinds of stuff, on all kinds of lots, that I didn't even know about. Stuck kickybags, invisible/unpayable bills, AWOL Headmasters (I had no idea), offworld loiterers...whatever those are, they're gone now.

Best of all? It made my game run smoother, without all that sticky-stucky crap!

Now, if we could only get a Debugger for Real Life...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 01:13:44
Hairfish, be very careful about clearing offworld loiterers on a lot that had a nanny!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 01, 01:17:42
Be sure no one is on the phone when using Clear Offworld loiterers because it detects the sims on the phone as such.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 01:32:31
Grief, I never realised that!  Yet another thing to look out for!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 01, 01:34:15
Yeah, that's why they show up in the Mind Control Mirror when your sims are on the phone.  I'm not sure it if will cause permanent damage, but once I did this and everyone on the phone abruptly hung up.  I can't tell that it broke anything though.  But I would recommend not doing it. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 01:49:17
Seems like the only safe time to do anything is when your sims are all fast asleep in bad!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 01, 02:10:39
Yes, it pretty much seems like it.  Let me see, don't save after you invite the headmaster, don't save while on the phone, don't save after getting pregnant, anything else?  I don't save in the middle of parties, but maybe because I'm over cautious.  I think I had a problem once, but I'm not sure.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 02:18:05
This is a stupid game!!! ::)  Maybe I'll just go and veg in front of the other box in future and let my poor old brain rot!

And bridge-players think their game is complicated!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 September 01, 07:53:59
I generally save every morning when the first sim in the household wakes up.  That way if anything I do to the game outside of it.  (Like install a new expansion pack for instance)  does not cause sims at work or school to suddenly appear at home or people pop out of bed in the middle of the night completely refreshes, etc.  There seem to be quite a few things that will cause the game to reset like that.   I have had it happen with certain hacks too but can't remember which ones.  So I save when it is least likely to cause havoc with the game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 01, 08:31:08
I have noticed that as well.  I know for sure that InTeenimater and Woohoo teens does this.  If your child sims have stuck smart milk skill, it resets this as well.  :-\  I always liked to save after putting my sims to bed, it seemed like a good place to stop, or after sending them to work, but like you said, everyone will get sent home or wake up totally refreshed, so I may borrow your idea about saving first thing in the (sim) morning.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 12:11:46
Yes, that seems a good idea to me too.  At least they don't all lose their interests like they did in Sims1 when you installed a new EP!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 September 01, 12:21:49
I haven't had a chance to try out the debugger on my problem dorm, but I definately will. Hope it works, if not thanks for the tips on the replacement mailboxes.

What problems does saving after a pregnancy cause? I've done that and had no (visible) problems, other than the pregnant woman yakking in everyone's bathroom for forever :P

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 12:41:35
According to some posters, it has been known to cause the choking death.  It's never happened to me, so I don't know how dangerous it is!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 September 01, 16:31:55
It's happened to me, with the very first sim I created.  And several other pregnant sims.  In every case it occurred after I had saved on the first day of pregnancy.  I  only lost that first one though as she was the only one alone when it happened.  One of the others  was very iffy.  Her death occurred on another lot when she had gone home from work with a friend.  It took  5 tries before he was able to defeat death as he only had a 20/20 relationship with her.   One woman it happened to twice,  but both times her husband was there to save her.   ( Sim CPR I think.)  In each case the choking death occurred almost immediately after I reentered the lot.   I didn't quit saving though.   I just made sure that when I saved there was someone else in the house with a close relationship with her.

Oh, yes,  although it happened frequently in the early days of my game,  I have not had one instance of it occurring since installing the first patch.   


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 01, 18:12:35
Pregnancy is very bugged, anyway!  I had one pregnant sim in the third trimester, and instead of staying home like a good little sim, she kept turning up after work at other sims' homes!  Sometimes after she'd just trundled past the lot on her daily constitutional!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 02, 02:25:47
Lazlo Curious did that after he got abducted, although he had not yet entered his third trimester, he showed up at the Beaker house hugely pregnant, in his third trimester.  But he was also fat too, because he is lazy. :P  So I guess he looked even bigger than usual.  When I went to the Curious house, he was not that big and soon went into his third trimester.  I just wondered where they were going to keep all those babies since they are so crazy about getting abducted all the time and always come back pregnant.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 02, 03:37:05
Even worse if you let them get abducted twice on the same night!  Then they have twins!

And the worst thing is, the Pollination Technician doesn't obey the anti-incest rules that other sims have to stick to!  One of my half-alien sims got himself abducted twice on the same night, and had twin daughters!  Identical!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: vecki on 2005 September 02, 05:32:31
Pregnancy is very bugged, anyway!  I had one pregnant sim in the third trimester, and instead of staying home like a good little sim, she kept turning up after work at other sims' homes!  Sometimes after she'd just trundled past the lot on her daily constitutional!

Yep, Tosha Go keeps dropping by Alexander and Meadow Goth's house, waddling around in her third day belly, before she'd even hit the third day!  She's been pregnant with her second child for as long as it's taken Alex and Meadow to have 2 kids!  I think she's trying to give me a hint.

"PLAY MY HOUSE LONG ENOUGH FOR ME TO GIVE BIRTH YOU BIIIIIIIIIIIIIIIIIIIIIIIIITCH"  or something like that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: syberspunk on 2005 September 02, 08:48:19
One question:  I saw an option on the Lot Debugger that had something to do with mood meters (I think....I only saw it once and I forgot to write it down.)  Can you tell me what that is for?

Karen

I had this show up as well. Something about fix broken mood boosts or something like that. I was wondering if this is a new option and does this always show up or does it only show up if something is actually broken? I'm a bit confused about the options. Like do they only show up if something needs fixing, or are they always available regardless of something is broken or not. And if it is the latter, does something bad happen if you try and fix something that ain't broked? ???
Ste


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 02, 10:07:52
I was wondering if this is a new option and does this always show up or does it only show up if something is actually broken? I'm a bit confused about the options. Like do they only show up if something needs fixing, or are they always available regardless of something is broken or not. And if it is the latter, does something bad happen if you try and fix something that ain't broked? ???
Ste
Doesn't always show up, but sometimes I've had it show up when I've had visitors over in the main neighborhood.  I've clicked on it, but it doesn't always go away.  I don't know if it's just for use on campus, because that's usually where the problem occurs.  Situations where I've noticed it are when moving a sim to a Greek house, and their mood bars seem stuck, dormies that stay stuck in one spot or doing group research for days, cheerleaders and mascots that sit on the sofa doing research or watching TV forever, and others.  Sometimes if you look at their moods by taking control of them (Merola's mirror, Insimenator) their moods will be "stuck" in green.  Not sure if anything bad happens if it's not really broken, but I haven't seen anything bad happen (yet).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: syberspunk on 2005 September 02, 14:50:23
Ahhh... thanks. I have seen this happen in Uni, with dormies sorta stuck in bathrooms or what not, but maybe that is something else. Because apparently those dormies who seem to freeze in front of toilets or whatever can still pass out and/or die. *shrugs*

But I definatley have seen dormies that seem to do research for days and days on end.  ::) I originally thought they just really loved research.  :D And I was like, ok, whatever... weirdos... and just assumed that they must have went off to do something else and always come back to do research, since I don't always pay attention to the dumb dormies. But when I saw that they were still there for several days, I started to suspect something odd might be going on. But they didn't die or anything, so it didn't really concern me. They seem to eventually get up and do something else, but maybe they get reset after I quit and come back. I guess next time I see this happen, I'll try that option and see if it fixes them.  :P

Ste


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KellyQ on 2005 September 02, 15:20:18
Pregnancy is very bugged, anyway!  I had one pregnant sim in the third trimester, and instead of staying home like a good little sim, she kept turning up after work at other sims' homes!  Sometimes after she'd just trundled past the lot on her daily constitutional!

Yep, Tosha Go keeps dropping by Alexander and Meadow Goth's house, waddling around in her third day belly, before she'd even hit the third day!  She's been pregnant with her second child for as long as it's taken Alex and Meadow to have 2 kids!  I think she's trying to give me a hint.

"PLAY MY HOUSE LONG ENOUGH FOR ME TO GIVE BIRTH YOU BIIIIIIIIIIIIIIIIIIIIIIIIITCH"  or something like that.

This totally cracked me up. I had the same thing with a sim (dare I say it? ok, it was Bella Goth) in Strangetown. I was bored playing that house and just left it with her being pregnant. Every time I played any other house in that neighborhood, there went Bella waddling along by the house, standing out front and seeming to look at me. I was finally guilted into playing her house at least until she gave birth, lol. Maybe with being a mother myself, I over-empathized with a pixel person.  :D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 02, 16:22:30
Or maybe you watch a lot of Star Trek, and you're just a litle afraid they might be "exceeding the sum of their programming"?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KellyQ on 2005 September 02, 16:40:34
Or maybe you watch a lot of Star Trek, and you're just a litle afraid they might be "exceeding the sum of their programming"?
lol. I haven't actually watched Star Trek since Kirk was captain but maybe that thought was lurking about in my head somewhere.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 02, 16:46:47
Sentient sims!  What would we do?  We'd never be able to kill of another Townie or feed a Cow to the Cowplant again!  ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 September 03, 13:57:27
Sentient sims!  What would we do?  We'd never be able to kill of another Townie or feed a Cow to the Cowplant again!  ;D

What?!  You didn't know?!  These are indeed real people on another plane of the Universe.  The game actually taps into that other plane and allows you, the gamer, to actually impact the lives of real, living people.  For good or ill.    It is your choice to become either demigod or demon.  Mwahahahahah


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 03, 16:53:56
Well, in that case, I'm glad I'm kind to my sims!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 September 05, 01:38:04
One of my CAS-created Sims just turned into an elder, and as she was a Family Sim about to have her 6th grandchild, I decided to reroll her LTW to see if I could get that one to come up.  I rerolled using the Lot Fixer and her LTW disappeared.  If I change her aspiration (using Merola's painting) to something other than Family, everything is normal.  But as long as she is a Family Sim, she does not have a LTW.  Even in SimPE, the LTW is blank and there is no way to select any of the options.

Her LTW before I did the re-roll was "send 3 kids to college", but since she's past childbearing and her 4 kids are all adults, that isn't going to happen.  I want to give her something achievable, like "golden anniversary" or "have 6 grandchildren".

Any ideas?  I'm not seeing this with any other families, so maybe this is something specific to CAS-created Sims?  She was created in CAS as an adult, if that matters.

Forgot to mention - I have the ltwvariety hack installed.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 September 05, 06:06:10
I have no idea what would cause this.  I have only recently installed Uni and have not played it much yet.   But two things I would try are removing the ltwvariety fix, then if that has no effect,  temporarily setting her age back to adult with Simpe. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 05, 06:41:15
This happens with elders sometimes with ltwvariety.  JM said so himself.  You might want to check that thread.  He says if there are no valid LTWs for that sim, then it won't show anything.  Especially with elders since they can't get regular jobs without hacks.  But I would think being a Family sim she could at least get the Golden Anniversary or Have 6 grandchildren want because those are definitely achievable by elders.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 05, 10:09:03
Remove the hack, go and check all your elders whose LTWs you need to change, change them, then you can put the hack back again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 September 05, 12:38:41
But I would think being a Family sim she could at least get the Golden Anniversary or Have 6 grandchildren want because those are definitely achievable by elders.

Exactly!  I think the Golden Anniversary, at least, should have been available even with the hack installed.

I was able to get around the problem by changing her aspiration to something other than Family, then going into SimPE and picking Golden Anniversary as her LTW, then going back into the game and changing her back to a Family Sim using Merola's painting.  And when I had the anniversary party, it did fulfill her LTW, so she's OK for now.  But I still think this is a bug.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 05, 14:43:42
You were lucky, when I changed a sim's aspiration in SimPE, he didn't get lifetime platinum, even though I got the message that he had.

If the sim you mention is one of the Maxis sims, then they can get a new LTW with the debugger because it's designed to use family LTWs, but any CAS sim will almost certainly roll a blank icon.  It's not even possible with CAS adults to get all the normal options if the LTW fix is installed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 September 05, 16:24:17
If the sim you mention is one of the Maxis sims, then they can get a new LTW with the debugger because it's designed to use family LTWs, but any CAS sim will almost certainly roll a blank icon.  It's not even possible with CAS adults to get all the normal options if the LTW fix is installed.

Why is that?  I have a feeling that's what happened to me, because this was definitely a CAS-created Sim.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 05, 16:39:08
It's because the LTW fix is designed, I think, to pull on parents, grandparents etc. for new LTWs.  Since CAS sims don't have them, apart from children created in CAS from both parents, they have nothing to draw an LTW from.  However, all you need to do, as I said, is removed the LTW fix while you change LTWs, then put it back in again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 06, 02:05:51
Why did you have to change their aspiration if you were going to change their LTW in SimPE anyway?  I would think that it wouldn't matter what their aspiration was if you were going to use SimPE to change the LTW.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 06, 02:27:20
Well, Ty and Cory Crewe had two daughters created in CAS.  The two girls grew up to teens and went to college, and rettling around in their big house, Ty and Cory knew that, even though they were both Romance sims, they needed the challenge of a baby around the house.  So Ty went and got himself altered in SimPE.  He was already in the police career, as it didn't matter what career he was in since his LTW had been to woohoo with 20 different sims, so he didn't change careers, but he wast treated as female and had his ltw changed to be Captain Hero.  Well, he got preggers, had a baby, and made Captain Hero - but no lifetime platinum for poor Ty, and he was getting tired of his female voice and mannerisms, so he went and got himself changed back to how he was!  Luckily for him the debugger and the clock appeared in his house, so he was able to roll a new LTW which he could fulfill - and he's now on his third career!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 06, 02:38:32
Did you change his LTW from Woohoo 20 sims, or did he fulfill that one and get another one?  I had one sim that didn't get permanent platinum after making General, but that was because I changed it in SimPE, and it may be different now, but there were two different ones for reaching the top of the MIlitary career.  I didn't know which one to pick, so I picked one, and he didn't get it, so I quit without saving and went back to SimPE and changed to the other one.  He was then able to reach his LTW.  Another one didn't get permanent platinum, but that was because of the helicopter bug with the maid's van I described in another thread.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 06, 02:47:21
I just changed it from the woohoo one to Captain hero, since he's changed to Family, but it didn't work for him.  But the College Clock which I used first worked fine for him - I changed the woohoo LTW to Professional Party Guest, and he got that fairly quickly, then he went on to the top of the athletics career.  I've only got one or two adult sims with the woohoo ltw, and only one with the 20 lovers at once (Keanu Broke) as they're so time consuming to fulfil!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 06, 03:54:09
Yeah, that one takes forever, but TJ's casual romance helps speed things along.  I am working on a couple of Romance YA's to get their 20 woohoos before they graduate using casual woohoo.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2005 September 06, 09:02:54
Why did you have to change their aspiration if you were going to change their LTW in SimPE anyway?  I would think that it wouldn't matter what their aspiration was if you were going to use SimPE to change the LTW.

All the LTW options in SimPE were grayed out (unselectable) as long as she remained a Family Sim.  I did the only thing I could think of at the time, which was to change her aspiration in-game and then try SimPE again.  It worked, but maybe I just got lucky.  After she had a valid LTW I was able to change her aspiration back to Family during gameplay with no problem.

Maybe you could have thought of a better solution, but this method worked for me.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 06, 09:59:11
I was just curious.  I wasn't being critical.  I haven't changed any LTW in SimPE in a while, and I didn't know that the LTWs would be greyed out for different aspirations.  That's why I asked.  Sorry if I came across as being critical.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 06, 12:29:11
They wouldn't normally be greyed out for family sims, I don't think - certainly not the police career, since that is a family career.  I think it might be because of the LTW fix being installed.

Quote
Yeah, that one takes forever, but TJ's casual romance helps speed things along.  I am working on a couple of Romance YA's to get their 20 woohoos before they graduate using casual woohoo.


Trouble is, he's now totally obsessed with his daughter and her mum!  Turns up unannounced even after he's had it away with yet another boyfriend!  The little girl is also obsessed with her daddy, so I think I have to move them in with him for a while, don't want to move him out of his new house, but I can always move her later if I want, after the kid is at college.  They won't be able to get married, in any case, as he's already engaged to someone else!  Why isn't there an option for Romance Sims to autonomously say no when they're on 100/100 with the other sim but have the fear of getting engaged?? 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cassandra on 2005 September 09, 20:30:32
Will this fix time standing still? I have this problem on a few lots, ever since I was stupid enough to install some stuff from the exchange (I checked with clean installer & still got a digital STD?)! Anywhoo, I ended up removing all of my CC & still nothing moves?!?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 09, 21:06:00
Have you tried the HackScanner from DJS Sims?

The debugger will put right various problems, but it sounds to me that something you downloaded has left a hack of some kind in your downloads, so I would try both to see if you can isolate the problem.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cassandra on 2005 September 09, 21:20:41
Where is DJS sims? Also I deleated all of my My docs/EA Games Folders for each user, could a hack land in the Program files area?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 09, 23:19:35
http://www.djssims.com/index.php

If you've deleted all your custom content, then I can't see that anything could have landed in your program files, but it could have corrupted something there, I think.  Anyway, I've given you the link, it's a useful program to have anyway, but bear in mind it sees all MoxoidMonkey's creations as hacks.

If something has got corrupted in your program files, I would think the easiest solution would be to remove all your saved games folders and do a complete uinstall/reinstall of University if you have it, or Sims 2 if not.  (If you have Uni, there should be no need to uninstall Sims2, unless nothing else works, and just reinstalling Uni is obviously much quicker!)  You can then return your Saved Games folders to their proper places in your My Documents/EAGames folder.

You could try the Debugger, but if this is a problem occurring on every lot you enter, then it doesn't seem like it's a problem which the Debugger is designed to fix - they are what you might call "lot-specific" rather than general.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 September 10, 02:21:33
Will this fix time standing still? I have this problem on a few lots, ever since I was stupid enough to install some stuff from the exchange (I checked with clean installer & still got a digital STD?)! Anywhoo, I ended up removing all of my CC & still nothing moves?!?
Do you mean that sims on some lots are not aging? I just had that problem, ended up having to move the sims to a new lot - a non-Maxis lot - because apparently the aging controller can become corrupt and there is no current way of fixing it. Some pre-made Maxis houses are also supposed to have a corrupt aging controller. If it is just a few lots, that may be your problem.

If your sims are just not moving, frozen, then I haven't a clue.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 10, 03:16:42
Well, the first time I installed Uni, it happened to me when I was finally able to load a lot at all.  I took my downloads out again and started putting them back a few at a time.  Eventually I was forced to reinstall, as nothing else I tried worked.  However, the problem was only with the Campus, not with the Neighbourhood.  But it does seem there is something which can not only become corrupt, but can actual install a corrupted version of itself!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dmchess on 2005 September 13, 21:16:37
This is my very first maty post, just in case that makes anyone feel more, or less, kind. 8)

So I've been very lucky in terms of horrible nasty visible-from-space bugs in TS2 so far (knock wood), but I've got a glitch now that (while still minor) is tempting me to actually do something about it, and I thought I'd check first.

The problem is a non-working carpool exit portal (or a symptom that suggests that) on one lot: the carpool arrives, the Sim gets in, but the carpool doesn't drive off; instead it just sits there until the end of the hour and then vanishes ("well, the teleporter works okay, but it takes a long time to warm up").

Is this a thing that the FFS Lot Debugger is likely to be able to fix? (Is the one in this thread the most recent / correct version?  (I have Univ but not NL.))  Any particular advice beyond the obvious in using it to do that?  (Despite admiring them greatly from afar, I haven't actually used any custom objects with BHAVs in them, and I admit I'm a snidge nervous.)

Advice, thoughts, suggestions, dirty jokes, welcome,
DC


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 13, 21:24:22
You need Crammyboy's portal fix and Erzengel's replacement portals from ModTheSims2.

Read the thread on Tree Breaks and Missing Portals here at Maty for more informations.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dmchess on 2005 September 13, 22:28:45
You need Crammyboy's portal fix and Erzengel's replacement portals from ModTheSims2.

Read the thread on Tree Breaks and Missing Portals here at Maty for more informations.

Thanks very!  Is that a "no" then on the question of whether the Lot Debugger addresses this problem?

For the lazy, here are the links:

The Case of the Tree Breaks and the Missing Portals (http://www.moreawesomethanyou.com/smf/index.php?topic=283.0) here on maty.

Crammyboy's Portal Fix on MTS2 (http://www.modthesims2.com/showthread.php?p=698928) (prevents at least one thing that randomly deletes portals)

Carpool Not Showing Up - FIX (http://www.modthesims2.com/showthread.php?t=79045) on MTS2, from Erzengel; installable replacement portals

I'll try to get unlazy enough to actually try some of this on my lot...   8)

DC


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2005 September 14, 00:09:34
Hi JM just thought I would let u know that I am using this with nightlife and so far not a problem with it. I will  still test further though to see if there is any problems. ;D ;D ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 September 14, 05:11:18
The debugger helps with a lot of problems, like stuck kicky bags, blocked fridge tiles, etc., but if you have a corrupted portal, you really need the portal fixes!  I found when I tried the debug option to get rid of Offworld Loiterers that I got Nannies arriving by the dozen and just walking into the house and getting in the way, not to mention walking up to poor Brandi and water-bombing or ventrilofarting her!  Funny it may have been for a while, but it soon wore off when I realised that this problem wouldn't go away while there were kids in the house!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dmchess on 2005 September 14, 10:48:55
The debugger helps with a lot of problems, like stuck kicky bags, blocked fridge tiles, etc., but if you have a corrupted portal, you really need the portal fixes! 

'k, thanks much (bene for you, hee hee hee).  I'll give them a try when I get sufficiently bothered by the teleporting-out carpool...                 DC


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Andygal on 2005 September 16, 07:47:24
Is this safe with Nightlife? Anybody know? I've had some of these problems (stuck kicky bag)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 16, 07:59:16
Is this safe with Nightlife? Anybody know? I've had some of these problems (stuck kicky bag)
I'm not sure, I have heard it is, but I do know that TwoJeffs at variousimmers.com has his college adjuster ready for Nightlife, and it can remove stuck kicky bags as well.  He says the old one will work, but the new version will make your sim a vampire or cure him of vampirism.  (Wonder if it would work on Pescado??? ;))


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2005 September 16, 09:03:30
Yes this object works as far as I know I have been using it since I got nightlife


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Vren Lyet on 2005 September 22, 00:51:21
Please pardon my stupid question but what exactly is this "AWOL Headmaster" problem that can be fixed with this tool?

I tried this option on some of my lots and all of them apparently had the problem (at least that's what the pop-up message said) although I've never ever invited this headmaster guy - not even on other lots. Actually, on one lot the problem reoccured after I took a Sim to new Downtown (NL). When she came back and I clicked the option again, a message poped-up saying the problem got fixed again. Well, I don't know if it's really related to that reloading-the-lot-thingy, but... ;)

So what is this "AWOL Headmaster" problem anyway?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: gynarchy on 2005 September 22, 00:58:23
I've been wondering that as well. Even with my Sims at Uni, every couple of nights that option fixes 1 problem. My Sims have never left the dorm lot to go anywhere except to go to class.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Hook on 2005 September 22, 17:39:12
AWOL Headmaster appears as an option on all lots, even dorms.  What it does is delete the headmaster scenario controller.  It does not check to see if there's a messed up controller first, but doesn't appear to hurt anything in any case.

The AWOL Headmaster fixes problems where you have a headmaster that will not even show up when you call him, because the controller thinks there's already a headmaster scenario in progress.  If you have a lot where you can't get a headmaster to show up, and you can *still* Invite Headmaster after you've invited him once, then use the AWOL Headmaster option.

If you have a headmaster scheduled to show up when you upgrade the game with a patch or install a new EP, the controller will be messed up.  In my test house, the headmaster is standing in the living room even though he's not scheduled to appear for another 2 hours.  He disappears as soon as the game is unpaused, and there's no way to interact with him, even using Merola's Mind Control Mirror.  Inviting another headmaster does not give an error, but the headmaster never shows up.  Using AWOL Headmaster fixes the problem.

Hook


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Vren Lyet on 2005 September 23, 08:28:34
I've read so much about bugs with this headmaster guy, but I've never experienced them myself as I therefore avoided calling him...

Thanx for the explanation! :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 September 23, 09:02:31
Well, I've had pretty good luck with him lately as long as I follow a few basic rules.  In fact, I had almost forgotten about the bug since I had gotten so used to doing it this way.  I save my game right before calling the headmaster and don't save it again until he is safely gone.  I always have my sims call him right before or right after 5 pm.  I have someone make the beds and I have someone clean (Macrotastics clean is good for this) and someone with high cooking skills cook pork chops or salmon.  I also try to make sure gardening is done earlier since it can take longer.  Then the sim who is not cooking will greet and give a tour to the headmaster.  Then they call him to dinner.  Usually by the time this is done, I have more than enough points to get my kids in private school.  I know you can get bonus points for the hot tub or espresso, but I have heard about the headmaster getting stuck in the hot tub, and I saw the headmaster disappear right before my eyes after he drank espresso and was trying to put his cup in the dishwasher, so I avoid those activities when he is there.  Chatting with the headmaster is good for a few points if it results in positive relationship points.  Once I used the lot debugger on those lots that I was not able to call the headmaster on and I follow the rule about calling the headmaster right at 5 and not saving until he is gone, I have had no further problems with him.  I just watch carefully, and if something goes wrong, I just have to reload the lot and do it again, avoiding whatever problem occurred the first time. But it is fun and I enjoy it.  It is so satisfying to get a high score and get your little sim children in private school so they can wear those cute uniforms.  But why do they still ride on the same yellow school bus that the kids in public school do?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 September 25, 02:46:56
Got a question on this...

I've got a student who's graduated but is still in the dorm. She can't get out. I've apparently got the stuck moveout bug happening and the lot debugger fixes it, but the taxi doesn't come and when I have her try to move out again, she goes back into limbo (freezes, etc. but the rest of the Sims on the lot are fine). How can I break out of this loop? Maybe I'm using the debugger wrong?

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: stonecross on 2005 September 27, 22:48:11
The .zip file isn't coming up, I'm getting a 'server not found' message.  Is it temporary?

LisaX


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2005 September 28, 21:22:38
I don't have Uni or NL.  Can I use the debugger? 
It says "tested on Uni" and most of the problems it addresses are Uni problems, so I thought I'd better ask before I put it in my game.
My main interest is headmaster bug as I had a major problem with that a few months back and don't trust it not to reappear as suddenly as it vanished.  I also want to try the randomiser to prevent all the kids being identical.    People were talking about Maxis Sims genetics being a problem - where can I read more about that?

Thank you for the hack JM.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 October 08, 19:55:13
Got a question on this...

I've got a student who's graduated but is still in the dorm. She can't get out. I've apparently got the stuck moveout bug happening and the lot debugger fixes it, but the taxi doesn't come and when I have her try to move out again, she goes back into limbo (freezes, etc. but the rest of the Sims on the lot are fine). How can I break out of this loop? Maybe I'm using the debugger wrong?

Jen

You could try the Graduation No Move Out Fix, or the Move Out Controller Resetter, both by TwoJeffs and available at MTS2. (Best, I found, not to leave them in your game afterwards, they cause problems in the main neighbourhood.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2005 October 09, 15:56:30
Oooh thanks for the tip! I'll check those out. I did find that moving the students fixed the issue, but obviously that's a serious pain in the butt  :P

Jen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 October 09, 17:28:27
They worked fine for me, but as I say, they can mean that you can't get the main neighbourhood sims to move out, so it's best not to leave them in your game - I leave mine on the desktop so they're handy when I need to stick them back in!

Hope everything works for you!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2005 November 29, 17:17:37
Please help me to understand how this hack works.
If you have it installed does it automatically check for errors and attempts to fix them or do you have to manually select the options for each lot when you notice a problem or want to do something (like generate random sims)?

Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 November 29, 17:26:19
Manually. On a side note, thank you for bringing this thread back up to the top, I never would've noticed the Lot Debugger has a Nuclear War edition otherwise.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2005 November 29, 18:36:08
So does an error log pop-up notifying you of errors for you to address or do you have to figure out for yourself what needs to be fixed?

Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Nihale on 2005 November 29, 18:41:08
Error logs only pop up with testingcheats enabled, don't they? I think you need to figure out for yourself what needs fixing.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Hook on 2005 November 29, 18:50:56
So does an error log pop-up notifying you of errors for you to address or do you have to figure out for yourself what needs to be fixed?

A menu pops up with stuff you can fix.  For example, if you have a stuck kicky bag on the lot, you get the option to nuke it.  If no stuck kicky bags exist, you won't get the option.

You always get the option to Fix AWOL Headmaster, but you probably already know if you have a headmaster problem.  The other options are either always available, like upgrading a pre-Uni Sim, or not shown if you don't have the problem.

Hook


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 November 29, 18:53:43
Well, technically, that option appears as long as there's a headmaster controller to be removed. It should disappear if you've already done it, thus destroying the headmaster controller until it respawns from reloading the lot or trying to invite a headmaster. It doesn't necessarily mean the controller is corrupt, as there's no reliable way to detect the corrupted state, merely existence. Same story with party controllers: If it's there, the option to remove it will appear, regardless of whether the party is broken or not.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 November 29, 19:03:03
Off-world loiterers is another.  It will appear any time your sim is on the phone, and I think it will appear when random sims are walking by.  So if you see this option, you would first verify neither of these are occuring before hitting clear.  If someone is walking by and you do this, I don't think anything bad will happen.  If any sims were on the phone, though, they'd jump and suddenly not be on the phone anymore.

I've also seen Clear stuck refrigerator tiles on a couple of occasions, but someone was actually standing in front of the fridge at the moment, so I didn't do anything.  It went away as soon as they moved.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2005 November 29, 19:22:17
Okay thanks.

Pescado, I just asked this question on another forum but since you are currently reading over here I will ask. (anyone else who knows can respond of course)  :)

Will this hack allow me to open up all career path options (actual jobs not rewards) for my sims if I do not have Univ installed?
If so, how?

Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2005 November 29, 19:28:54
Thanks JM for adding a descriptive list of all the functions coming with it.  Very much appreciated.  :-*

Now I need that new shiny version  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2005 November 29, 19:31:53
Okay thanks.

Pescado, I just asked this question on another forum but since you are currently reading over here I will ask. (anyone else who knows can respond of course)  :)

Will this hack allow me to open up all career path options (actual jobs not rewards) for my sims if I do not have Univ installed?
If so, how?

Thanks.

No it won't since the 4 new careers are not in your game right now, they are only available if you have install University.  They are part of that expansion pack only.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2005 November 29, 19:32:54
Thank you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 November 29, 21:48:20
MissDoh, thanks for mentioning the new descriptions.  I just read them again and saw all the new updated options.  Much shinyness!!!

What is the "iceskater" effect?  (XVI. FIX FUNKY MOVEMENT)  I don't think I've seen this.  Under what circumstances would it happen?

I am especially happy to see these two.  I asked for something like this a long time ago.

Quote
XVIII. MAKE ME SMART/STUPID (debug mode only)
     Applies or removes "stuck smart milk" effect to sims.

XX. TEST IQ
     Returns percent-learning rate (100 is normal) for current sim.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2005 November 30, 00:13:51
Quote
I am especially happy to see these two.  I asked for something like this a long time ago.

Quote
XVIII. MAKE ME SMART/STUPID (debug mode only)
     Applies or removes "stuck smart milk" effect to sims.

XX. TEST IQ
     Returns percent-learning rate (100 is normal) for current sim.

YES!  I had a sim child reset just the other day during a burglary and lose his smart milk.  I was sooo annoyed - as it was Friday night on the lot, and I was looking forward to 2 simdays of smart milk-enhanced, parent-assisted skilling.  At the time I wished there was a way to restore the effect.

[starts muttering under her breath] I must resist the temptation of giving this effect to my CAS sims and to the townies/dormies/NPCs who marry into my households ... Must resist ... Must fight the urge ...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 November 30, 00:19:21
[starts muttering under her breath] I must resist the temptation of giving this effect to my CAS sims and to the townies/dormies/NPCs who marry into my households ... Must resist ... Must fight the urge ...
You're stronger than me if you can resist that urge. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: lauraglenn on 2005 November 30, 01:14:17
Oooh!  An update!  Thanks, JM.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 November 30, 01:20:27
[starts muttering under her breath] I must resist the temptation of giving this effect to my CAS sims and to the townies/dormies/NPCs who marry into my households ... Must resist ... Must fight the urge ...
You know, I *CAN* detect for that, you know.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 November 30, 01:32:09
I don't see why CAS sims and NPCs shouldn't be able to get a leg up on skill building since they don't have the advantage of starting as toddlers.

I have used TJ's college adjuster to randomize skills up to no more than 5 in any area, just to give them a head start.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Andygal on 2005 November 30, 02:12:11
NPCs often start with uber-skill profiles anyway.  Unless by NPCs you mean "NPCs and townies".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 November 30, 02:58:08
I meant townies, I guess, since I've never actually moved in any NPCs.  I use them mostly as fodder for my Romance Sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2005 November 30, 04:24:58
When would the option Make Me Smart/Stupid be available?  I've tried to look for it on different sims with different ages but have not been able to see this in the menu.  I also tried debug mode on and off, unless I'm wrong about "debug mode" being the boolprop testingcheatsenabled.   ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 November 30, 06:12:26
To access a debug mode option, the test cheat must be enabled and you must shift-click the object. The sim in question must be in a clearly defined state of smart or stupid, and not currently be performing an action.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellatrue on 2005 November 30, 07:41:26
Perhaps this is wishful thinking, but would it be possible for a sim to use the "upgrade pre-uni sim" feature if you have NL, but not uni?

I only ask because I suspect that functionality might have been included as a hidden part of the NL expansion pack- I have found that after I got Nightlife, a number of downloaded university objects that didn't work before finally showed up in my game, so I think their meshes were included with NL- and many of the uni cheats are available to me now as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 November 30, 07:47:50
I just have some queries I wondered if people could answer please.

Quote
II. UPGRADE PRE-UNI SIM
Upgrades an Adult or Elder sim to 6 want slots/2 locks + Uni graduation with no major.
Is it safe to give majors in simpe?

Quote
III. CLEAR STUCK PARTY
Any currently in progress party is immediately terminated.
Would this be a convenient way to cut parties if they're not going well or some disaster strikes and you just want to get shot of the lot of them, or should it be used with caution?

Quote
VI. UNFREEZE VISITOR MOTIVES
Removes "static motives" flag
How can you tell if a visitor has stuck motives?

Quote
X. KILL GHOST EMITTER
Deletes the "haunted" emitters which cause sims to freak out at random
objects, even if ghosts are not present on the lot.
Are the ‘haunted emitters' something left by ghosts or do they sometimes randomly happen?

Quote
XIII. NUKE STUCK MOVE OUT
Nukes the college move-out controller, which can become corrupted and
prevent sims from moving out of college.
Oooh, shiiiny.

Quote
XVI. FIX FUNKY MOVEMENT (debug mode only) (experimental)
Attempts to force a sim back to walking normally and stop the "iceskater"
effect. Experimental - intended for testing only.
Is that when they walk with shoulders back, arms wide and kind of leading with their hips? When they're cock-o-the-walk and heading in for a romantic interaction.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2005 November 30, 12:38:19
Quote
I have used TJ's college adjuster to randomize skills up to no more than 5 in any area, just to give them a head start

I also do this for townies/dormies.  And to bring the excessive stats of NPCs down.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2005 November 30, 14:44:31
To access a debug mode option, the test cheat must be enabled and you must shift-click the object. The sim in question must be in a clearly defined state of smart or stupid, and not currently be performing an action.

Oh, the "shift click"!!!  Duh!  Thankies, old grouch!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 December 01, 00:53:59
Would this be a convenient way to cut parties if they're not going well or some disaster strikes and you just want to get shot of the lot of them, or should it be used with caution?
It's possible to do that, but I'm not sure what would happen if you did.

How can you tell if a visitor has stuck motives?
If this option appears, then a guest sim has static motive lock on.

Are the ‘haunted emitters' something left by ghosts or do they sometimes randomly happen?
They're usually ghost-related. You'll know the possibility exists when the option appears at all, generally when sims start freaking out at bowls of cereal and lights.

Is that when they walk with shoulders back, arms wide and kind of leading with their hips? When they're cock-o-the-walk and heading in for a romantic interaction.
No, I'm talking about the obscure condition when they seem to ice skate across the ground without animating at all. This one's experimental and I wouldn't use it at random.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jennydeenyc on 2005 December 01, 02:03:09
A couple of things to report regarding my experiences with the newest Lot Debugger:

1) Sims that I allow to transition directly from Teen to Adult & then upgrade with the Debugger don't seem to get Uni career opportunities with either the paper or PC, though they get the Want slots & locks.

2) I have a Uni graduate sim who freezes (no cab, no age transition) after selecting the Move Back to Pleasantview option. I nuke the controller with the Debugger, but get the same result when I have her call to move home again. Also tried TwoJeff's version of this function, with the same results. A taxi does come to the lot if you just call for transportation, so I don't think it's a portal issue. Any advice on how to get her home safely if these fixes don't work?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 December 01, 04:01:08
Thanks for the answers JM.


How can you tell if a visitor has stuck motives?
If this option appears, then a guest sim has static motive lock on.

OK. I'm sorry, I still don't quite understand what a static motive lock is. Is it the sim's needs i.e. food / bladder etc that are affected or is it that green filling bar next to their job details?

Another question, I seem to have acquired a ghost of a townie after using the phone to resurrect the nanny. The lot debugger does not give me the option to get rid of any haunting emitters. Does that mean the ghost itself is not an emitter? I have no gravestone for this ghost.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 01, 05:34:59
Motives are the sims needs, such as hunger, bladder, etc.  You know, stuff that motivates the sim to eat and use the potty or find fun stuff to do. ;)

About the ghost, I think this will only appear when the ghost is haunting or something has gotten stuck.  If you have no tombstone, then you shouldn't have a ghost.  So it is normal for you not to have anything related to it on your lot debugger.  If you had it and no ghost was actively haunting, then this would allow you to get rid of those stuck emitters.  Which, as JM said, you'd notice something strange by sims being frightened of certain objects.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 December 01, 08:02:18
Cheers Rainbow. I always think of those food / bladder things as needs, now it makes sense.

I might try resurrecting the townie to get rid of his ghost then. I didn't even know a townie died or how.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 01, 08:26:52
I misunderstood.  You mean you have a ghost even after deleting the tombstone?  That is weird.  Deleting the tombstone/urn is supposed to get rid of the ghost.

EDIT:  I went back and re-read your previous post and saw what you said about using the phone to resurrect the nanny.  That is really weird, if it resurrected the nanny and you got a ghost as a bonus!  Wonder how that happened?  Maybe your idea will work though.  Back up your neighborhood just in case...and try and see what happens. :)  Good luck!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 December 01, 11:09:17
I made a sim have a baby so I could call a nanny. Then I moved her in and killed her - death by flies. I used 2J's rewards collection to place a resurrect-o-nomitron. When my sim called Death, here were two sims I could resurrect. The nanny and a townie, Oscar Wilde, I didn't know had died. I selected the nanny. She came back as a zombie. That night I saw the ghost of Oscar Wilde (You have no idea how odd it feels to write that!). He has just been hanging round and haunting since.  ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 December 01, 18:41:20
A couple of things to report regarding my experiences with the newest Lot Debugger:

1) Sims that I allow to transition directly from Teen to Adult & then upgrade with the Debugger don't seem to get Uni career opportunities with either the paper or PC, though they get the Want slots & locks.
Upgrade Pre-Uni Sims is supposed to only give the want slots and locks, not give access to the careers. Unless your Sim goes through Uni, or you cheat somehow, you're not going to get your Sims into the Uni careers.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2005 December 01, 19:23:57
Upgrade Pre-Uni Sims is supposed to only give the want slots and locks, not give access to the careers. Unless your Sim goes through Uni, or you cheat somehow, you're not going to get your Sims into the Uni careers.

Not true for me. I have boh EPs, I use lot debugger, I upgrade a sim to 6 wants slots etc and all the careers are available.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 December 01, 19:32:57
Upgrade Pre-Uni Sims is supposed to only give the want slots and locks, not give access to the careers. Unless your Sim goes through Uni, or you cheat somehow, you're not going to get your Sims into the Uni careers.

Not true for me. I have boh EPs, I use lot debugger, I upgrade a sim to 6 wants slots etc and all the careers are available.
Really? I've never been able to access the post-Uni careers by upgrading pre-Uni Sims. Maybe my game is just weird.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 02, 04:54:26
Upgrade Pre-Uni Sims is supposed to only give the want slots and locks, not give access to the careers. Unless your Sim goes through Uni, or you cheat somehow, you're not going to get your Sims into the Uni careers.

Not true for me. I have boh EPs, I use lot debugger, I upgrade a sim to 6 wants slots etc and all the careers are available.
Really? I've never been able to access the post-Uni careers by upgrading pre-Uni Sims. Maybe my game is just weird.

Well, if so, then mine is too - I've never been able to access post-Uni careers for CAS adults either.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellatrue on 2005 December 02, 06:34:11
Perhaps I should clarify my question: I did not mean that they would have options for uni careers, but that they could receive the extra want slots and locks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 02, 06:42:22
I would think that the answer would be, no, since presumably the whole coding for gaining these extra slots would not be available.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 02, 06:49:26
Perhaps I should clarify my question: I did not mean that they would have options for uni careers, but that they could receive the extra want slots and locks.
Do you have the option to do so?  I wouldn't think this option would even show up on games that don't have Uni installed.  If you do have it, try it and see what happens.  I don't think it will work though, because this is a Uni feature.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 December 02, 06:56:04
The option isn't available if Uni isn't installed in your game, since this also enables the "Graduated Uni" flag, which would wig out if you tried to enable it without having the Uni resources (getting a Uni job with missing uniforms, for instance).

However, in theory, the extra slots and locks would show up, if you used the Jeffian College Adjuster to do it, which may not perform safety checking.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Renatus on 2005 December 02, 20:52:15
2) I have a Uni graduate sim who freezes (no cab, no age transition) after selecting the Move Back to Pleasantview option. I nuke the controller with the Debugger, but get the same result when I have her call to move home again. Also tried TwoJeff's version of this function, with the same results. A taxi does come to the lot if you just call for transportation, so I don't think it's a portal issue. Any advice on how to get her home safely if these fixes don't work?

Move her to the family bin in the uni neighborhood and into a small, empty lot. She may be able to move out now - sometimes the dorms and uni houses go funny and after the first sim or two in a batch moves out the rest are stuck.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jennydeenyc on 2005 December 03, 21:51:20
What I ended up doing with the sim who couldn't move out was basically what you suggested, Renatus. I sent her & her niece (who was in the same dorm) to a community lot on campus & had her call to move home from there, then sent her niece back to the dorm so the game would save. That stuck her in the Uni Neighborhood bin. I couldn't just move her out to the bin from the dorm because a message kept coming up that someone was already trying to move, even after nuking the stuck controller. From the bin I sent her to one of the Maxis-made sim-occupied off-campus Uni houses (to save her the rent cost of an empty lot), and then moved her to Pleasantview from there. Most annoying, but it got the job done!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 03, 22:21:42
I had this problem with Beau Broke and used TJs fixes to get him back to Pleasantview.  I then moved them out of the game as they do seem to affect the ability of sims to moved out in the main hood.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2005 December 04, 05:03:57
I notice this today.  If I use the "RERANDOMIZE SIM GENERATOR" function my Sim will always give birth to the same gender of baby no matter how many times I reload the lot.  If I don't use it my Sim can have either a baby male or female Sim or twins with different genders. 

What I did is use it for a Sim that was about to give birth to twins, I reloaded the lot ten times and she always add twins boys.  I quit the game, reload it and did not use that feature and she had a boy and a girl.  ???  It is not the 1st time I had this happen and I was trying to found out how come I could not have another gender when I reloaded a lot like I use too.  It is actually the 3rd time this happened and that I notice it.

How come by using this feature it determine the gender of the future babies?

Here is a list of all the mods/hacks I have in my game in case some could conflict with each other:

Adbductions higher odds (TJ)
Age transitionfixes (TJ)
CBOy clothing event fix
CBoy furiouswalkby fix
CBoy lessautonimous fighting
CBoy Nocommlotfoodserve
CBoy normalclothespackage
CBoy Sectionalsofafix
Collegeadjuster (TJ)
FFsdebugger (latest version but it was the same with the prior version for Nightlife)
GoSteadycriticalfix (TJ)
hygienebugfix
Merola Multi-painting
moveoutbugfix
NL- schoolbus-bring friend (TJ)
NL - Handheld&MP3noautonomy (TJ)
Noeatcrap (NL version)
Noforcewatchfight
Nowhatthis
phonehack (latest version)
toddlerplaywithtoiletfix (TJ)
vampirefixes


EDIT:  The most odd thing is that eventhough I did not use the rerandomize feature and it was the 1st birth in the game (and I did not created dummy Sims), I had 1 taurus and 1 aquarius Sim (the father is a taurus and the mother is a an aries).  Was something fix in Nightlife that we are not aware of? 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 December 04, 06:06:16
I notice this today.  If I use the "RERANDOMIZE SIM GENERATOR" function my Sim will always give birth to the same gender of baby no matter how many times I reload the lot.  If I don't use it my Sim can have either a baby male or female Sim or twins with different genders.
Coincidence. There's no way this would have an effect on the outcome.

Quote
EDIT:  The most odd thing is that eventhough I did not use the rerandomize feature and it was the 1st birth in the game (and I did not created dummy Sims), I had 1 taurus and 1 aquarius Sim (the father is a taurus and the mother is a an aries).  Was something fix in Nightlife that we are not aware of?
The astrology you'd get from a baby is altered by the input parents. However, you'll always get the same output for a first birth, unless you have twins, in which case you'll get the first and second outcomes in the sequence.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2005 December 04, 07:15:48
Quote
EDIT:  The most odd thing is that eventhough I did not use the rerandomize feature and it was the 1st birth in the game (and I did not created dummy Sims), I had 1 taurus and 1 aquarius Sim (the father is a taurus and the mother is a an aries).  Was something fix in Nightlife that we are not aware of?
The astrology you'd get from a baby is altered by the input parents. However, you'll always get the same output for a first birth, unless you have twins, in which case you'll get the first and second outcomes in the sequence.
[/quote]

But aren't the 1st born always an aries?  How come none of them is an aries? I am completely confused here please explain more.

I will push my study further though in regards of if it was pure coincidence that I could not change the gender or not and let you know.  The same gender problem did happen to Sims that were having single baby and the first time it happened I reloaded the lot around 20 times, I wanted to have a girl but the game would simply not give me one even after 20 reload without quitting of the same lot.  Could it be one of the other mods I have that is doing that?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 December 04, 07:55:18
But aren't the 1st born always an aries?  How come none of them is an aries? I am completely confused here please explain more.
The first sim generated in CAS (no input seeds) will be an Aries, because a sim generated under those conditions has null parents. A sim generated with parents as the input will produce a different output that will still always be identical for those particular parents. If you have not generated any sims, the generator will still be on the first output in the sequence, so you'll keep getting that first-output over and over. The exact output will change with different input sims, so will not always be Aries if you are breeding them, but if you quit the game and restart it, and have another baby from those two that spawns right after, it will be identical in personality to the first.

I will push my study further though in regards of if it was pure coincidence that I could not change the gender or not and let you know.  The same gender problem did happen to Sims that were having single baby and the first time it happened I reloaded the lot around 20 times, I wanted to have a girl but the game would simply not give me one even after 20 reload without quitting of the same lot.  Could it be one of the other mods I have that is doing that?
No, no mod can alter the gender of the baby. Believe me, we've tried! For some sadistic reason, Maxis completely forbids any attempt to affect this by hardcode. One thing that CAN affect output is if you save too close to the birth. Saving too close to the birth can lock the outcome in stone for some reason, perhaps also related to the random generation sequence.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 04, 13:20:45
I've noticed some odd things in this respect, relating to twins.  Darleen Dreamer was in the process of giving birth to twins when the first one gor stuck in midflight (see my post on this) and eventually I had to quit without saving and reload the lot.  The twins would have been boys, but this time Darleen had one baby successfully, and it was a girl.

However, Kiernan Tricou (who changed aspirations to Knowledge) wanted, of course, to stargaze, so since they were well off, I bought him the expensive telescope (which in my game is the always abduct one) and he got abducted, of course, and pregnant, of course.  He then went straight back to the telescope before I could stop him, and got abducted again.

Anyway, when he came to have his babies, they were twin girls, and the first one got stuck and unclickable after he put her on the floor, went and had a bath, had a meal, drank espresso and goodness knows what else while the poor babies needs were dropping and dropping, and I couldn't access buy mode to even attempt to put the poor thing in a crib.  In the end I decided the game has basically locked up, even though Kiernan and co were all busy doing stuff, so I quit without saving.  I then decided to move Kiernan and Nylissit out and try again on another lot, moved them to my custom hood Laketown, and this time everything went perfectly, and Kiernan had his twins and they were still girls.

It's odd that in one case, the twins were lost, and in the other they weren't - maybe if Darleen had moved house she would have kept hers!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dmchess on 2005 December 06, 14:04:41
Does the Lot Debugger do anything about a corrupt nanny controller (assuming such a thing is possible)?

On one lot of mine the nanny never shows up when she's supposed to but does seem to appear reliably at half an hour after midnight and sometimes randomly at other times, and when the resident adult calls the nanny service to cancel the contract, the options that come up are the ones that offer to make the contract in the first place (i.e. the phone doesn't think they have an arrangement at all).  I'm hoping the behavior will stop once the kid is a teen (just another couple days now), but I'm not confident.  *8)

(This is the same lot where the outgoing carpool and school bus doesn't drive away, but just sits there until the end of the hour and then vanishes; don't know if that could be related.)

DC


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 06, 14:49:50
That sounds like you have a portal problem.  Have you tried Crammyboy's portal fix?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2005 December 06, 16:18:22
The portal bug Crammyboy found was fixed in the NL/Uni patch. Unfortunately the patch didn't fix lots that were already bugged.  Crammyboy has a portal detector - that will warn you if a portal is deleted. DON't put his fix in a patched game.
You can detect and get rid of maids, gardeners and other sims stuck on the lot with hacked items.  I know Merola's mind control mirror and Inge's teleporter shrub plus.  If you have one of them put it on a lot that's having problems and see what it tells you.
Inge's shrub is at www.simlogical.com - navigate to Sims 2.... downloads... teleporters.... shrub plus....

If you have a deleted portal, the easiest thing is to move the family out and delete the lot.  You can fix portals, but I'm told it's fiddly.  Now that Crammyboy is here, you mind find this all on MATY, but I know these two MTS2 links.  One is to his detector and original prevention tool, the other is how to fix the problem once it has happened
http://www.modthesims2.com/showthread.php?t=83684  ..prevention and detection by Crammyboy
http://www.modthesims2.com/showthread.php?t=79045  .. fixing missing portals by Erzengel


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 06, 16:28:04
Sorry, didn't make it as clear as I should, that was the thing I meant.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2005 December 06, 17:24:36
The Nightlife patch was SUPPOSED to fix the portal problem.   But the first lot I entered after installing the patch developed the bug  during that session of play.   So  I have put Crammyboy's fix back in. 

I have fixed more than a dozen lots afflicted with the slowdown bug by using Erzengal's portal fix and have had no further problems with any of those lots.  I  won't  move my families simply because of slowdown.  I would rather do without delivery or service people than have to lose everything I have built with that family and start over. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 06, 18:49:49
Crammyboy's portal monitor is compatible with the NL patch.  Also, although one bug with portals being deleted was fixed in the NL patch, another one related to juggling was discovered by Crammyboy.  You can get the fix as well as the portal monitor here:

http://www.moreawesomethanyou.com/smf/index.php?topic=2171.0

I have not had any problems with Erzengel's portal replacement fixes.  You just have to know how to use them.  I am so grateful for this because I no longer have to move sims and bulldoze lots because the carpool is messed up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2005 December 06, 19:00:47
hedgekat - I pushed this "supposed to be fixed" point with Crammyboy cos I didn't believe it without proof either! the posts are on MTS.  He said very clearly to take out his fix before you patch as it is fixed.  I did get agreement on that thread that what maxis did, didn't fix problems that were already there.  I stopped before I annoyed everyone with my persistence, but it still seems to me that there might easily be another stupid bit of coding that deletes a portal.  We've all blamed everything on the one Crammyboy id'd for us - cancelling read-me.  But maybe it also happens when you cancel some other action.

I know Crammyboy is going to want to hear from you about your experience.  Please pick up that link I gave and post there - or somewhere here in his bit of the board.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dmchess on 2005 December 06, 20:46:32
Yeah, thanks; I looked at Crammyboy's portal stuff, but he never mentions a carpool-EXIT portal, and that seems to be what I'm missing (in some sense).  Siimlarly, my problem with nannies isn't that they get stuck on the lot (I can always delete them, and in fact I think just dismissing them causes them to summon a van and leave), it's that they show up unexpectedly at random times (and don't show up when they're supposed to); it seems to be the schedule that's messed up, rather than a portal...                  DC


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 06, 20:52:58
Have to say, we've most all of us here had that problem at one time or another.  There are various threads regarding the nannies, and maybe if you go through them all you will find something helpful to your particular problem.  My own personal solution is not to use them at all.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2005 December 06, 22:18:41
Hi all AS for the nannies I dont use them either as they cause to much hassleI find that the nanny painting on modthesims2 works best.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 07, 04:35:30
Hi all AS for the nannies I dont use them either as they cause to much hassleI find that the nanny painting on modthesims2 works best.
Where is this nanny painting, and what does it do?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: IcemanTO on 2005 December 07, 09:41:01
Hi JM,

I had a problem with this Lot Debugger (version 2.0 for NL, of course).

My system includes Nightlife Patched, a lot of other yours hacks (moveout, phone, payatmailbox and so on, all new NL versions) plus
the InSimenator v. 2.2 fixed, plus the entire Security system by IngeJones, twojeff's casual romance, Cboy's nudist hack v.2.05 NL and NL clothing patch, dizzy2's smart lights and smartserve, Monique's Bank controller system.

1. The lot debugger works fine into my lots, no problems here.
2. The problem comes if I send my sims to downtown with their own car (both cases with default or custom cars).
    They go, the downtown lot loads right, all seems to go ok, but, when the car arrives, all my sims disappear and the car rest here
    alone. No live mode buttom (it becomes grayed out), no chance to click on the car to do something. The only way is to use the
    option button to return to the neighborhood without having chance to save.
3. At this point, I re-enter into my lot and (very funny) I can see my sims returnig home with car. Eheheheheh

Once I removed the LotDebugger, no more problems at all.

Final Note. I play with a custom Neighborhood (about 450 total townies, including my own sims and maxis' townies and npcs)
and I use the default Downtown (not modified at all) and also the default Academie La tour as uni.

Any suggestion?

Regards,
Ice


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2005 December 07, 09:46:57
I don't see any reason why this would happen, given that the lot debugger is a self-contained object which, presumably, is not on your community lot, and has no hacks to conflict with. In fact, it doesn't exist at all if you don't install it....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: IcemanTO on 2005 December 07, 10:00:45
Yes, you're right, the object is NOT on the community lots, only into my residential lots.

But, this isn't my strange dream, I tried two times and two times I had the same problem.
I would try also with the taxi now and then report you what happens.

Maybe a problem related with the carpool bug? (I don't have your fix installed yet).

Ice


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 07, 11:47:50
Is there by any chance a furious sim at one of the portals when you arrive?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: IcemanTO on 2005 December 07, 16:04:44
Not sure because I haven't noticed (Anyway I remember to not have seen any "cartoon" with flames, ...maybe...).

BTW, why do you think it's important?

Ice


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 07, 16:17:24
Well, they cause slowdown, and maybe other things too.  So it could be important.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2005 December 09, 13:55:14
I read quite a few posts a while back from people having problems with taking cars to community lots mostly on MTS2.  Haven't been looking recently so DK if they went away or are sorted.  One guy said he only had problems the first time, not the second.  So if taking out the debugger coincided with taking the car a second time, you have the same syptoms as him.  doesn't mean it's the same problem of course.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 09, 14:00:47
Well, I had some kind of problem with a community lot and a car, but there was a furious sim at a portal at the time, and although the car driver was able to get in the car and drive off to another lot, the teenage passenger couldn't get in the car at all.  Luckily she was back in the house when the driver got home.  The problem was of course, that I couldn't delete the furious sim since it was a community lot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: LynnMar on 2005 December 10, 04:02:41
I am going to try this because I reinstalled and my game is messed up.  I am going to try the force error option but it says do not use while in debug mode,  what is debug mode?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 10, 05:05:45
I am going to try this because I reinstalled and my game is messed up.  I am going to try the force error option but it says do not use while in debug mode,  what is debug mode?
It is when you enter the debug code into the cheat box:  boolprop testingcheatsenabled true

Also referred to simply as "boolprop," but this isn't technically correct since there are many different cheat codes that start with "boolprop,"  Boolprop is short for "boolean properties."


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 10, 08:12:45
In UK English you have to use upper case for some of the words too, very confusing.  If you open the cheats window and type help, it gives you a list of available cheats.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2005 December 10, 08:33:48
zz - I usually call it testingcheats - that's better - can we start a trend?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 10, 08:40:41
Except in the UK version it's testingCheats!  But at least we'd know which "boolprop" we were talking about.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Oddysey on 2005 December 10, 15:47:14
Silly British games, being all uptight about capitalization. And here I was thinking that it was German that was weird about capitalization.  ;)

This is why I just stick all the cheats I use into a start up file thingy. I actually stole it from someone here. I find it's handy to have debug mode on by default, so I know if the game's acting up. Also, because simDNA only works if I have debug on at start up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2005 December 10, 17:26:16
Same here, Oddysey.  I also have the cheat entered in startup for having 8 visitors on a lot at the same time.  I find this is generally a comfortable number for my computer to handle.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 10, 18:50:59
Every single time I've tried using it to debug something, my game gets into a mess, I keep getting the same idiotic and useless pop-up and then have to go back to Windows to close down the game.  Maybe it works for some people, but in my game it's a NoNo!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellatrue on 2005 December 13, 20:55:51
If this is the nuclear war edition, what would you call the next update?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 13, 21:04:42
Star Wars!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellatrue on 2005 December 15, 03:39:52
ooooh...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 30, 13:03:03
JM, I've been noticing a lot of problems with the "Upgrade Pre-University Sim" option on the debugger.  I don't know whether the same problem occurs with TJ's Want Slot and Personal Electronics Tree, as I usually use the debugger for this purpose.

What happens is, when I move a sim who has been upgraded out of a house, and into the bin, then into a new house, there seems to always be a problem firstly with moving the sim into the new house.  Game freezes and I have to exit the hard way via Windows, then when I get back into the game, the sim is in the house, so I try to enter the house and the sim is stuck there with the want slots rolling round like crazy, and the additional slots either missing or blank.  I found that I can delete the sim, save and exit, then re-enter the lot and the sim is fine, but it's becoming a real chore moving any sims to new houses!

I don't know if this is specifically a debugger problem, or if it is simply a problem related generally to the extra want slots as I know some people have had similiar problems with graduates, but I did wonder if there was some way the debugger could be adapted to fix the problem.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2005 December 30, 13:19:45
Try this:
  • Before you move your sim out, quit to the neighbourhood screen.
  • Enter the lot you want to move your sim into in build mode.
  • Make a minor change, like buying a light, and save.
  • Move your sim into the lot.
That should fix some of the 6 want slot broken-ness issues...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 30, 13:27:35
Sorry, but I don't think this is what causes the problem, the lot is a newly built one which works fine except when the sim has extra want slots. I don't think the problem is due to the debugger, but to an error in the game coding, which is why I wondered if there was a way of fixing it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: C.S. on 2005 December 30, 15:17:36
To quote TreyNutz's signature, "Just coincidence but it works" ;D, at least to a certain extent. I haven't run into the problem of missing (post-Uni upgraded) want slots when I move sims into a new house that I built, but there were many times I have a lot get stuck on loading screen and I had to do a force quit, or the lot would load but the sim just stood there frozen with spinning wants slots. Now, I visit the lots I'm going to move my sims into right before move-in, even if I had entered it before to 'update' it, and I haven't run into the same problem again.

Sometimes, I would enter those empty lots to make some modifications, pageup/pagedown move around with the arrow keys on the keyboard or use edge-scrolling to look around but then changed my mind, and when I hit F5 to go into neighbourhood view, the game asks if I want to save changes and I go, "but I have't done anything!", but ok, I chose to save. It doesn't happen with every lot but that's why I'm zealous about visiting a lot before I move any sim in :-\.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 30, 15:23:28
Well, I'll try it, since two people have recommended it, but I still wish it didn't happen!

Well, it did work, as you said it would, but I've had it happen in the past in a house I'd only just finished building before trying to move the family in.  So there is definitely something, I think, that isn't working properly in the game coding (well, does anything in the game coding work properly?)  And it's so annoying to have to mess about entering a lot first - I don't mind with old lots which would be fubared if I didn't, but in this case the lot is fine, once the sim is finally installed, the lot has no problems, so I just get soooo irritated!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Swiftgold on 2005 December 31, 17:29:34
I've had that exact thing happen a good many times too, so I will be trying that also. Move Sims into a new house (or out of their old one and back in) and they show up frozen with spinning wants... A pain to visit the house first, yes, but I prefer it to trying to fix all those empty want slots! It happens with the kids too, so I don't think it's totally to do with the extra slots...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2005 December 31, 18:57:27
I haven't had it happen with kids, but you don't surprise me!  The first time it happened I thought it was stuff in the Inventory, as it's only ever happened to me post NL, but I think now that they somehow messed up the coding and just hope that someone will come up with a fix!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 January 03, 21:28:04
I've just noticed there is a new version of the file dated 3 Jan 3k bigger than the old one.  The rtfm is the old one.  What has changed?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 January 03, 22:41:46
I can't be sure, but I think there's a fix for stuck flaming bags of poo in it, and possibly a "clear all stuck objects" feature.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 03, 22:45:48
There's an option for testing sims' IQ and giving them the stuck smart milk (make me smart) or unsticking it (make me stupid).  There's also something that will force errors, but you shouldn't use that if you don't know what it is, and you should never use it with debug mode enabled.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 January 05, 14:32:09
I've been having an odd problem, and I don't know if it's strictly related to the debugger, or if it's a hack conflict.  I have both EPs, and if I put the debugger object on a lot, the 'woohoo' menu text changes to some odd text about setting the object sim to a portal on the lot.  It especially seems to happen if the resident Sim on the lot is about to woohoo with a NPC visitor, or even a former NPC that's now playable (and may even live on the lot).  I don't think it happens with two CAS sims, or with sims that were born in the game.  It's not a really big problem, since only the menu text changes -- clicking on the odd item still results in a good ol' woohoo. But it took me a couple of attempts (after saving before using the 'new' option) to figure out that that's what was happening.

Anyone else ever encounter this?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 January 05, 18:22:47
I figured it out -- it's a minor conflict between the debugger and the 'safe woohoo' menu that InTeenimator shows when you turn birth control on.  I discovered it when I pulled up the woohoo menu to see if a sim was actively using birth control, and when I turned her bc off, the woohoo menu went back to normal.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 06, 18:02:35
I have no idea how in the world this "Inteenimator" can conflict with a self-contained object, but I see this as further proof of it's NON-AWESOMENESS.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jase on 2006 January 07, 00:40:29
I have no idea how in the world this "Inteenimator" can conflict with a self-contained object

That's because it can't.  The "Safe Woohoo" menus are attached to the bed/hottub/booth semi-globals.  This person has a conflict, but it isn't with this mod.  I use the lot debugger in my own game and have never once experienced this.

Non-Awesomely Yours,

J




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 07, 10:20:18
That's because it can't.  The "Safe Woohoo" menus are attached to the bed/hottub/booth semi-globals.
Well, that would have been my thought also, but with the amount of stuff I've heard go wrong that has been concretely blamed upon this "Inteenimator", at this point I'd believe it if somebody claimed it caused the death of Christ.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 January 07, 10:24:56
JM, perhaps you should check this mod out in your game and give us your awesome opinion!  Or would you be risking a BFBVFS?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jase on 2006 January 07, 15:33:10
That's because it can't.  The "Safe Woohoo" menus are attached to the bed/hottub/booth semi-globals.
Well, that would have been my thought also, but with the amount of stuff I've heard go wrong that has been concretely blamed upon this "Inteenimator",

The only concrete here is that stored up in the brains of those who are either too stupid or too lazy to read.  It is always the same class of idiot who mindlessly throws mods willy-nilly into their game without any forethought whatsoever about compatibility or even if it is certified for use with their EP.  These people aren't even aware of WHAT is in their game (do you have any idea how many people I come across who have all twenty editions of InSim installed in their game, along side every flavor of InTeen, S2L teen woohoo, and Jenflower's teen woohoo?  whose fault is this?).  These are the types who naively assume that the only thing InTeen does is strap a fat belly on their teenagers because someone from Tender Teens BBS said, "Dude, just go get this mod so your teenagers can screw the neighbor."  They don't even read the friggin' feature list to see what it is they are downloading!  They are the same idiots who praise nothing but complain loudly at the first sign of trouble without ever having done a damn thing to research the problem or help themselves.  In fact, I believe they are incapable of this act.  They lack the mental fortitude of doing so and simply exist from one moment to the next by suckling the teat of those who will.  The questions are always the same, as are the answers.  InTeen ships with a small book containing a wealth of information containing answers to the most commonly asked questions (answers that are often reiterated many times throughout).  Yet, no matter how many times you may lead the horse to water, there will always be those who will never drink.  It is easier to curse the darkness than change the lightbulb.  These witty folk also score remarkably high in deductive reasoning such as, "My toaster pastries won't cook.  Must be InSim/Teen.  All my sims have blue underwear.  Must be InSim/Teen.  My elders can't get pregnant when mating with the mailbox.  Must be InSim/Teen."  These peasants deserve to have their game reduced to rubble and ashes.  And good riddance.  InTeen is among the most heavily tested mod out there, having had a small army of testers hammering at it in a structured QA environment for several months straight.  Many are well-recognized members of this community - many of whom frequent this board and run a veritable treasure chest of mods - including those from this site - most without conflict.  While doubtless there are bugs, the % of actual confirmable bugs reported in the last few months is comparitively remote.  Almost always, solutions exist, but people are just too damn lazy to find them.  If you examine those for whom InTeen works flawlessly, you will discover one common attribute: they RTFM.  Lastly, it is a simple matter of statistical probability.  Inevitably, whenever you have a large mod - which is admittedly quite broad in scope - with a large install base, you will have a proportionate volume of flotsam rising to the surface (an amazing feat for those whose heads are packed full of concrete).  There is always some measure of risk you assume when installing a global mod into your game - even greater when you consider the breadth of functionality supplied by InTeen.  If one is unprepared to take upon themselves that risk and do a little legwork and light reading (Mother of God, at least read the feature list!): then "just say no", and go divest what little brain power one has in a game of Yahtzee instead.

Quote from: J. M. Pescado
...at this point I'd believe it if somebody claimed it caused the death of Christ.
It didn't?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: themaltesebippy on 2006 January 07, 20:10:40
<XXI. RESPAWN TOMBSTONE (debug mode only) (experimental) (NL)
     Regenerates a tombstone for a dead sim. Note that the dead sim must be
     the selected sim, which means you must spawn him somehow, then make
     him selectable and choose this command.>

I tried this and itr worked well. 

Use simlogical teleporter to get ghost on lot. 

Pause game.

Use Merola's Mind Control Mirror to select ghost.

Go into debug mode and shift click on debugger.

Sim will disappear leaving behind urn.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seventhson on 2006 January 08, 07:51:49
"My elders can't get pregnant when mating with the mailbox.  Must be InSim/Teen."

 :D Brilliant rant, Jase, but that was the best bit.

I just tested the woohoo menu + Debugger with birth control on, and nothing's weird in my game...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Alie on 2006 January 08, 14:04:31
They lack the mental fortitude of doing so and simply exist from one moment to the next by suckling the teat of those who will.

I might hazard a guess that because of your subject matter, a lot of the people downloading it are underage and thus may be far more annoying than would otherwise be the case.  For some reason there's nothing quite like an annoying preteen/teenager to make me, at least, want to go on a homicidal rampage.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwieberdink on 2006 January 08, 14:12:59
Okay, my question is about the randomizer.  At what point in the pregnancy process does this need to be activated to work?  At the onset of labor?  I saved a few hours before my sim was scheduled to give birth, used the randomizer and actually quit the game for the night.  When I restarted the next day, she gave birth to a child identical to the first (same zodiac, and personality points, etc).  I changed the child in SimPE, but would like to not have to.  So when should I save and use the randomizer to randomize offspring?

C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2006 January 08, 15:53:16
Okay, my question is about the randomizer.  At what point in the pregnancy process does this need to be activated to work?  At the onset of labor?  I saved a few hours before my sim was scheduled to give birth, used the randomizer and actually quit the game for the night.  When I restarted the next day, she gave birth to a child identical to the first (same zodiac, and personality points, etc).  I changed the child in SimPE, but would like to not have to.  So when should I save and use the randomizer to randomize offspring?

C
Any time before the "new family member on the way" popup. The problem in your case was that you quit playing, therefore resetting the Sim generator to the default personality.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 January 08, 16:21:40
That's because it can't.  The "Safe Woohoo" menus are attached to the bed/hottub/booth semi-globals.
Well, that would have been my thought also, but with the amount of stuff I've heard go wrong that has been concretely blamed upon this "Inteenimator",

The only concrete here is that stored up in the brains of those who are either too stupid or too lazy to read.  It is always the same class of idiot who mindlessly throws mods willy-nilly into their game without any forethought whatsoever about compatibility or even if it is certified for use with their EP.  These people aren't even aware of WHAT is in their game (do you have any idea how many people I come across who have all twenty editions of InSim installed in their game, along side every flavor of InTeen, S2L teen woohoo, and Jenflower's teen woohoo?  whose fault is this?).

Sorry if I offended you, jase, but it was unintentional.  I'm quite aware of what hacks I have installed, I make sure they're all compatible with both Uni and NL, and I've read the InTeen docs at least 1/2 dozen times, because it truly is one of my favorite hacks.  I was just stating that that's what I 'thought' might have been the conflict, since it only occurs with the 'Safe Woohoo' menu item.  Since you stated that that menu is tied to the bed objects, then I'll have to look further for the source of the conflict -- might be one of the LizzLoves things I added.  I'll report back after I do some more poking around.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 08, 17:11:07

from what I understand about the "first born effect" and the randomizer is that, after each loading of the game, we should run the randomizer.


For the best effect - Should run it before each birth or just once after each loading of the game?




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 January 08, 19:58:11
from what I understand about the "first born effect" and the randomizer is that, after each loading of the game, we should run the randomizer.

For the best effect - Should run it before each birth or just once after each loading of the game?

Just sometime before the baby is born. You don't need to run it if you're not having a new character. As Venusy says, quit the game and the sim generator resets to default. I still get the same starsigns in a row, but the personalities and looks of the children differ, starsigns are easy enough to fix in simpe.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 08, 19:59:46
While it wouldn't hurt to run it once after every time you load the game, JM once said it was only necessary to run it once during any game session that you expect a baby to be born.  Don't forget to save first, though, because the randomizer will run and quit the lot without saving in order to discard the randomly generated sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 08, 20:14:47
Thank you  :)

I have used it for ages, I just wondered if I should run it between births in the same play session.




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 January 08, 20:25:28
Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 08, 20:48:06
Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.


ok, cool, I usually would but sometimes I'd forget  ::)  now I will get it drilled into my head so I don't forget again *laughs*

Thank you  ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: myskaal on 2006 January 08, 23:40:18
Some concrete of my own, for the record:  I use InTeen (v.1.3i at the moment and have had previous versions as well) and have never had a problem. Of course... I RTFM(s) and don't use mods that obviously conflict with it. It works with all the MATY, SimLogical, and various other hacks I have. I don't have every single hack available on this site installed. A select many though, including teh FFS Debugger and I notice nothing weird/off/wrong.

Jase, you know how AWESOME (that's right I said it) your work is so stuff some cotton in the mouths of those who would install a french-fry and strawberry shake on their HD if someone said they could use it to hit "enter" and eat and keep on.  Many of us love your work.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 January 09, 09:12:55
Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.
I thought the answer here was NO - you only need to use it once per game.  The game carries on randomising from whatever new starting point JM's lotdebugger set it to.  subsequent children born in the same playing session were always different - the problem was only ever the starting point.

Here's my own stupid question.  Does it reset the starting point for the whole hood or for that lot only?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 09, 10:51:00
Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.
I thought the answer here was NO - you only need to use it once per game.  The game carries on randomising from whatever new starting point JM's lotdebugger set it to.  subsequent children born in the same playing session were always different - the problem was only ever the starting point.

Here's my own stupid question.  Does it reset the starting point for the whole hood or for that lot only?
That is correct, cwykes.  The problem was that the randomizer would start at the same point every time you start the game.  Babies born during the same play session should be different.  So theoretically, if you never restarted the game, you wouldn't need this.  But once you restart the game, it starts at the beginning, and since most people restart their game every day and maybe one baby is born, then you get the first-born effect.  JM says ironically the only babies that are different a lot of times are twins, because they are born consecutively and the second one is born with the next personality and set of features in the series.  I don't think it would hurt to run the randomizer again though. 

To answer your second question, I think that it would reset the starting point for the whole game across neighborhoods, not just for that lot or hood, because it "shakes it up" for the game engine, because it is equivalent to going into CAS and generating an arbitrary number of Sims with the "dice" icon and immediately discarding them.  This simply automates the process.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 January 09, 12:22:14
Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.
I thought the answer here was NO - you only need to use it once per game.  The game carries on randomising from whatever new starting point JM's lotdebugger set it to.  subsequent children born in the same playing session were always different - the problem was only ever the starting point.


I like to use the randomiser for each birth - even when (rarely) there are two births in one play session. Otherwise the children are sequential anyway as you point out is the case for twins, rather than random. I prefer the RL reality of the randomness. Randomising each birth is probably a good habit to get into, it's easy to forget whether it has been done since the game was restarted.

So the simple answer was 'yes'.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 January 09, 12:30:43
Why not leave several pregnant sims just about ready to give birth before you close your game, then when you reload, visit each one in turn (after randomizing)  and let them have the baby?  Wouldn't this mean that each baby after the first would be random?  Next time they have babies on those lots, change the order in which you visit for further randomisation!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 09, 15:29:28
JM says ironically the only babies that are different a lot of times are twins, because they are born consecutively and the second one is born with the next personality and set of features in the series. 


Did Nightlife change something? I recently had twins born in one of my neighborhoods and I was all set to adjust their star signs so they would be the same when I discovered they already were the same  :o their personalitys were slightly different from each other also


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 09, 16:21:01
I'm getting sick and tired of repeating myself on this issue, so the short version: No.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 January 09, 20:17:45
[ I was just stating that that's what I 'thought' might have been the conflict, since it only occurs with the 'Safe Woohoo' menu item.  Since you stated that that menu is tied to the bed objects, then I'll have to look further for the source of the conflict -- might be one of the LizzLoves things I added.  I'll report back after I do some more poking around.

I removed all the LizzLoves stuff, and the problem still occurs.  The only other thing I can think of that causes the 'Safe WooHoo' menu to farkle might be the 'reservable beds' I got off simlogical. Since I'm using them all over town now and would prefer to keep them rather than replace them all  :), I can live with the 'strange text' as long as I remember it really means 'Safe WooHoo'. It's more a curiosity on my part as to why only that one menu item changes, since it doesn't break anything else in the game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 January 09, 20:40:09
...I still get the same starsigns in a row, but the personalities and looks of the children differ...

...I recently had twins born in one of my neighborhoods and I was all set to adjust their star signs so they would be the same when I discovered they already were the same ...

Don't know why this happens, but I've always had the same thing. I adjust the starsigns in simpe.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pioupiou on 2006 January 10, 07:57:51
I have the same problem as jsalemi, but only for the love tub : instead of safe woohoo I have replace candles - 0 asp. No problems with beds or hot tubs, and no problems when the sims are not on birth control.
As jsalemi said, it's not a big problem and I can live with it to.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Hairfish on 2006 January 10, 12:16:46
To anyone who thinks they don't need the Lot Debugger, YOU'RE WRONG. Get it. Put it on every lot. You NEED IT. I don't know how you can play with all the "stuck refrigerator tiles," "stuck kicky-bags," "stuck bills," loitering "offworld visitors," etc. that pile up, but it will get rid of those, and cause your game to run much smoother.

That's all I wanted to say.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 January 10, 13:05:06
I have the same problem as jsalemi, but only for the love tub : instead of safe woohoo I have replace candles - 0 asp. No problems with beds or hot tubs, and no problems when the sims are not on birth control.
As jsalemi said, it's not a big problem and I can live with it to.


Thanks -- I was beginning to think it was just some weirdness in my system. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: flowerchile on 2006 January 11, 03:57:43
Thanks for the download, Love anything that will improve game performance ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 17, 06:19:17
I haven't seen this mentioned yet.  If you have debug mode enabled, and you shift-click on the lot debugger, there is an option to "Fudge Astrology" with number options 1-11.  What does this do?  Does it have anything to do with alien abductions?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 17, 07:39:58
I haven't seen this mentioned yet.  If you have debug mode enabled, and you shift-click on the lot debugger, there is an option to "Fudge Astrology" with number options 1-11.  What does this do?  Does it have anything to do with alien abductions?
That option forces the astrology of your sim to a specific sign. It currently doesn't work right.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 17, 09:05:03
If it has to do with astrological signs, it seems to me that it would make more sense to use the names of the astrological signs.  I don't know what the numbers correspond to.  I've been using other methods to force my sims' astrological signs, since doing it with debug mode changes their signs.  It never mattered to me much what sign they were called until NL came along with the attraction system.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 17, 11:00:59
Uh, yeah. You see, the reason I don't do it by name is for several reasons: #1: That requires that I create individual, specific strings for every single sign. #2: I don't know what they are either. The easy way is just to drag the personality bars around until they match the sign you want, then note what number does NOT appear in the debugger, and then drag the personality to where you WANTED it to be, then set the sign back. Great way for setting the astrologies of, in particular, MATY sims, who, because they are based on real people, don't have personalities which necessarily match signs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: nectere on 2006 January 17, 14:39:26
Quick question about the randomizer, how long does it take after you select randomize for it to regenerate and quit the lot? I ask because I have selected the randomizer after saving the lot and I get the pop up, but it never quits or does anything beyond the popup. I haven't had a problem with mini-me's yet so either it's working (?) or it's a non issue currently in my game. Although I dont have that many births happening currently either.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 January 17, 15:07:46
Quick question about the randomizer, how long does it take after you select randomize for it to regenerate and quit the lot? I ask because I have selected the randomizer after saving the lot and I get the pop up, but it never quits or does anything beyond the popup. I haven't had a problem with mini-me's yet so either it's working (?) or it's a non issue currently in my game. Although I dont have that many births happening currently either.

It takes a few seconds (less than a minute, in my experience) before it returns to the neighborhood view.

Are you getting the second popup that states how many objects were fixed?

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: nectere on 2006 January 17, 16:39:47
No just the one randomizer popup that says its going to quit the lot and then nothing happens.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 January 17, 16:49:13
No just the one randomizer popup that says its going to quit the lot and then nothing happens.

Maybe you have a hack conflict somewhere, because that's definitely not normal behavior.  You should always get a message saying how many objects were fixed, and only then does it exit to the neighborhood.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 17, 19:41:23
No just the one randomizer popup that says its going to quit the lot and then nothing happens.


How long are you waiting? in my game the length of time varies before the second pop up, pops up. the more it's randomiizing the longer it takes ie; 13 "fixed objects" results in only a short wait but 27 takes much longer, long enough that the first time I thought it had froze or something (and I'm on a fast computer)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: nectere on 2006 January 17, 21:34:09
It doesnt freeze or anything, everything is just as it was before I clicked on it. I can continue to play etc and it never exits the lot. I get the one pop up warning and that is it. Its supposed to fix things? I thought it was supposed to randomize the next birth not fix something. What is it fixing?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 17, 22:51:11
It doesnt freeze or anything, everything is just as it was before I clicked on it. I can continue to play etc and it never exits the lot. I get the one pop up warning and that is it. Its supposed to fix things? I thought it was supposed to randomize the next birth not fix something. What is it fixing?

odd, you must have a defective version, I suggest redownloading *giggles* seriously you may have a hack conflict but I have no idea what it could be conflicting with  ???

the "fixed however many objects" message dosen't mean it actually "fixed" anything...unless you think of it as fixing the first born effect, which it does do  :D


After clicking on it, you should get a message like "do you really want to do this" (god I have a bad memory and I use the damn thing alot!) after saying yes, it should pause/freeze your game, then a message should pop up saying how many objects it has fixed and then it takes you back to the neighborhood screen.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 18, 00:13:58
The "objects fixed" is actually referring to how many sims were randomly generated, which it must discard by exiting without saving.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 January 28, 09:47:03
FIX BROKEN MOOD BOOSTS:  Fixes the platinum-asp mood boosts for all sims on the lot.

I've read all the posts and still don't quite understand this. Sometimes a Sim will have wants and even though they fulfill several wants they don't get an aspiration boost on any of them. Along with this, sometimes the want stays in their want slot but at other times the slot rerolls-without an aspiration boost. But when I click on the debugger the option to FIX BROKEN MOOD BOOSTS doesn't appear. But then at other times when they are actually getting their aspiration boosts correctly and I click on the debugger for another reason (like randomizing before giving birth) the option is there.

Am I supposed to enable cheats, or shift click or what is it I am doing wrong? And why does the option only seem to appear when their asp boosts are working correctly?

BTW, I noticed the update on the debugger today. The one I was using was dated 14 Jan 2006. So I downloaded it and will try to see if it is different, but I didn't see any documentation saying that part of the debugger had changed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Swiftgold on 2006 January 29, 04:00:46
Would it be possible to add a 'nuke orphan sound effects' option to the debugger? I have one house in particular where the SSX3 sounds come up for no reason, and it's driving me batty. I deleted the video game player, the computer is no autonomy, but the sound still plays. Also, it happens with sinks sometimes, they'll finish but the water running sound still goes. That's not as annoying as the other, though, since you can delete the sink but I have no way to get rid of whatever's creating that sound...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwieberdink on 2006 January 29, 04:07:22
Would it be possible to add a 'nuke orphan sound effects' option to the debugger? I have one house in particular where the SSX3 sounds come up for no reason, and it's driving me batty. I deleted the video game player, the computer is no autonomy, but the sound still plays. Also, it happens with sinks sometimes, they'll finish but the water running sound still goes. That's not as annoying as the other, though, since you can delete the sink but I have no way to get rid of whatever's creating that sound...

I'm having a problem with the expensive shower ALWAYS continually running water after the sim is done.  The water animation continually plays even though the shower isn't "broken".  I can sell the shower and buy a new one, but as soon as a sim uses it, it will continue to flow water.

C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 29, 06:19:02
I agree, that would be wonderful.  I had one last night that looked like it was broken, but there was no option to repair.  So I forced and error on it and reset it.  No one could use the shower though, because there were two puddles in front of it, which I don't understand.  Once I got a sim to clean up the puddles, they could use it.  The sink dripping is annoying as well.  I don't know if there is anything that can be done about that.  Someone said it meant the sink was going to break soon, but it seems like it does it all the time in one house, even after it's been repaired.  ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Tina G on 2006 January 29, 06:24:27
I think it more than likely is another dumbass bug or glitch.  ::) It happened to me earlier with a sink. Was driving me batty! I sent the sim to the sink to wash his hands and that made the water turn off.  Glad to know it isn't just me having that problem...lol


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ellatrue on 2006 January 29, 10:13:02
So, what exactly does "decimate neighborhood" do, that we should not use it (other than kill a bunch of sims)?

And if we shouldn't use it, why is it included?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 January 29, 10:37:01
So, what exactly does "decimate neighborhood" do, that we should not use it (other than kill a bunch of sims)?

And if we shouldn't use it, why is it included?
Because somebody begged and whined for it. That doesn't mean it's a good button to push.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sandilou on 2006 January 30, 01:02:53

So, what exactly does "decimate neighborhood" do, that we should not use it (other than kill a bunch of sims)?

And if we shouldn't use it, why is it included?
Because somebody begged and whined for it. That doesn't mean it's a good button to push.
Is it a Pandora's Box button?

I want to try it. ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 30, 01:30:33
Of course it is.  He should have named it Pandora's Button.  Any time someone says not to do something, people feel compelled to do it anyway.  If you must play with it, I highly recommend backing up your neighborhoods as someone else mentioned, if they mean anything to you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 01:59:25
I've downlaoded the new version ( I presume the new version is the one on page 1 of this thread?) and I don't have the option to decimate neighbourhood  ???

Is this the right version and if so, why no option?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 January 30, 02:08:49
I never presume the newest version is in the thread, unless it's a brand-new thread.  Try downloading the version off the list in Hacks (off the front page).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 02:10:43
Thanks Blue...

I know I should never presume anything with Pescado and his errm...'filing' system  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 30, 04:00:05
I've downlaoded the new version ( I presume the new version is the one on page 1 of this thread?) and I don't have the option to decimate neighbourhood  ???

Is this the right version and if so, why no option?


are you in debug mode?

XXVIII. Decimate Neighborhood (debug only) (do not use!)
     10% of your neighborhood is randomly given the death token, causing
     immediate death on lot load. DO NOT USE THIS OPTION. Will give warning
     box if you attempt to touch it.



I used to wonder why MAKE ME SMART/STUPID didn't show up for me  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 04:17:33
Yeah I am/was etc. Sleepycat

I think I did actually download an older version (silly aussie!!)  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 08:04:42
Double post I know but anyway.....

So I decimated my neighbourhood ( which is fine because I have no particular attachment to any of the sims living there) and it informed me that I have 48 dead (or killed) sims.

What I'd like to know is, who died, because all of my neighbourhood sims still seem to be in their lots.

Did it kill townies or something?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 30, 08:11:59
Did it kill townies or something?

that could be very handy *laughs*


I believe you are supposed to get the "so-and-so has died on another lot" message after entering each "affected" lot (I've sometimes had that message take awhile to show up ::) )



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 08:26:15
Fair enough Sleepycat...

I entered each lot very briefly, just to see if all the sims living there were still there and they were....maybe I have to play each lot for a while to get the message...though they all seem to be in the lots when I enter them....I guess it's just a 'wait and see' scenario perhaps  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 January 30, 08:35:33
here a link to the thread where this option was discussed
http://www.moreawesomethanyou.com/smf/index.php?topic=2737.0



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 January 30, 08:44:21
Once, Erin Grunt (formerly Singles) was pregnant and died at her brother Loki's wedding party unbeknownst to me.  I entered her home lot to play it, and I noticed that she looked very strange, she was kind of whitish and transparent.  I had left her skiiling Creativity with Macrotastics, and she continued to do so, but no one could interact with her.  This continued for a long time, until I cleared her queue.  I then got the message that she had died on another lot and she would return there in spirit.  I didn't know where she had died at that point, so I searched everywhere to see where she might have died, LOL.  Then I remembered she was a guest at the wedding, and I found her urn right outside the bathroom in Loki's bedroom.  So I had Loki resurrect her.  Being a Mad Scientist, it just seemed fitting that he should do it.  Besides, he had more money than General Buzz.  She then went back to live with her husband and had the baby and everything was fine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aussieone on 2006 January 30, 08:47:45
I've seen that thread Sleepycat....

it didn't really give me the info I was after.....

it would be good if after you decimate the neighbourhood, that the pop up would tell you who has been decimated, insted of the 'guesswork'  ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Swiftgold on 2006 January 31, 03:46:31
So, what exactly does "decimate neighborhood" do, that we should not use it (other than kill a bunch of sims)?

And if we shouldn't use it, why is it included?
Because somebody begged and whined for it. That doesn't mean it's a good button to push.

Heh, well, if that's what it takes. ;D I will use it anyway, though (after backing up, of course). If that assignable gravestone I used to have pre-NL still works with NL, all the better, then the decimated dead can have their tombstones too...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 January 31, 16:32:09
Heh, well, if that's what it takes. ;D I will use it anyway, though (after backing up, of course). If that assignable gravestone I used to have pre-NL still works with NL, all the better, then the decimated dead can have their tombstones too...

The assignable gravestones don't work anymore, they mess up your game, at least they did to mine.  You don't need them anyway, there is a mod on this site to spawn fresh tombstones for any sims who have lost one or never had one (as long as they have character data).  You can get it here: http://www.moreawesomethanyou.com/smf/index.php?topic=2083.0

Later ...
I have now had a chance to check-out the option that kills off Sims.  I tried it out in my original Pleasantview and it got rid of 57 Sims, roughly the same amount I got rid of when I had my mass delete a while back.  Although I like the idea, in practice it wasn't as good as I'd hoped.  The main problem was that far too many NPC's were killed-off, which is a pointless exercise insofar as they will just regenerate.  I lost all 3 dorm cooks for a start, plus a Count, a Slob, a couple of DJ's, 4 Professors ... the majority of the Sims killed were NPC's.  The playable Sims lost were 10 male adults, 2 male elders, 2 female adults, 1 female elder, 3 teens, 1 YA and 2 toddlers.  Three downtownies went (1 elder, 1 teen, 1 child) and 1 townie (Goopy of all people).  I also lost a townie adult female who shouldn't have been there as it was the file of a previously deleted Sim that had somehow appeared back in SimPE.  There were also 8 already dead Sims killed again, although I did get a great deal of pleasure when I saw that Mary-Sue had died for a second time. 

I also noticed that the Sims were still classed as resident on their original lots when I went in, although they didn't show on the resident panel.  In one case, a carpool arrived and left again - it was 6pm so I assumed it would have been bringing the dead Sim home from work.  At the same time, he received a phone call.  I checked with Inge's bush and he was still shown as being part of the family, so I teleported him in and spawned his tombstone, at which point he moved into the Default household.  I didn't receive any messages saying the dead Sims had died on another lot until they'd had their tombstones spawned.  I also teleported in a dead Sim from another lot and he behaved like a normal visitor (very much so, he went straight to play on the swing).  This Sim had not had his tombstone spawned, so was still part of the household.

The main problem though is that none of the family members get a memory of the Sim's death, so they don't react to it, so for me at any rate it would be necessary to go through all the relevant Sims and add the memories.  I don't like cowplant deaths for the same reason, there's no memory of them.  Whether that's intentional or a Maxis mistake, I don't know, but I strongly suspect the latter.

Anyway, I would still like to see something else to get rid of Sims.  I'd like a sort of random illness effect where Sims can suddenly become ill and pop-off without warning.  Not only would this help cull the neighbourhood, it would also add some suspense to the game (something which is sorely lacking).  I'd like to see Sims sometimes die from fighting (it happens in real life) and I'd occasionally like to see accidents other than just electrocutions, such as Sims (esp. nannies) run over by the school bus or carpool.  I just want more 'Will it happen in this lot?" suspense stuff really, whether it be deaths or something else.  I'd also like to reverse the change in the NL patch that stopped deaths from occurring on community lots (I don't know why they did that). 

The main thing I noted was that JM Pescado was NOT killed-off. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: syberspunk on 2006 February 02, 13:39:59
Thanks for that test run and all that info. Pretty interesting stuff!

The main problem though is that none of the family members get a memory of the Sim's death, so they don't react to it, so for me at any rate it would be necessary to go through all the relevant Sims and add the memories.  I don't like cowplant deaths for the same reason, there's no memory of them.  Whether that's intentional or a Maxis mistake, I don't know, but I strongly suspect the latter.

So... the nocorruptdeathmemorythingamabobhack doesn't fix this? Do death memories specifically mention what method a sim died of? I don't remember... and... cowplants don't create death memories for the living sims?!?! Not even the related ones? Wtf is up with that? You would think that a death should be some generic function that, no matter how or where a sim died, at least the immediate family would be telepathomagically notified. Sims seem to be telepathic for just about everything else, including who is using the private toilet up on the second floor parent's bedroom. ::)

I realize that sims usually get the death memories if they witness them... but what about sims who died on other lots? Wouldn't the sims who are from the same household realize that their loved one died?!?!

For the cowplant deaths, is it that only the witnesses get memories of the death? Or no one at all gets death memories?

Anyway, I would still like to see something else to get rid of Sims.  I'd like a sort of random illness effect where Sims can suddenly become ill and pop-off without warning.  Not only would this help cull the neighbourhood, it would also add some suspense to the game (something which is sorely lacking).  I'd like to see Sims sometimes die from fighting (it happens in real life) and I'd occasionally like to see accidents other than just electrocutions, such as Sims (esp. nannies) run over by the school bus or carpool.  I just want more 'Will it happen in this lot?" suspense stuff really, whether it be deaths or something else.   

Ooooh... I'd love to see that as well. This would probably have to be added to thefightclub if you wanted to have random death by fighting. Perhaps it could depend on mood, motives, and or aspiration failure. I remember reading somewhere here about someone letting their sims run loose after getting caught in an affair. The spouses fought all the time, and the wife had low motives. After breaking out into a fight again, the wife died (presumably of hunger) and the hubby just laughed. It was probably the hunger that killed her, but still that was kind of amusing and surprising to hear about. Maybe if a sim has really low needs (energy, hunger, and/or comfort?) and in a really bad (red) mood or low aspiration/aspiration failure, there could be a random chance of death after the fight.

I'd also like to see a bit more randomness with death and what not. Not to be morbidly obssessed with death, but you're right, sims kind of live extremely long lives, and it's fairly easy to keep them going. I know this is more of a simulator and not a game that's really meant to be challenging for "hard-core gamers" or whatever, as someone pointed out, but still, it would be nice to be surprised now and then.

I'd also like to reverse the change in the NL patch that stopped deaths from occurring on community lots (I don't know why they did that). 

Pescado mentioned something about this in another thread, I forget where, but it's a bad idea for sims, at least playable ones, to die on comm lots. Something about, if a sim dies on a comm lot, and they are the only playable one, then there is no one to "return home" and you can't save on comm lots either. Something to that effect, I don't remember the exact words. But that I guess it makes sense to me. I don't remember ever having any deaths (at least not of my playable/selectable sims) on comm lots before. I might have seen a townie death once on a comm lot, but that was kind of rare and probabl due to some bugginess. I think he got stuck somehow, starved most of the time, and then got unstuck somehow ::) and died of hunger. :P

The main thing I noted was that JM Pescado was NOT killed-off. 

Why does that not surprise me? lol. I bet the ol' bloody bastard is a resilient mofo, tough to kill in-game as in real life. Apparently, even death can't sneak up on him. ;D

Ste


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: C.S. on 2006 February 02, 18:21:24
Do death memories specifically mention what method a sim died of?

IIRC, they don't. I used to grab townies with the mind control mirror as they walked past, spawned the TOL&D and killed them off. Checked the memories of family members who were home at the time and witnessed the death, it only said '[insert name] had died'. The last victim was fugly npc Gordon King. I had wanted to see what colour the ghost of a sim who had starved to death would be, or if they are even visible when they come out around the 3rd day to haunt (in the base game on another pc, I had weird episodes of floating cutleries stabbing away at plates of food and invisible sims my playable ones were talking to in the hot tub, yet I don't see any tombstones/urns on the lot), so I summoned him onto the Broke's lot, killed him off and all Dustin remembered was Gordon King died :-\.

I've had only 2 cowplant deaths, both intentional and only because I wanted to see how it works with the 'milk' and zombie thing. Frankly, it freaks me out. The plant with udders, I mean :P. Never did it again, and kinda glad I didn't because of all the reports surrounding the lack of death memories if sims kick the bucket this way :P.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Dark Trepie on 2006 February 03, 00:04:37
Just grabbed what I assume is the newest version and noticed an option to "Wipe Mystery Sim Memories".  I absolutely love this.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: TaWanda on 2006 February 04, 10:42:59
Dear God, you have such a huge security gap in your system! 

Sorry for posting this here.  This is Doc Doofus (You know me from other forums, been around a long time.) 

I found this thread through Google, and was reading it, and wanted to add a comment, then noticed, just now, that it has me logged in as TaWanda!  Holy Moley!  I can only assume this is because I came in through this link:

http://www.moreawesomethanyou.com/smf/index.php?PHPSESSID=1ffdc38901d7d654cecdbec60e2f57c6;action=post;topic=72.0;num_replies=282

I can also read TaWanda's PM's (although I won't read them, being a polite person).  However they are available to me, which should be upsetting. 

JM, you might want to figure out what's going on and fix it.  I only post this here as a well-meant warning.  Not trying to cause trouble at all.  If I can do this, others can as well, and maybe with other accounts. 

I'll get my own login to post my comments.  (I think I may already have an account).



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Doc Doofus on 2006 February 04, 11:25:22
About Randomize Sim Generator, and getting stuck on one gender...

Somebody mentioned that, way above, and I have experienced the same thing, multiple times now.  I don't think it's just bad luck, but seems to be an honest loop in the random number generator.

Since, as I understand it, the FFS Lot Debugger doesn't replace the Sims' random number generator, but, rather, reseeds it, I tend to think the problem is in the game .exe file.  I speculate that Maxis probably made their own random number generator, rather than using the C Standard Lib one, and did a hokey job of it.  A poorly designed random number generator can go into a perpetual loop, and that's what seems to happen here.

I have had it where I just get boy, boy, boy...  ten, twelve, fourteen, twenty times, before I give up on it.  It's possible, I suppose, that reseeding the RNG may invite the loop condition.

I have observed, however, that exiting to the neighborhood and using the CAS screen to make a dummy temporary Sim will jog it out of this.

When the sex gets stuck like this, the faces generated for the babies (tested by growing them up) will still change.

....  Other issues...

I have had a problem several times now where a particular Sim becomes unable to exercise any of the gym equipment.  Mousing over the gym gives no clickable options.  I am not SURE...  But I think that the times that I have experienced this, it happened with recent invited move-in Sims.  Doing a Force Error on the Sim or the Gym doesn't help.  Other Sims can still use the gym, but one particular Sim can't.   Delete/Replace doesn't help.  A different type of exercise machine doesn't help, either.  (The TV, I think, can still be used to exercise.)   I have had it happen on a Downtown lot and on University Lots, twice.  The only fix that I have found is to move the Sim out and then move them back in from the Sim Bin.

This isn't a problem with the Lot Debugger, but I only mention this as another problem that it might be nice if the Lot Debugger could fix, in the future.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Doc Doofus on 2006 February 04, 11:37:49
Somebody mentioned above a problem where student Sims get stuck doing College/Research with the bookcase.

I think I know how this happens, but I'm not sure because I didn't hear enough details.  If you are doing Research and you invite another Sim to do Research with your Sim, that Sim will come over and study... and study... and study... until you shoo them or something else intervenes, like maybe a mood failure.  They don't seem to be able to easily break out of Join Research on their own.  That's probably fixable with a hack.

The same thing can occur if you invite a Sim to join you at chess but you bail out before he gets to the board.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 February 04, 11:59:34
I have had a problem several times now where a particular Sim becomes unable to exercise any of the gym equipment.  Mousing over the gym gives no clickable options.  I am not SURE...  But I think that the times that I have experienced this, it happened with recent invited move-in Sims.  Doing a Force Error on the Sim or the Gym doesn't help.  Other Sims can still use the gym, but one particular Sim can't.   Delete/Replace doesn't help.  A different type of exercise machine doesn't help, either.  (The TV, I think, can still be used to exercise.)   I have had it happen on a Downtown lot and on University Lots, twice.  The only fix that I have found is to move the Sim out and then move them back in from the Sim Bin.
This is actually a known condition. The problem is called "Stuck Selectableness". The Lot Debugger should include a fix for it, but if the option is not appearing, or the sim remains stuck, simply save, then delete them with move_objects, then save and exit to force them to respawn by the mailbox.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: flowerchile on 2006 February 05, 01:20:05
Dear God, you have such a huge security gap in your system! 

Sorry for posting this here.  This is Doc Doofus (You know me from other forums, been around a long time.) 

I found this thread through Google, and was reading it, and wanted to add a comment, then noticed, just now, that it has me logged in as TaWanda!  Holy Moley!  I can only assume this is because I came in through this link:

http://www.moreawesomethanyou.com/smf/index.php?PHPSESSID=1ffdc38901d7d654cecdbec60e2f57c6;action=post;topic=72.0;num_replies=282

I can also read TaWanda's PM's (although I won't read them, being a polite person).  However they are available to me, which should be upsetting. 

JM, you might want to figure out what's going on and fix it.  I only post this here as a well-meant warning.  Not trying to cause trouble at all.  If I can do this, others can as well, and maybe with other accounts. 

I'll get my own login to post my comments.  (I think I may already have an account).


In the famous words of Professor Julius Sumner Miller, "Why is this so"..... ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: csweet on 2006 February 22, 06:54:57
I have a big problem..I have 2 corrupted dorms...the sims after graduating cannot not move out! I tried to nuke them with the lot debugger...it doesnt help..I installed the new patch ...and it didnt help ..I  really dont know what to do..(I hope I dont have to reinstall my game.) Any suggestions? :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 February 22, 07:11:55
I had this problem recently at the frat house I've been using.  I moved them all out and into another house.  Then I moved them out of that one and back into the one where they were.  I did a test, and he was able to call home and graduate.  So I reloaded the game and had the graduation party like I planned.  Since I used Inge's shrub to make objects stay at moveout, they didn't have to refurnish the house.  They just had to pay another $20 for a Greek charter, and it wasn't long before they were back at Level 6.  People say moving the sims to another house will solve the problem, but I didn't want to have to refurnish their house.  I had everything already set up like I wanted it.  Fortunately moving them out and back in seemed to fix whatever it was.  Moving them out to the bin and back didn't seem to work, I had to move them into an empty lot first.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: csweet on 2006 February 22, 07:32:08
I have done something like...used the teleporter to take them to another house and let them call home...but now that house is corrupted too because they cant move out from there! I am afraid the whole neighbor is going.!  :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 February 22, 08:03:53
Well, I'm not sure exactly what the problem is, but by having them move out of the house and into a new one, I think it reset something.  Perhaps by teleporting them instead of using the move out function of the game, whatever it is didn't get reset properly.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 22, 10:40:18
I never seem to get that problem since NL, but maybe it's because I don't use Greek Houses and dorms much!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 February 22, 10:46:56
Somehow I don't think it has to do with being a Greek house or a dorm.  I have never had that problem before.  I'd only heard other people talk about it.  So I don't know what happened this time.  I wish I did.  I had been throwing a lot of graduation parties, and then all of a sudden, it quit working.  The party ended, it was a roof raiser, and he didn't grow up and graduate.  Calling to move home did nothing either.  The sorority house worked fine, so it was just this one lot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 22, 12:11:03
Odd!  I mean, on the lot I've just been playing, Georgia went to the bathroom just before she was due to grow up, and Steve, her fiance, followed her in and sat on the loo, so she couldn't get out.  I thought, this is it, trouble!  But no, she started to grow up there, then teleported to the front of the house and the taxi came as it should and off she went!  No problems!  I have JM's moveoutbugfix installed, but none of TJ's exam or graduation mods.

And I can't see why the moveoutstaythingsshrub should be necessary in Uni.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: paranoidandroid on 2006 February 22, 17:45:26
De-lurking with a (possibly dumb) question.

The debugger is not showing up in my catalogue at all.  Nor do any of the other MATY hacks appear to work in my game (they're still trooping all over the house to put coffee cups down, for instance).  It's a fresh re-install, custom content is enabled, both EPs.  The only other hacks I'm using are a censor blur remover, a lighting mod, and one to change townies' names, and all of those work. I deleted the Pescado hacks and re-installed them.  Nothing.  Also, other custom objects aren't showing up -- only recolours seem to be working.

What's wrong?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 22, 17:49:56
Where exactly are they?  I have all mine in Downloads>Hacks>Pescado/TJ/Crammyboy etc. and they all work fine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 22, 22:36:42
I have what appears to be the latest version of the debugger (Jan 26) and I am not seeing many of the shiny options people here are talking about :( What could be wrong?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 February 22, 22:58:53
Some options only show up under debug mode (shift+click on lot debugger box) and some only show up if there's that problem on the lot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 22, 23:02:37
Yeah, but I'm not seeing the "upgrade pre-Uni Sims" which is suppose to fix moved in mascots and the like, right, so they'll have the right number of slots and such? I have a house with two former mascots living in it now and neither have the right slots and the option isn't showing up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: paranoidandroid on 2006 February 22, 23:02:52
Where exactly are they?  I have all mine in Downloads>Hacks>Pescado/TJ/Crammyboy etc. and they all work fine.
They're in Downloads\Hacks.  I even tried moving them up into the main Downloads folder, but it didn't help.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2006 February 22, 23:27:13
Yeah, but I'm not seeing the "upgrade pre-Uni Sims" which is suppose to fix moved in mascots and the like, right, so they'll have the right number of slots and such? I have a house with two former mascots living in it now and neither have the right slots and the option isn't showing up.
It doesn't work for college dropouts. Only people who never went get the option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 February 22, 23:35:21
Right; you need TwoJeffs College Adjuster Plus to fix ex-dormies/NPCs from University.  It'll let you fix their want slots and locks, grades, etc.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 22, 23:54:53
I thought they were supposed to "graduate" when you moved them in with their boyfriend/girlfriend/etc?  ??? That's what I'd always heard, I thought...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 00:05:39
Moving mascots into the main hood is a problem, maybe the debugger just doesn't recognise them?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 23, 00:07:53
Oh that could be...they supposedly fixed the mascots, but we know how accurate Maxis is when it comes to what they've fixed :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2006 February 23, 00:14:13
I thought they were supposed to "graduate" when you moved them in with their boyfriend/girlfriend/etc?  ??? That's what I'd always heard, I thought...
No, they drop out. If they'd graduated, then they would have 6 want slots. They weren't booted out, as then they'd have 4 fear slots.

In the case you described, the effect is the same as if they had selected Call.../College, then Registrar - Drop Out (I can't actually remember the name for that option, but it's something like that). I think what the debugger looks for is any indication of if they went to college, and bases the logic for displaying the Upgrade Pre-Uni Sims option on that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 00:19:07
And since they will have the Went to College memory, the debugger presumably assumes they are not pre-uni sims!

But you can use the electronics tree from TJ to give them the extra slots.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 February 23, 00:24:44
If the game thinks they're already graduated, the option won't appear because the graduation data is corrupt. Use the Jeffian College Adjuster to add the missing items manually.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 00:28:21
And next time, move them into a college lot and make them work like everyone else to get their degree! ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 23, 01:51:49
Ah, okay, I must've misheard something somewhere along the line. Thanks for the help all. :)

LOL ZZ, it's for a legacy so I'm not sure if that would be within the rules or not ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 02:02:08
Well, I suppose it depends on the rules! ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 February 23, 05:17:02
Where exactly are they?  I have all mine in Downloads>Hacks>Pescado/TJ/Crammyboy etc. and they all work fine.
They're in Downloads\Hacks.  I even tried moving them up into the main Downloads folder, but it didn't help.

Just an off-the-cuff question - you have enabled viewing of custom content in your build/buy catalogues have you?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 February 23, 13:06:38
I thought they were supposed to "graduate" when you moved them in with their boyfriend/girlfriend/etc?  ??? That's what I'd always heard, I thought...
No, they drop out. If they'd graduated, then they would have 6 want slots. They weren't booted out, as then they'd have 4 fear slots.


No, that's not always true -- I just moved a college dormie in with his boyfriend, and while he didn't get the extra want slots, he did come with a graduated memory and a diploma.  According to the Prima guide at least (I know, not always the best source of info), the status of a dormie becoming playable by moving in with a playable sim is supposed to track the playable sim's status.  IOW, if the playable graduted, the game treats the dormie as graduated; if the playable dropped out, the dormie dropped out.  The College Adjuster lets you easily make them 'true' graduates, by giving them grades and the extra want slots and locks.



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 23, 13:41:34
Yup, Witch. I am a custom-content junkie ;) so I definately keep it enabled. I can buy the debugger, just wasn't seeing the options I expected.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 14:09:54
I thought they were supposed to "graduate" when you moved them in with their boyfriend/girlfriend/etc?  ??? That's what I'd always heard, I thought...
No, they drop out. If they'd graduated, then they would have 6 want slots. They weren't booted out, as then they'd have 4 fear slots.


No, that's not always true -- I just moved a college dormie in with his boyfriend, and while he didn't get the extra want slots, he did come with a graduated memory and a diploma.  According to the Prima guide at least (I know, not always the best source of info), the status of a dormie becoming playable by moving in with a playable sim is supposed to track the playable sim's status.  IOW, if the playable graduted, the game treats the dormie as graduated; if the playable dropped out, the dormie dropped out.  The College Adjuster lets you easily make them 'true' graduates, by giving them grades and the extra want slots and locks.

I think there's a difference between dormies and mascots in this respect, although I personally always make dormies graduate same as any other sim!




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 23, 14:53:05
Does the "move in" option work in Uni now, then? I haven't tried it since before the first NL patch (maybe even before NL, I don't remember) and it sure didn't work for me, and someone somewhere told me it was broken :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 23, 16:55:15
I've always managed to get dormies to move in - but you can't do it in dorms if they already live there!  But if they are friends and your sim lives in a house (not a Greek House) then your sim can just ask them to move in.  If it's a Greek House, then you'd have to go through the normal procedure, i think.

Another thing you can do, of course, is to use the mind control mirror and the teleporter and get them to find own place - but you always, I think, need to unattached members of the default house on the lot for it to work.  Once they are in the Students' Bin, they can be treated like any other student - since they will only have 500 simoleons if you do it this way, they would presumably have to move into a dorm first.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 February 24, 06:02:21
Yup, Witch. I am a custom-content junkie ;) so I definately keep it enabled. I can buy the debugger, just wasn't seeing the options I expected.

Now I'm confused - I thought it was paranoidandroid who was having problems? And ZZ was helping her/him?
I think we might have crossed our wires here.  ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 24, 11:15:54
That's the trouble with long and involved threads!  Lots of crossed wires.....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 24, 13:08:17
Yup, Witch. I am a custom-content junkie ;) so I definately keep it enabled. I can buy the debugger, just wasn't seeing the options I expected.

Now I'm confused - I thought it was paranoidandroid who was having problems? And ZZ was helping her/him?
I think we might have crossed our wires here.  ???

Oops! I should have looked more closely to who you were responding to :D I jumped in and started pestering everyone too, so ZZ was helping both of us, being such a lovely helpful person. The wires were crossed on my end, as is so often the case :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 24, 13:14:20
Now I'm confused! ;D  But did I help?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: JenW on 2006 February 24, 13:17:45
LOL

Yes you did :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 24, 13:19:54
That's good to know! 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: twistingsims on 2006 February 27, 17:37:57
I have a couple of sims who's diploma's changed to other sims when first sim moved out.  How do I use the debugger to re-issue the diploma to the sim.  It does say only works in debug mode.  Now does that mean I have to use the boolprop testingcheats enabled true, and then am I in debug mode?  I did that and the box did not give any options of reissue said sims diploma.  If not then can I get some details for dummies on this procedure.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 27, 17:44:17
Does the sim in question still have a diploma, even if it's the wrong one?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: twistingsims on 2006 February 27, 19:27:55
No she doesn't.  What I did was move in Tiffany from Univ with Brittany from Univ.  I put each girl's diploma's on their respective bedroom walls.  Then I moved Tiffany in with her boyfriend Nova but I forgot to put her diploma back into her inventory.  So now both diploma's are in Brittany's name.  I tried moving Tiffany back in with Brittany but both diploma's are still in Brittany's name and inventory mode won't allow me to grab those diploma's and put one in Tiffany's inventory.  I no longer take any sim's diploma out unless I want them to read it, too many things to remember to put in inventory when moving sims around I guess.

I do appreciate any help on this, thank you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 February 27, 19:36:06
Did you shift-click on the Debugger while in debug mode?  Debug items only appear in debug mode by shift-clicking on the object like all other debug options.  Just enabling debug mode doesn't cause them to show up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 27, 19:40:03
I wonder if selling them would allow the re-issue of diplomas?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: paranoidandroid on 2006 February 28, 02:19:40
Where exactly are they?  I have all mine in Downloads>Hacks>Pescado/TJ/Crammyboy etc. and they all work fine.
They're in Downloads\Hacks.  I even tried moving them up into the main Downloads folder, but it didn't help.

Just an off-the-cuff question - you have enabled viewing of custom content in your build/buy catalogues have you?

I did have it enabled, but I had the enable/disable dialog at the beginnning turned off -- and reversing that seems to have fixed the problem, for some reason.  All my custom content works now, including the Pescado hacks.  (Phew.)  Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: twistingsims on 2006 February 28, 20:07:03
Did you shift-click on the Debugger while in debug mode?  Debug items only appear in debug mode by shift-clicking on the object like all other debug options.  Just enabling debug mode doesn't cause them to show up.

I do realize that I have to be in debug mode but I wanted to know if that means I have to use the boolprop testingcheats enabled true, and then am I in debug mode?  I did try that and I shift-clicked on the FFS Lot Debugger Box but it did not give any options of reissuing any sim's diploma.

So thats what I need to know.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 February 28, 22:31:03
Yes, if you enter the boolprop testingcheatsenabled true code in the neighbourhood view, and then enter the lot, you are now in debug mode.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 February 28, 22:40:00
If you get the buyable career and aspiration rewards collection from TJ, it should have buyable diplomas in it.  I think, if I remember rightly, you get the option to assign it to a particular sim, and then, I think, their degree shows up.  (I used it when a repo man decided to take the diploma!)

http://www.moreawesomethanyou.com/smf/index.php?topic=1190.0 (http://www.moreawesomethanyou.com/smf/index.php?topic=1190.0)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 March 01, 00:46:52
TJ says the diploma will be assigned to the first sim who views it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 March 01, 00:53:20
Guess it should work then.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwhitney on 2006 March 01, 04:48:08
Is there a solution in this item to one of the problems I'm having?

When I have a kid about to go to college, and he's lagging behind badly in aspiration score, one completely reliable method of getting him to platinum before his birthday is to send him out on a date.  I used to do this regularly, until I realized the problem it was causing.  I used to send them out to college almost immediately after getting back from their date, so the sim was no longer living at the house.  The problem came when the programmed in follow-up outing invitation with one of the dated sim's friends came with a phone call.  Since the collegebound sim's no longer living in the house, essentially you get a phone call every single day from the same sim, with the message that since the sim isn't at home, he'll just call back.

Any way to disable this or reset it so I can avoid these useless phone calls?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 March 01, 05:18:33
Have you moved the teen sim into a dorm or residence at college, so they "grew up?"  I don't know of anything on the Lot Debugger that would solve this problem, though, sorry.  I thought that after they called once and they learned they didn't live there anymore, they wouldn't call anymore.  If you haven't played the sim since you moved him to college, he is in limbo.  I've moved teens to college and then continued to play the regular neighborhood, and my teen sims will continue to bring them home from school and work just as if they were still living at home.  Maybe you could try playing the teen sim at college for a bit, maybe have them interact with the sim they dated.  Maybe they'll get the idea they've moved, LOL.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 March 01, 12:03:12
Just move him into a house or a dorm and he'll no longer be a problem, even if you don't actually play him.  Also, bear in mind that while he's in the bin, his family and friends will gradually lose relationship points with him, as he can't be contacted, but once he's in a house, they can all keep in touch.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwhitney on 2006 March 02, 05:37:29
Just move him into a house or a dorm and he'll no longer be a problem, even if you don't actually play him.  Also, bear in mind that while he's in the bin, his family and friends will gradually lose relationship points with him, as he can't be contacted, but once he's in a house, they can all keep in touch.

I think you're assuming something from rainbow's post that isn't actually happening.

The university sims who are getting calls at their parents' house for a followup outing are moved into lots, and I have played them for quite a while in some cases (six semesters).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 March 02, 08:54:14
Maybe you should have made that clear to begin with.  Sounds like you have something else causing this to happen, maybe an incompatible hack or something like that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: snowyrat on 2006 March 17, 19:38:18
> XXVI. Wipe Mystery Sim Memories
> Removes all irrelevant "Mystery Sim" memories on freshly created so your sims can experience the relevant moments with some real sim instead of blabbing about this mystery sim thing.

Would it be possible to make the same kind of a command to wipe the memories pointing to unknown sims ($Subject)? It wouldbe so big help, versus "pecking" those one by one in SimPE? Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 March 18, 05:44:36
Would it be possible to make the same kind of a command to wipe the memories pointing to unknown sims ($Subject)? It wouldbe so big help, versus "pecking" those one by one in SimPE? Thanks.
Hmm. That'd be tricky. I'll think about it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Motoki on 2006 March 18, 08:10:47
Is there any way to get the lot debugger to clear off the annoying out of stock signs that appear off in far corners of the lot? I can't even delete them on my one lot because they only show up in play mode and then magically disappear in buy mode.  :P

I managed to get rid of some by restocking them, even though I paid and didn't get the damned item, but some of them are 'craftables', specifically pies and cakes and I'm really not up to baking a whole mess of them just to get rid of those damned signs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 March 18, 09:24:15
Dunno. Will look into the possibility of removing all out-of-stock items.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Motoki on 2006 March 18, 14:00:52
Yes, those are a pain too. Sometimes I don't want to delete every damned sign by hand.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 March 20, 01:14:10
Currently being worked on.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kaarinah on 2006 March 20, 01:30:58
You can delete them if you force error on them and choose delete. There usually is a whole bunch of them so it may seem it's not working but the signs have different numbers so you can see it is different ones that are deleted. I'm mentioning this because the first time I tried this I didn't think it worked.

It seems like there is either none teleporting or at least 5-10 at the same time. Today it seems there was more signs at the corner of my home business lot than I had sold that day (the store had been restocked the night before).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 March 22, 13:24:06
Just wondering if this is compatible with open for business? It sounds great, and I want it  :D


yes its OFB compatible but get it from the OFB hack directory (it's the best place to get the newest versions)
http://www.moreawesomethanyou.com/ffs/ofb/hacks/


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 March 26, 19:03:36
What is the purpose of "Fix Work State"?  This seems to be a new option with the latest version.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ruann on 2006 March 26, 21:44:53
What is the purpose of "Fix Work State"?  This seems to be a new option with the latest version.

Karen

Going out on a limb here, but I bet it fixes it so that a Townier or visitor sim on a lot who works at the lot but is not currently "at work" quits acting like they are "at work".  May also fix those sims you Fire, but who insist on coming to work and pretending they're working, taking your money, but not doing any work, and not getting the hell out of dodge when you tell them where they can shove it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 March 27, 11:55:01
Going out on a limb here, but I bet it fixes it so that a Townier or visitor sim on a lot who works at the lot but is not currently "at work" quits acting like they are "at work".  May also fix those sims you Fire, but who insist on coming to work and pretending they're working, taking your money, but not doing any work, and not getting the hell out of dodge when you tell them where they can shove it.
That's a good idea, but this function was primarily made for when sims would warp home from work (and thus be penalized for missing it, and be unable to go BACK via car without the dreaded, nearly permanent, late for work strike that is even worse than missing work!).

I will certainly include the removal of "Bad Jobs" like being an employee of a null business, though.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 March 27, 13:24:40
Would it be possible to make the same kind of a command to wipe the memories pointing to unknown sims ($Subject)? It wouldbe so big help, versus "pecking" those one by one in SimPE? Thanks.
Hmm. That'd be tricky. I'll think about it.
Isn't that what Theo's hack did?  The functionality of 'nuke all bad memories' is supposed to be going into a future version on SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Theo on 2006 March 27, 13:53:55
Quote from: cwykes
Isn't that what Theo's hack did?  The functionality of 'nuke all bad memories' is supposed to be going into a future version on SimPE.
Actually, I intentionally left the "Mystery Sim" memories untouched, only memories with an invalid owner instance would be removed - more specifically, the corrupt death memories were the intended target.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 March 27, 22:04:36
I thought unknown ones were the bad ones and mystery sim was a different maxis created set given to all new adults and townies..  Just ignore me - like my siggy says, I know enough to be dangerous.....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 April 01, 17:09:21
Regarding the Randomise Sim Generator, is this lot-specific or play-session specific?  I have several babies due at once on different lots, so do I need to use it for each lot, or just at the beginning of the run of births?  Also, can I use it when I leave a lot that has no birth imminent, then have it work if I go into another lot where a baby is due (i.e., to save having to enter the birth-due lot and leave straightaway).  Hope that all makes sense.



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: C.S. on 2006 April 01, 19:43:44
It's play-session specific (http://www.moreawesomethanyou.com/smf/index.php?topic=72.msg11488#msg11488). I randomise when I keep getting fugly npcs :P.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 May 23, 21:45:11
Since buying my new PC and reinstalling all my Sims stuff, the debug facility on this doesn't work anymore.  All I get is "Force Error", nothing else.  Even the generic stuff (such as the decimator) don't work anymore.  I don't think I've added any patches that I didn't have before, because I'm 99.9% sure I downloaded the OFB patch (well, I know I did), so I have no idea what it could be.  I have added a couple of new downloads, but they were only to do with food so I can't see how they would have affected it.

Before I start removing downloads to see what's what, is there anyway that reinstalling could have caused this?  And yes, I have tried reinstalling the FFS, but it didn't make any difference.  I really need this aspect of the mod to work because I won't be able to spawn any new gravestones if I need them - I tried doing that and the option wasn't there anymore, with it being part of the debug mode set.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 24, 16:47:30
Yet another reason for steering clear of yet another set of silly costumes!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 24, 17:11:32
Are you absolutely sure you're clicking on the Lot Debugger box?  Maybe you're clicking on the Macrotastics box?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 24, 17:20:57
I still get some of the stuff, so I assume I don't get the rest because at present it isn't needed.  I had more problems with the college clock and had to get rid of it and put the old one back in.  (My sims started going for exams at 2 am after I'd planned on 8 am!)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2006 May 24, 20:09:16
Ancient Sim, do you have debug mode on? Just wondering, because it sounds like you're doing...debug+shift+click. Or I'm confused. Either might be possible. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 May 25, 03:01:36
I always play in debug mode, I always have.  I'm simply shift-clicking on it like I always did, but it isn't working.  Nothing I am doing is any different to what I did before.  Other things have changed since I reinstalled, too.  For instance, none of my graduating YA's ever left college without a party unless I instructed them to, now they do.  Whether there was a load of crap in the Registry causing problems before I don't know, because the files I've put on are exactly the same.  What I will probably do is try playing on my old pc and add the new mods I've added since reinstalling on the new one, to see if the same thing happens.  There are only 2 or 3 so it won't take long.  I can't see that they're the cause, though - as I said before, they were only concerning food.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 09:55:42
Have you tried playing with debug mode off?  I never leave it on, and I never seem to get problems with the debugger.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 May 25, 11:47:22
I'm sure it's just an Ancient Sim thing. I leave mine on all the time as well, because I like to catch when the untested crap I have yet to fob off on you chumps goes wrong.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 12:00:49
Well, you have a reason to leave it on....I just don't like it when every time I go to buy something I get all the infor I don't want about it (and usually have a fair idea of anyway, it's not that hard to tell usually what something was cloned from).

Ancient Sim, just save me from reading up everything about your reinstall - did you copy your program files over, or just your game files?  If it's your program files, could I timidly suggest that it might be time for a completely fresh install?  If not, then maybe if you took out all your hacks except Pescado's, see if the debugger works, then put the others back in a few at a time if it does, then you could narrow it down to the cause of the problem.  (Or use SimWardrobe's hack conflict detector.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2006 May 25, 14:38:55
I leave mine on all the time as well, because I like to catch when the untested crap I have yet to fob off on you chumps goes wrong.

Some of us chumps wait until other chumps have tested it for us.....for just that reason. :) Does that make me less chumpy or more tardy? Don't answer that. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 25, 17:55:11
I play with debug mode on all the time.  I have never had any problems with it.  I like to know when stuff is messing up instead of wondering why sims are resetting themselves.  But that's probably just me because I like to know why stuff happens.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 17:59:53
Well, I have to admit that when I've left it on, wierd things have started to happen, and as soon as I turn it off again, they don't.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dadditude on 2006 May 25, 22:09:08
Question: Is it possible to recolor the lot debugger?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 22:11:54
It would be nice if it could look like an end-table or a sculpture!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Xianah on 2006 May 25, 22:36:52
First off, I don't know a thing about 'debugging' - but I have had this problem with my game since NL and I asked at another forum and the reply I got was that I should try debugging, thing is I got nothing else, no clues as to what to do, or anything...

So i went to search for myself and my quest lead me here..

Onto my problem...

On every residential lot, everytime any sim enters the lots, either a walk-by or a visiter - especially the mailperson - the game freezes for about 20 seconds. This also happens with cars entering a lot, like the maid, repairman etc.. also when my sim goes out in their car.

The most annoying part is the mailman (& walk-by freeze ups), because they turn up almost everyday, so at 10:10am my game freezes...arghhh I don't want to get rid of the people walking by or the mail being delivered, I just want this apparantly simply action to not freeze my game.

I have stopped hiring maids or calling delivery people because the freeze-up is very annoying.

anyhoo.. Will this debugging thingy help me at all? If so how do I go about using it. If there is something more appropriate that would help this problem please let me know :)

Hopefully there is a solution.

Thanks in advance
-Xi-
xXx



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 22:51:11
Sounds to me like you have a furious sim at one of the portals.  If you have, the only solution I found was to delete them with Move objects on.

However, you would find investing in the debugger helps improve your game anyway, especially the "Fix Broken Mood Boosts" Option, "Unblock Fridge Tiles" etc - these options only actually appear if the problem exists.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Xianah on 2006 May 25, 22:57:59
I thought it may have something to do with portals as all the problems are portal based really, aren't they? (i don't know very much about the inner working of the game)

But this happens on every residential lot, without fail.

I'll give it a go, thanks for your advice.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 May 25, 23:02:47
Ancient Sim, just save me from reading up everything about your reinstall - did you copy your program files over, or just your game files?  If it's your program files, could I timidly suggest that it might be time for a completely fresh install?  If not, then maybe if you took out all your hacks except Pescado's, see if the debugger works, then put the others back in a few at a time if it does, then you could narrow it down to the cause of the problem.  (Or use SimWardrobe's hack conflict detector.)
It's a completely fresh install of base game and expansion on a brand-new pc.  The only things that were copied were things personal to my game (downloads, neighbourhood files, etc.).  What went into Program Files was totally and utterly fresh.  I suppose it has to be something I've downloaded since.  I just hate testing things because it's such a bore having to go in and out of the game.  Has to be done though, can't do without this facility.

I'm sure it's just an Ancient Sim thing.
You are probably right, but this doesn't exactly HELP me, does it.  I suppose I have to admit that I have probably done something ridiculously un-awesome, for which (I suppose) I deserve to suffer.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 23:14:14
I've found that frequently first time of installation, something just doesn't get copied into the game correctly, and things go haywire, but that doesn't really explain why the debugger wouldn't work, does it?  I think you'll just have to roll up your sleeves and start sorting through all your hacks till you find the culprit (obviously, start with the non-awesome!)  But if it's a hack conflict, have you tried using the hack conflict detector from simWardrobe?  It just might save you a whole lot of hard work!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 25, 23:27:45
Ancient Sim:  I would start by moving all hacks to another folder EXCEPT just JM's hacks, or even just the lot debugger by itself.  Start the game, go get a cup of coffee, take the dog out, or whatever, then go into your lot and see if the problem persists.  Whether it does or not, do not save, exit without saving.  If the options appear as they should, then that tells you that there is a conflict with another hack.  If they don't, then you know something else is happening.  But don't save your game without your hacks in place, because funny things can happen.  Just enter the lot long enough to see if the problem is solved or not.

Oh, and double check that you have debug mode on, just to be sure. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 25, 23:35:31
I'd agree with that, but I'd run the conflict check first as it has to be done with the hacks in the downloads folder.  I run it now whenever I put a new hack in, just to be sure.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 29, 22:59:57
/me bows in JM's general direction.   :-*

I absolutely adore the new portrait regenerator.  It comes in very useful to update their picture when they have new clothes too, that never seem to update themselves.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 00:09:16
Well, they update fine if you buy them with the clothing tool, but otherwise, it's a real pain having to send them to the mirror!

My game's loaded at present, and I'm in the middle of stuff, but as soon as I close it down, all those shiny updated hacks are going in!  Thank you, JM (I know you don't like to be thanked, but I like thanking people, so you're stuck with being thanked!)   ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 30, 00:20:44
I don't like the clothing tool, although there is also this option on that as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 00:52:33
It's saved me from countless trips down to the shops, and the extra cost is worth it - although I have a dresser from SimGedoehns which does the same thing.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 30, 00:52:50
Why don't you like the clothing tool, Blue?  I like using it when sims age, to pick out all their different outfits instead of being horrified when they change into bright orange jammies.  Really, who wears bright orange pajamas???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 01:21:30
Pregnant sims?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 30, 01:47:48
Only because they have no choice!   >:(  I have always wished there was a way we could choose what clothes pregnant sims wear.  I am using Morague's default maternity replacement clothes, but they still get the same old PJs.  And I tried Squinge's hack, but I kept getting errors, so I took it out.  Fortunately, they only wear maternity PJs for a couple of nights. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 02:00:26
Only nights? ;D

I use the clothing tool quite often when toddlers get those dreadful Nightlife PJs!  Or those horrible pretend suits!  The only thing I don't like about it (and the same applies to the clothing racks, or anything to do with clothing,)  is if you forget to save the new outfit, it moves on to the next and you can't go back, and have to do it all again!  And I don't like the way they do clothes-buying in shops - it was far better in sims 1, when a sim could try something on, and then they (or their date) had the option to buy.  I used to really like in Hot Date how sims could buy each other presents when they were out on a date, or buy something and take it home for their wife, husband or child.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 30, 02:40:51
Yeah, I miss that from Hot Date where you could choose to buy an outfit after trying it on.

I have all of SimSquirts toddler outfits, so my toddlers often transition into one of those, though not always.  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 May 30, 02:42:34
Why don't you like the clothing tool, Blue?  I like using it when sims age, to pick out all their different outfits instead of being horrified when they change into bright orange jammies.  Really, who wears bright orange pajamas???
Lotsa people. Generally people known as things like "#41351986".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 02:46:02
I'll bet Pescado wears longjohns!  (I believe in the US known as a Union suit?)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 30, 02:59:17
I'll bet Pescado wears longjohns!  (I believe in the US known as a Union suit?)

Maybe back in 1899.  :P  They're still called long johns here, although I would bet he wears Kevlar and other assorted body armour instead.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: akatonbo on 2006 May 30, 03:05:23
Kevlar doesn't sound very comfortable to sleep in, but then again, since he doesn't sleep, he probably doesn't need pajamas at all. ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 30, 03:07:00
My grandma wore a Union suit when she was a kid.  We don't have them anymore.  I don't think they are the same as what we when we lived up north, which was thermal underwear, also called long johns.  I haven't worn them in years, as we have no need for them in the South.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 May 30, 03:22:11
I don't ever remember wearing them either, though I do just remember an awful undergarment called a Liberty Bodice - Liberty was one thing you didn't have when you were buttoned into one of those!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2006 May 30, 03:55:05
Bluesoup is probably like me and don't have a lot of kids in game which will grow-up into teen and then into, well you know the order. 

I am not using the clothing tool either since I see no reason why, all my Sims are CAS adult sims for which I already choose their clothes.  maybe if I can get myself to have 2nd generation Sims I will find that tool useful.

Quote
I absolutely adore the new portrait regenerator.  It comes in very useful to update their picture when they have new clothes too, that never seem to update themselves.

Thanks, I was just about to ask what this new option does.  I found it odd though while I was on a regular hood community lot the option showed on the debugger.  Is it normal that it appears there?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 30, 03:57:16
It's there all the time - it's not an option that only comes up when something is broken.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2006 May 30, 04:00:17
thanks for the info.  As long as it cannot cause any problem if by mistake I choose this option on the debugger while on a community lot, I really don't mind it showing everywhere. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 May 30, 04:01:47
It won't do anything except change the pose your Sim is in.  And you can always change that again if you don't like it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 May 30, 08:13:55
This is neat.  Sometimes I like a sim in a particular pose, and then you update their appearance, and it changes.  Some poses make them look retarded.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 May 30, 08:42:45
This is neat.  Sometimes I like a sim in a particular pose, and then you update their appearance, and it changes.  Some poses make them look retarded.  :P
That was part of what prompted me to seize on this discovery, the ease of making a non-stupid pose.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: nesschap on 2006 June 15, 14:53:00
Hi I loved this hack and just downloaded it yesterday so the I could reroll the LTW....worked great....but I don't seem to see all the options that this hack has to offer....like just for one...the astrological thingee....and many others.....can someone explain what the debug mode is???   Maybe that is my problem..not sure... ???

Thank you all for your help..yoru great..


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 June 15, 14:57:45
Debug mode is when boolprop testingcheatsenabled true is activated.  Some of the options will only show up when the box detects a problem on the lot as well.  And things like "Wipe mystery Sim memories" will only show up if it's a viable option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 June 15, 16:41:45
Yes, it wouldn't be a good idea to wipe those memories from a single parent - even if they don't know who the other parent is!  (Or maybe they just aren't prepared to say!)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 June 19, 10:18:06
Going out on a limb here, but I bet it fixes it so that a Townier or visitor sim on a lot who works at the lot but is not currently "at work" quits acting like they are "at work".  May also fix those sims you Fire, but who insist on coming to work and pretending they're working, taking your money, but not doing any work, and not getting the hell out of dodge when you tell them where they can shove it.
That's a good idea, but this function was primarily made for when sims would warp home from work (and thus be penalized for missing it, and be unable to go BACK via car without the dreaded, nearly permanent, late for work strike that is even worse than missing work!).

I will certainly include the removal of "Bad Jobs" like being an employee of a null business, though.

I'm getting the fix work state on almost all my sims repeatedly at the moment.  Nothing actually seems to be wrong with them. 
(I have Base game and OFB only)

I couldn't see fix work state in the rtfm at the top.... if it's there point and laugh.  If not, could you update the rtfm?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 June 19, 11:58:29
I get the "fix work state" all the time, and just ignore it unless it's necessary - I think it's like the "fix AWOL Headmaster" in that it's always in the pie menu, but should only be used at the right time.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 June 19, 14:44:02
Thanks ZZ - I'll ignore it then unless I can see a problem.  I don't think it's there all the time though.  If it was always there, I hope I'd have noticed that and worked out I should igore it...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2006 June 19, 15:07:05
Well that option is very useful if you install the patch and had sims at work when you load the lot for the 1st time since the game reset all lots.

If your sim is stuck at work or is on the lot and was suppose to be at work and magically appear on the lot, then you should use this option to avoid having a warning message that it missed one day of work.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2006 June 19, 16:35:39
Useful, that!  Maxis try to make things more difficult for your sims, and trust JM to forestall them!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 June 29, 19:54:43
OK, so what is Regenerate Portraiture?  I keep seeing it, but nobody seems to have asked about it and it's not in the description.  Is it to change their icon picture if they're shown in SimPE as a toddler when they're in fact an adult? 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2006 June 29, 19:56:07
Changes their thumbnails....
When you change clothes, and don't change appearance, the thumbnails have them in old clothes? No longer.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 June 29, 20:18:53
OK, so what is Regenerate Portraiture?  I keep seeing it, but nobody seems to have asked about it and it's not in the description.  Is it to change their icon picture if they're shown in SimPE as a toddler when they're in fact an adult?
It will fix that, too, yes. Their new clothes will update and you can keep pushing it until you get a portraiture pose you like. Some of them are pretty silly-looking.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 June 30, 00:09:47
I've found the 'regenerate portraiture' option very handy lately, since I've been trying a bunch of different default skins (especially alien ones).  It helps a great deal to see how they look in the portrait, or at the least have the portrait match their current skin color. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 June 30, 00:24:57
Same here.  Although the new defaults I'm using aren't all that different, there is enough of a difference.  I have found since installing OFB, though, that if you remove makeup, hair meshes, or clothing, it will immediately change the loading picture and each sim's portrait, whereas before the loading picture didn't change until you saved and reloaded the lot, and the portrait didn't change until you did "change appearance" in a mirror or by some other means.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ancient Sim on 2006 July 04, 21:44:05
Unfortunately, the Regenerate Portraiture facility doesn't fix the problem in SimPE.  I still have teens showing as kids, kids showing as toddlers, even the odd adult still showing as a toddler.  It seems the only way to solve that problem is to use the mirror.  Still a very useful addition though, because some of those pictures make the Sims look positively retarded (which has been said already, but it's TRUE).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miramis on 2006 July 07, 20:22:49
I knew it updated their new clothing in the picture, which was something that had really bugged me for some time, but I wasn't aware you could keep changing the pose with it.  I'm going to have fun with that!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 July 24, 06:35:20
Aramdom 10% COOL the Plauge LIVES!!!! My poor medievl neighborhood  :'(. Thanks alot!
wtf?
Speak english.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2006 July 24, 06:42:06
Translation:
A random 10%? Cool! The Plauge Lives! My poor medieval neighborhood. :'( Thanks a lot.

C'mon, witch, you knew that! ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 July 24, 08:57:37
Nah, I needed your special talents ElfPuddle.  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 July 27, 03:52:13
Please help me find "Regenerate Portraiture". I've clicked on the box, I've clicked on the sims, I even enabled testing cheats and shift clicked on the box. But I can't find this option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 July 27, 03:55:38
Make sure you have the latest version.  It's on the yellow box, usually on the left side of the pie menu for me.  It shouldn't be hard to find, and it doesn't require testing cheats. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 July 27, 15:52:44
I was sure I had the latest download, but I redownloaded again anyway. I still don't see it. Does the change portrait perhaps only show up if you have OFB?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 July 27, 17:14:09
Hmm, I don't know.  I installed OFB right as he put this out.  :-\


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 July 28, 01:36:56
I was sure I had the latest download, but I redownloaded again anyway. I still don't see it. Does the change portrait perhaps only show up if you have OFB?
I think the technology is available only if you have OFB, possibly NL.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 July 28, 09:05:36
Thanks JM. It must be only available for OFB because I have nightlife. Now we know.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 August 20, 11:23:01
Updated to make menus for certain things hierarchical, so all the "Nuke" options will now be under "Nuke", etc. Also added fixes for OFB business corruptions, including "lost business data", where if a sim is moved to a new family he may get strange "Have you ever been to Business X" errors, and "orphaned" data, where the sim's business data is abandoned on his home lot after he leaves.

Procedures include "Move Business HQ To Here" before/after you move a sim in, and "Clean Up Orphaned Data".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2006 August 21, 20:49:33
I can find the make me smart option, what happened to it  ??? ??? ??? ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Flamingo on 2006 August 21, 21:14:15
I can find the make me smart option, what happened to it  ??? ??? ??? ???

You simply need to type in boolprop testingcheatsenabled true cheat in the cheat box and hit enter. Then you just shift click on box and it should appear. If they already are smart "Make Me Stupid" will appear in its place.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 August 21, 21:21:39
The "Make Me" options were moved out of debug mode and are contained in the hierarchical menu now. Future "Make Me" options will appear as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2006 August 21, 21:41:54
The "Make Me" options were moved out of debug mode and are contained in the hierarchical menu now. Future "Make Me" options will appear as well.

Ok thanks I did not see the make me options.  :-[ :-[ :-[


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: croiduire on 2006 August 26, 10:44:12
Would it be possible to add a 'nuke orphan sound effects' option to the debugger? I have one house in particular where the SSX3 sounds come up for no reason, and it's driving me batty. I deleted the video game player, the computer is no autonomy, but the sound still plays. Also, it happens with sinks sometimes, they'll finish but the water running sound still goes. That's not as annoying as the other, though, since you can delete the sink but I have no way to get rid of whatever's creating that sound...

I know that was asked months ago, but has the bug been fixed yet? I apologize if I'm being obtuse, but I've looked and looked and can't find an update. I hate the orphan sound effects so much! To me SSX is the single most annoying noise in the game, and on one lot even getting rid of the computer entirely didn't eliminate the problem.



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 August 26, 11:02:59
I'll look into it, but orphan sound effects don't emanate from an object that can be nuked, I think it's something else.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2006 August 26, 14:57:21
I used to have that problem with television sounds. The damn cooking show audio loop kept going and going, even when I deleted the TV, put a new one up and turned it on and off.

I exited the game and reloaded and it was fine. Never happened again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 August 26, 15:26:29
I used to have that problem with instruments like the bass.  I haven't used them in a while in my houses though, since getting the instrument want hack that squashes those wants.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: croiduire on 2006 August 26, 22:47:25
Running showers (also a common problem) don't bother me near as much. In fact, I can live with any other noise. Which may make this easier: where is the file that causes computer noise, and can I either delete it or substitute an audio segment that is just recorded silence?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 August 26, 23:59:09
For me the worst noise is the toddlers' charisma rabbit head...
Luckily I can just delete that when it does my head in.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 August 27, 01:03:16
I hate the dripping faucets, or when the sinks get stuck with water in them and the running water sound effect won't go away unless you delete the sink.  Forcing an error doesn't fix it.  >:(  I try to avoid giving my sims sinks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SaraMK on 2006 August 27, 01:49:15
I hate the dripping faucets! I think this was supposed to have something to do with broken sinks, because it only happens to fairly old sinks, but the sink never completely breaks so you can't fix it.

I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ness on 2006 August 27, 02:06:53
The dripping taps drove me absolutely batty for ages!  I couldn't figure out where the noise was coming from!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Avalikia on 2006 August 27, 02:14:27
I didn't know that the sinks dripped!  Of course, I don't buy sinks.  The dishes all go in the dishwasher, and 99% of the time that my sims use the toilet they take a shower immeadiately afterwards so having a sink in the bathroom is redundant.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 August 27, 02:34:03
I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?
I have never in 32 years seen a toilet do that.  I always wonder where Maxis gets these ideas.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Insanity Prelude on 2006 August 27, 04:56:31
Wait, Sim toilets can explode? *did not know this!*


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sweethrtcc on 2006 September 01, 02:11:24
I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?
I have never seen a real one explode (and wouldn't want to either). I haven't had a sim one ever explode either


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 01, 02:15:57
I've never seen a sim terlet explode, but I *HAVE* seen a real one explode. "floooop" was not quite the noise it made, though.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2006 September 03, 17:45:36
What is the Nuke Scene Controller or something like that?  Definitely new & shiny option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 03, 20:05:40
What is the Nuke Scene Controller or something like that?  Definitely new & shiny option.

An enhanced version of the old fix awol headmaster thing.  I'm guessing it will nuke the pre-written scenarios that you encounter when running some of the maxis-made households for the first time.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 September 04, 00:20:54
It nukes any scenario, which includes the parties and headmaster.
Basically it combines the old 'awol headmaster' and 'nuke stuck scenario' things.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 04, 00:26:31
Pescado said he'd just moved them to a submenu to tidy things up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 04, 01:38:07
The Headmaster controller is the same thing as the Scenario controller, and the command is the same and unchanged, but the naming has been clarified since it fixes more than just headmaster issues.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2006 September 07, 21:16:23
How come "Wipe mystery Sim memories" was removed as an option?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 07, 21:52:22
How come "Wipe mystery Sim memories" was removed as an option?

It's still there -- it only appears for sims who actually have 'mystery sim' memories.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 September 07, 21:57:11
Not exactly, Joe.  It only appears as an option if the Sim's mystery sim memories can be removed safely, without any adverse side effects.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 07, 22:37:35
Yeah, I found that out from experience.  Once you have a sim start interacting with other sims and they gain other memories, the option disappears.  You can still go in SimPE and do some editing, if you wish.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 07, 22:43:13
Hmm, wasn't aware of that -- I figured it was there as long as the mystery sim memories were there.  Since I usually get rid of them right away, I guess I never noticed that it went away when other memories interfered with it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2006 September 08, 14:27:16
It only appears as an option if the Sim's mystery sim memories can be removed safely, without any adverse side effects.
You can still go in SimPE and do some editing, if you wish.

I got scared there for a minute as I deleted the memories using the cascade delete option in SimPE. Good to know I didn't mess up my game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Inge on 2006 September 11, 21:40:51
Lies and propaganda!!

(someone on N99 says this thread claims there is such a thing as a sim's IQ)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BlueSoup on 2006 September 11, 22:29:01
Well, there is sorta, right?  You can see it in debug mode but it's always 100 except temporarily when they are toddlers and drink smart milk, which can then stick and give them 300 for a longer period of time, but not indefinitely without the aid of hacks.

I think that's right.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 September 11, 23:39:47
If I use decimate on a hood that I have not populated yet, will it kill 10% of the townies?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 12, 00:24:28
Well, there is sorta, right?  You can see it in debug mode but it's always 100 except temporarily when they are toddlers and drink smart milk, which can then stick and give them 300 for a longer period of time, but not indefinitely without the aid of hacks.

I think that's right.

Right -- the smart milk bug will stick through teen in most cases, unless a reset happens that wipes it out.

Also, using the Thinking Cap temporarily raises the IQ to 200.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2006 September 12, 00:30:03
IIRC from the last time I used it, it will kill 10% of townies and NPCs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: twojeffs on 2006 September 12, 06:24:18
Lies and propaganda!!

(someone on N99 says this thread claims there is such a thing as a sim's IQ)

"IQ" = the sims skill rate bonus% (semi-attribute 1C) plus their normal 100% skill rate. Normal sims thus have an 'IQ' of 100 since they have no skilling rate bonus.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Inge on 2006 September 12, 06:33:08
Ah it's calculated, I see.  I was thinking I hadn't seen a persondata(IQ) anywhere!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 September 13, 10:44:29
I use the 'make me smart' option on the debugger - gives sims an IQ of 300.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 13, 12:16:36
I use the 'make me smart' option on the debugger - gives sims an IQ of 300.

Yea, that's the 'smart milk' level.  The 'make me smart' mimics the infamous smart milk bug (or lets you 'correct' it when the game gets reset, and the bugs effects go away :) ).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ness on 2006 September 16, 01:10:24
Noticed when moving some sims out of a dorm...  the nuke stuck move out option seems to be missing from the debugger.

My sims moved out, but no dormies moved in to replace them...  after exiting and reloading the lot, the dormies moved back in, so there was definitely a stuck move out.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 16, 04:54:07
I think the stuck move-out only applies when they're graduating, not when they're just moving to go to  another dorm, or rental or greek house.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ness on 2006 September 16, 06:21:41
hmmm...  Joe's right, it just deals with stuck graduation move outs.

Any chance of the other type of move out being added - they seem to stick as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 16, 07:00:25
My sims moved out, but no dormies moved in to replace them...  after exiting and reloading the lot, the dormies moved back in, so there was definitely a stuck move out.
This is an unrelated state issue. It has nothing to do with stuckness or nonstuckness of moveouts. Some things in the game, such as greek house state and numerous other random things, don't fully update until you save/reload. No other solution exists.

Also, shiny new test features added:
Erase Gossip From Me/All: Erases all gossips (including potentially corrupted ones). Forces the gossip DB to be rebuilt in your entire neighborhood.
Prep For Delete (debug): Nukes all memories pertaining to the deletee and shreds file to sever relations. Don't use on anyone with relatives. Then to complete the expunging process, you need to delete the SDSC, SWAF, and character file manually.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Dopp on 2006 September 16, 07:53:57
Quick question: what does "Fix... Work State" refer to?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 16, 13:57:37
Quick question: what does "Fix... Work State" refer to?

I believe it's there to fix things that mangle their job performance, like getting pinged for missing a day of work when you add an EP or SP, and everyone is back home and reset, or when they move into a new house and their calendar restarts at 8am Monday, and they get pinged for missing work on that day.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 16, 17:40:44
New update fixes some issues with the new purging options. BTW: Did you know that after I purged all the gossipcruft from my neighborhood with this, the neighborhood package shrank 10%? That's a lot of cruft.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 16, 18:54:05
BTW: Did you know that after I purged all the gossipcruft from my neighborhood with this, the neighborhood package shrank 10%? That's a lot of cruft.

Hmm, I look foward to running it on my main Pleasantview.  It's in it's 4th generation, and must have a LOT of gossip crud by now...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 September 16, 19:06:32
BTW: Did you know that after I purged all the gossipcruft from my neighborhood with this, the neighborhood package shrank 10%? That's a lot of cruft.

Hmm, I look foward to running it on my main Pleasantview.  It's in it's 4th generation, and must have a LOT of gossip crud by now...


I just ran this on my Pleasantview, which I've been playing since the game came out.  (God only knows how many generations of Sims that must be!)  Before, the N001_neighborhood.package size was about 23 MB.  After, it was down to 20 MB.  I haven't noticed any problems so far.

Karen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2006 September 16, 21:00:37
Also, shiny new test features added:
Erase Gossip From Me/All: Erases all gossips (including potentially corrupted ones). Forces the gossip DB to be rebuilt in your entire neighborhood.
Prep For Delete (debug): Nukes all memories pertaining to the deletee and shreds file to sever relations. Don't use on anyone with relatives. Then to complete the expunging process, you need to delete the SDSC, SWAF, and character file manually.
Ok, I'll bite... what in the heck are SDSC and SWAF???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2006 September 16, 21:26:07
http://www.sims2wiki.info/Category:Modding


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 September 17, 03:01:56
That link is too awesome for me. Is there a shorter tutorial about which files need to be deleted via SimPe after readying them in-game?


I was excited to see the plague details option since I've had it going around for quite awhile, including on the lot that I tried it on. However, I cannot decipher the output. Care to share with us what the abbreviations and numbers represent?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ailia_Arendel on 2006 September 17, 06:29:24
That link is too awesome for me. Is there a shorter tutorial about which files need to be deleted via SimPe after readying them in-game?
I'm decidedly non-awesome, but I think you're supposed to delete the relevant entries under Sim Description (SDSC) and Sim Wants and Fears (SWAF), in the NXXX_Neighborhood.package. You'll want Display Filenames turned on (under the Extra menu) so you can find the right Sim Descriptions easier. (Of course, you can also use the Sim Browser). To find the right SWAF entry for a specific Sim you need to load that Sim's Description and click on More, then "Open Wants & Fears" (note that More also has an "Open Character File" option that'll tell you what .package file under the Characters folder of that neighborhood belongs to that character, which is the last thing you delete, and that can't be deleted from SimPE. You'll have to find the folder and delete the file manually.)

When you've found the correct entries, right-click and choose Delete (it won't actually be gone until you save the Neighborhood.package, so you can right-click again and choose Restore if you accidently picked the wrong one). Obviously, you'd want to make a backup of the Neighborhood before you go deleting things.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 17, 06:56:00
I was excited to see the plague details option since I've had it going around for quite awhile, including on the lot that I tried it on. However, I cannot decipher the output. Care to share with us what the abbreviations and numbers represent?
SH: Symptom Hash
LD: Lethal Dose
CS: Current Severity (if CS >= LD, you == dead)
CT: Contagiousness
RP: Recovery Points (positive means your sim is recovering, negative means it will get worse)
RHC: Recovery Hour Count (recovery points are subtracted from severity when this count hits 6 or so)
UNK: Your guess is as good as mine.

Update: Cool, Super-Shiny Discovery! Object text updated accordingly to mention that Prep-For-Delete even exterminates the SWAF, so you only have to eliminate SDSC and file!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Motoki on 2006 September 17, 16:21:48
Is it possible to make a quite tile nuker or just have it say X # of objects were found and nuked rather than a window for each? I keep getting those damned restock signs in the far corner of the lot and it's a bit annoying to have to x out of 30+ little windows for each sign deleted.  :o


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 17, 17:08:08
Is it possible to make a quite tile nuker or just have it say X # of objects were found and nuked rather than a window for each? I keep getting those damned restock signs in the far corner of the lot and it's a bit annoying to have to x out of 30+ little windows for each sign deleted.  :o
The boxes have a VERY quick die-off time, so they'll disappear off your screen in only a second or two.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 September 17, 19:31:47
I just downloaded the newest debugger. I'm starting a new neighborhood so I made an adult in CAS and used 'upgrade pre-uni sim' on her. When I did, the new want slots started to appear, but a lock appeared on one of the slots. When the roll completed, the lock disappeared, but the slot was blank. So I rerolled wants, but it remained blank.

So then I fulfilled a want and all of the wants rerolled except for the first slot, and then they all came up blank except for the slot that didn't reroll. I used debugger to reroll wants again, but they just come up blank. I've used this function in the past and it worked ok then.

Then I went to adjust the LTW with the debugger. Reroll LTW works fine still, but cycle LTW doesn't appear to do anything. Shouldn't it cycle through the available LTWs?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 17, 19:53:27
It should, yes. I just fixed that, I think. You may need to redownload.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2006 September 18, 05:25:27
I notice the new wants menu but I am wondering how does cycle LTW work.  What does it do exactly?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Scratch on 2006 September 18, 06:17:17
My game just created a new butt ugly nanny... so i thought i'd fix her up.... no prob there and when i finished that i thought i'd use the newest ffsdebugger to make sure she didn't have any mystery memories or other probs..... clicked on nuke and i saw the option to nuke the scenario controller, but i also saw an option to nuke "Dream Trackers". What the heck are dream trackers? are they bad? do i really want to nuke them? do my other sims have them? is this new? is this a nanny thingy? Should i feel special? Should i wake up? Inquiriung minds need to know.

Ta  ???

edit: I was controlling the nanny when i clicked on the debugger.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 18, 06:26:08
Dream Trackers are usually harmless, but I had one that was chain-erroring in my game recently, so I created an option to nuke it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Scratch on 2006 September 18, 06:35:26
Well.... I had each sim on the lot nuke the dream trackers but the option isn't going away for any of them, but, they don't seem to care anyways... no BFB , so i'm not to worried about it at the moment.

Thanks for the info JM


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Dopp on 2006 September 18, 06:46:37
I notice the new wants menu but I am wondering how does cycle LTW work.  What does it do exactly?

Runs thru the LTW in order as opposed to simply rolling one at random. Useful for when there's a particular LTW you need and you don't want to waste time rerolling duplicate results.

The dream trackers seem to control who or what your Sims dream about. So if your Sims start dreaming romantically about people they have never met before or, worse still, start dreaming romantically about grilled cheese sandwiches, then you might need to nuke them. The trackers, I mean, not the Sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 18, 19:48:54
Oooh, shiny!  I must try this out right away.  I want to clean up Pleasantview, which I've been playing since the original game came out.  I tried doing this manually, but it's a real PITA.

That was a cool link, Dizzy.  Lots of interesting stuff.  Guess what I found on the link for MATY (http://www.sims2wiki.info/MoreAwesomeThanYou)?

Quote
MATY has just under 3000 members. It is free and does not require users to sign up prior to downloading.

:o


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 18, 20:39:20
Heh. most likely the true membership count has been somewhat higher for a long time, given that most people probably hit and run, never registering, a practice which we encourage to keep numbers down.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2006 September 18, 21:56:50
That was a cool link, Dizzy.  Lots of interesting stuff.  Guess what I found on the link for MATY (http://www.sims2wiki.info/MoreAwesomeThanYou)?

Quote
MATY has just under 3000 members. It is free and does not require users to sign up prior to downloading.

:o

Damn, they got that wrong...  isn't membership fee $39.99 or something like that?  Don't wanna go around letting people think they can just come in here and take stuff any time they want.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2006 September 18, 22:08:10
Required log-in to edit?! What kind of half-ass Wiki are they? >:(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 19, 01:13:54
And why is there a picture of S2C on the MATY page??


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KevinTMC on 2006 September 19, 13:25:51
Hmm...3000 members, $39.95 a piece...that's almost 120 large. A month.

No wonder Pescado's got his own whaling boat. And secret subterranean compound buried deep in the Bitterroot Range.

Heck, I bet he's even able to afford sharks. With frickin' laser beams attached to their heads!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 19, 17:45:12
Hmm...3000 members, $39.95 a piece...that's almost 120 large. A month.

No wonder Pescado's got his own whaling boat. And secret subterranean compound buried deep in the Bitterroot Range.

Heck, I bet he's even able to afford sharks. With frickin' laser beams attached to their heads!
Yeah, that comes to roughly 1.5 mil a year.  Pescado is a frickin millionaire!  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 September 22, 14:02:54
Prep For Delete (debug): Nukes all memories pertaining to the deletee and shreds file to sever relations. Don't use on anyone with relatives. Then to complete the expunging process, you need to delete the SDSC, SWAF, and character file manually.

You don't mention DNA files.  I guess you need to delete them in SimPE......  oh and a very bigh BAAAAAAA.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 September 22, 14:16:45
SDNA is relatively safe, as it will either be ignored, or overwritten by the new Sim's data.

SWAFs are not overwtitten and that causes problems, as does -- in some cases -- Sim relationship data.

Improper deletion may lead to toddlers and children with LTWs, or NPCs/townies with unwanted family relationships.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 22, 16:37:09
I've had problems with DNA being messed up on new sims, so I always delete the SDNA entries.  For example, several times I've had a sim with a genetic haircolor, say blonde, who I've changed to have a custom hairstyle that wasn't color binned.  The sim's haircolor DNA would be changed to custom, and their child would also have custom hair DNA.  I noticed this happened in neighborhoods when I had deleted sims, even though I thought I'd followed the procedure.  I had to go back and correct several sims' DNA back to what I thought it should be, and it was a real pain.  In another thread where we discussed this, it seemed to be related to deleting sims in SimPE.  It seems the old DNA entries weren't cleared out properly.  So I always make sure I delete these now.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aqualectrix on 2006 September 22, 16:48:59
Actually, Rainbow, I have the problem you describe when I DO delete SDNA entries.  I haven't had a problem since I stopped.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 September 22, 17:10:46
I'd heard the problem was that the new DNA overwrote the old, but unless the info was exactly the same size, you had leftovers hanging around.  DK where I got that, but I believed whoever told me.... ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 23, 02:07:54
If you delete SDNA files, you will get the Rainbow problem. Don't ever delete an SDNA file, for some bizarre reason it will mess up every other DNA.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 23, 03:02:30
I was following the instructions here (http://ambertation.de/simpeforum/viewtopic.php?t=1731).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 September 23, 06:39:39
me too!  But I hadn't read it for a while.  Apparently there's a sim deleter tool in the QA version now and when I went back and read the next couple of pages Theo said
"I know everyone - including myself - is eager to use this tool, but deleting a sim's DNA, either by using this tool or doing it manually, will cause the game to wipe out the recessive genes on *all* the neighborhood's sims.

Until that particular behavior is sorted out, I don't think this tool can be released to the public.

A sub-optimal solution would be to leave the DNA record intact, which in my trials carried no side effects.
Therefore, my advice to anyone bold enough to do it manually is to keep the DNA record."

I thought I was on auto-notify for it too and I missed that.  Oh well - here goes checking all the DNA on my sims and finding and editing every post I ever made to help people on other boards with deleting sims!  aaaarrrgghhh!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 23, 06:42:00
Good luck on that.  :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 23, 07:19:43
The official ruling is basically to never, ever, touch the SDNA files. Delete SDSC, SWAF, leave SimDNA alone. If you accidentally mangle one, you're going to end up with a very messy state where the only way to fix it is to extract and re-splice the SDNAs from a backup archive, and the procedure for doing THAT is rather fancy.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 September 23, 07:32:42
too late for me - I've already done it! :'(

EDIT - been into SimPE and my sim DNA looks plausible - what am I looking for?  Feel free to point me at a link - this is getting way off topic for the debugger.  Very glad I asked about DNA though!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 September 23, 10:01:58
The exception is if you delete ‘all’ SDNA entries. That, in my experience, is safe.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 September 23, 21:41:34
The official ruling is basically to never, ever, touch the SDNA files. Delete SDSC, SWAF, leave SimDNA alone. If you accidentally mangle one, you're going to end up with a very messy state where the only way to fix it is to extract and re-splice the SDNAs from a backup archive, and the procedure for doing THAT is rather fancy.
Does that include editing Sim DNA, like in the correcting bad Strangetown DNA project?  I've edited DNA strings many times with no problems.  Or do you mean don't touch them as in don't delete them?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: aqualectrix on 2006 September 24, 04:57:20
Editing seems to be just fine, at least in my experience.  E.g., I had to edit the DNA to get it back to what it was supposed to be in the first place, and since then it's been just fine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2006 September 24, 14:58:23
Yes, no problem at all with editing -- I've fixed Strangetown, and it's well into its second generation with no problems from any of the originals who were fixed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 25, 02:03:42
Does that include editing Sim DNA, like in the correcting bad Strangetown DNA project?  I've edited DNA strings many times with no problems.  Or do you mean don't touch them as in don't delete them?
Editing them is safe. Deleting any will cause the remaining ones to be FUBAR. Obviously, if you delete them all, the ones that remain will still be FUBAR, but there won't actually *BE* any.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Qwiggles on 2006 September 26, 04:54:05
New update fixes some issues with the new purging options. BTW: Did you know that after I purged all the gossipcruft from my neighborhood with this, the neighborhood package shrank 10%? That's a lot of cruft.

If I erase all manner of gossip from the neighborhood, does it mean no one will have a thought bubble when a sim attempts to gossip?  At least until something new happens worth gossiping about?

Also, I tried the Prep for Delete on a dead sim tonight.  Deleted the SDSC and character file, reopened SimPe AND...  his SWAF was still there.  Instance # was same (I checked SWAF before I deleted character file) but his name was not there.  Sim Wants and Fears for blank was what I saw.  I thought the new shiny option also deleted the SWAF?  Would it have worked that way if I prepped for delete a living sim and then killed him off?  What of the tomb after the character file deletion, btw?  Should I have sold that tomb first?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 September 26, 05:04:07
Also, I tried the Prep for Delete on a dead sim tonight.  Deleted the SDSC and character file, reopened SimPe AND...  his SWAF was still there.  Instance # was same (I checked SWAF before I deleted character file) but his name was not there.  Sim Wants and Fears for blank was what I saw.  I thought the new shiny option also deleted the SWAF?  Would it have worked that way if I prepped for delete a living sim and then killed him off?  What of the tomb after the character file deletion, btw?  Should I have sold that tomb first?
Hmm. The SWAF normally disintegrated in testing, but maybe because he was already dead. Hand-shred it, then. Make sure you're deleting the right thing, though! Remember that the deleter will give you the instance in DEC, but SimPE displays in HEX.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2006 October 02, 19:13:33
I don't have the game up now so I may get the options wrong but I noticed that there are now 3 options for LTW, toggle, reroll and scroll-? or something like that. Anyway, what's the differenence between reroll and scroll?



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 October 02, 19:23:54
Reroll is random.
Cycle LTW goes through the valid ones  one-by-one in order, allowing you to pick a specific LTW.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2006 October 02, 20:29:10
Thanks Jordi. I noticed when doing the reroll, I wouldn't get as many options as the cycle but even with that, I wasn't sure if I was getting all of the possible choices or just sim specific because I have the JM's LTW variety hack.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 October 02, 20:34:39
Both cycle and reroll will only pick a valid LTW.
While JM's LTW variety hack changes which LTWs are valid for a specific Sim, it does not make it possible for a Sim to get any LTW, so with or without it in your game you might never get a specific LTW for a Sim.
JM's mod usually disables a few LTWs for a given Sim based on parent's LTWs, interests, etc..

A very simple example: a non-family Sim should not be able to get the "graduate 3 kids from college" LTW, no matter how often you re-roll or cycle.

With JM's mod: a Sim with a high crime interest should not be able to get the "become captain hero" LTW, until his interest in crime drops.

If you want to get any LTW for any Sim, I believe Squinge has a mod for that at his forum.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 02, 20:58:26
With JM's mod: a Sim with a high crime interest should not be able to get the "become captain hero" LTW, until his interest in crime drops.
Actually, a sim with a high crime interest *WOULD* want to become Captain Hero. Depending on his personality and aspiration, he may also want to be Mastermind instead. Superheroism and Supervillainy are really just different sides of the same coin, after all.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2006 October 02, 21:19:58
Mea culpa ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2006 October 02, 21:46:21
Reroll works hand in hand with LTW variety, correct?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 02, 22:16:57
Reroll works hand in hand with LTW variety, correct?
Yes, both options work together.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2006 October 22, 04:37:38
Working with Pets, got this error while trying to rerandomize the household.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 22, 04:58:21
Working with Pets, got this error while trying to rerandomize the household.
Fixed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: riggs on 2006 October 23, 04:02:32
The debugger is one of the first things I buy on any lot. I upgrade pre-University sims (or those I created as adults) and change the portrait if it looks goofy.

If we could change the portraits of pets--by having the pet click the box or having a human sim do it--this would be even shinier.  ;D

Not that I'm requesting a feature, or anything. ...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2006 October 26, 15:20:44
Oh yes... why do cats look so incredibly stupid most of the time?

I can get a new picture when I add a collar to the cat or dog, but I haven't checked yet if I can further change their appearance and get new portraits.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 October 26, 20:53:54
I was not able to click on anything using the debugger for pets, including Change Portraiture.  I tried getting one of the sims to change appearance in the mirror, but it never worked.  They would get to the mirror, and it would fall out of their queues.  I even tried with them standing right in front of the mirror.  Is this actually supposed to work, or is the option not supposed to show?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Motoki on 2006 October 26, 21:42:41
It works fine for me. Do you have any custom mirrors and/or hacks that might be effecting it?

I'd try moving the downloads directory out temporarily and then just running a test run of the game and see if you can do it with no hacks or cc at all. If you can, then it's something you have in the downloads folder that's causing it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 October 26, 22:44:40
I will try removing hacks and see what happens.  I have no custom mirrors or anything like that on this computer.  My Downloads is pretty empty since this is not the computer my regular game is on.  I have very few hacks, mainly JM's and TJ's Pets-approved hacks. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: selzi on 2006 October 27, 00:32:32
Today I noticed an option "Nuke Attraction something" (should have written it down  :-\ ) when I used the Lot Debugger for the very first time in my game - what does that option do? Does it set all the attraction bolts in the relationship panel to the correct value? I noticed those bolts keep changing quite often ...  :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2006 October 27, 00:55:35
Oh, yes, I noticed that too. I have clicked it for Sims who already had a sexual preference and for Sims who did not... I have not noticed any remarkable changes in their personal status or in their behavior. I am very curious what this is and what its purpose is.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 27, 01:24:34
It nukes attraction tokens. This is a precursor to avoid corrupted attraction tokens if you're going to flush gossips or delete sims. Attraction tokens are basically useless and do nothing but cause trouble, anyway.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: selzi on 2006 October 27, 15:14:32
It nukes attraction tokens. This is a precursor to avoid corrupted attraction tokens if you're going to flush gossips or delete sims. Attraction tokens are basically useless and do nothing but cause trouble, anyway.
Ah, I understand. Thanks for helping us out! I read something about attraction tokens the other day and wondered what they were needed for anyway.  ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Inge on 2006 October 27, 15:38:39
Thanks for helping us out!

Agh!  When I got my thread notification email the way it was formatted looked like *Pescado* was thanking someone for something!!!  I can calm down now.  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: selzi on 2006 October 27, 20:59:52
Agh!  When I got my thread notification email the way it was formatted looked like *Pescado* was thanking someone for something!!!  I can calm down now.  :)
*lying on the floor and holding my stomach* ;D

I'm so sorry for making your heart jump by accident ...  :P  ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2006 October 28, 01:55:40
Thanks for helping us out!

Agh!  When I got my thread notification email the way it was formatted looked like *Pescado* was thanking someone for something!!!  I can calm down now.  :)

No sign of any devils and demons ice skating here.  ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 29, 06:30:27
Added fix for werewolves stuck in permanent hairiness even during the day.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: GayJohnScarritt on 2006 October 29, 06:38:02
   Would there be a simple explanation, of why the Unblock Fridge Tiles option is not showing/hasn't shown for quite a while (several weeks) in my Lot Debugger?   I've got fridges being blocked but the option is not showing.  I have the latest version, Univ/NL/OFB/FFS only.  No Glamor or Pets.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 October 29, 06:46:25
If the fridge is being blocked by something other than the normal fridgetile I found, the Lot Debugger won't specifically find it. Try bombing with the Stuck Object Remover. It's a yellow box with the radioactive symbol helpfully labelled NUKE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: GayJohnScarritt on 2006 October 29, 07:03:10
If the fridge is being blocked by something other than the normal fridgetile I found, the Lot Debugger won't specifically find it. Try bombing with the Stuck Object Remover. It's a yellow box with the radioactive symbol helpfully labelled NUKE.

   Much appreciated, once again, you've ridden to my rescue.   :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 November 01, 15:26:02
I'm having a problem with changing lifetimewants and wondering if it's because I don't have all the EPs (base game and OFB only).   The newest version of the lot debugger seems to stick on one choice and the LTW cycle doesn't cycle.  I'm using it in conjuction with harder jobs.  It seems to like own 5 businesses a lot and I was just wondering if something wasn't cycling back to look at base game wants properly.  The boolprop LTW test object doesn't appear when I try and spawn it.  I wondered if that was related.

I was playing a house I haven't played since I installed OFB today and had a big problem trying to get them achievable LTWs.  There are seven sims in the house, 5 elders and 2 adults:

age  - aspiration   - LTW                - re-rolled LTW
elder - family       - marry off 6 kids  - didn't roll again - this works.
elder - fortune    - business tycoon  - not possible - re-rolled to own 5 businesses
elder - reputation - max career        - not possible - re-rolled to own 5 businesses
elder - romance   - max career        - not possible - re-rolled to Blank - now has no LTW
elder - knowledge - max career       - not possible - re-rolled to Blank - now has no LTW
adult - family        - captain hero     - re-rolled and no change - left it alone.
adult - fortune     - business tycoon - re-rolled to 5 businesses and re-rolls that every time - he has 10pts activity and 6 interest in sport.  He had a job in sport - would not roll a sports option.  Cycle didn't give any choices.  I changed his job and rolled again - same thing. 5 business want and no sports option.

tried and failed to give the knowledge sim an LTW in simPE.

Does this sound as if it's working "as intended"?

The are also all sick and the plague info is cool - or rather it would be if I knew what things stood for! Is that posted anywhere?  Couldn't find it searching on plague.  I guess LD is lethal dose and CT is contagious.  Mum/gran already died.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seelindarun on 2006 November 01, 20:48:56
The are also all sick and the plague info is cool - or rather it would be if I knew what things stood for! Is that posted anywhere?  Couldn't find it searching on plague.  I guess LD is lethal dose and CT is contagious.  Mum/gran already died.

Try

http://www.moreawesomethanyou.com/smf/index.php/topic,5200.0.html

I haven't noticed the disease options on the debugger yet, but I guess SS is severity.

I think Pescado maintains an air of mystery around all his hacks to make the game harder to play.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 November 01, 23:15:59
I'm having a problem with changing lifetimewants and wondering if it's because I don't have all the EPs (base game and OFB only).   The newest version of the lot debugger seems to stick on one choice and the LTW cycle doesn't cycle.  I'm using it in conjuction with harder jobs.  It seems to like own 5 businesses a lot and I was just wondering if something wasn't cycling back to look at base game wants properly.
If you're using LTWvariety, it will restrict "broken" ones, such as getting the 5 businesses want AGAIN after you've already satisfied it, as well as inappropriate ones, such as jobs your sim would logically hate from his utter lack of interest and/or personality. It will also restrict "impossible" options for the default game, such as a demand for a career want for elders (not possible by default). If those sims were loaded pre-LTWvariety, they may have impossible wants carried over from initial install conversion, which cannot roll back when restricted by LTWvariety.

The boolprop LTW test object doesn't appear when I try and spawn it.  I wondered if that was related.
That item has never worked.

elder - family       - marry off 6 kids  - didn't roll again - this works.
Male elder, I hope.

elder - fortune    - business tycoon  - not possible - re-rolled to own 5 businesses
elder - reputation - max career        - not possible - re-rolled to own 5 businesses
elder - romance   - max career        - not possible - re-rolled to Blank - now has no LTW
elder - knowledge - max career       - not possible - re-rolled to Blank - now has no LTW
Again, if you're using LTWvariety, this will restrict elders from rerolling to career wants, as these are impossible. If all wants become impossible, either because you've done it already, or because they're all restricted, it will become blank. Elder Romance, for instance, if already in possession of 20 lovers and 20 woohoo memories, cannot roll those wants and therefore will receive no new LTW, as the Romance cores are Lovers/Woohoos, and jobwants are not possible for elders.

adult - family        - captain hero     - re-rolled and no change - left it alone.
adult - fortune     - business tycoon - re-rolled to 5 businesses and re-rolls that every time - he has 10pts activity and 6 interest in sport.  He had a job in sport - would not roll a sports option.  Cycle didn't give any choices.  I changed his job and rolled again - same thing. 5 business want and no sports option.
6 is not a very high interest in sports. You need 7 or so. Keep reading!

tried and failed to give the knowledge sim an LTW in simPE.
Lose a skillpoint, roll again.

Does this sound as if it's working "as intended"?
If LTWvariety is in place, then yes, working as intended. Trying to attach fresh LTWs to existing sims which have already closed off most of their options in life due to pre-LTW play will result in very limited options. Try the "Toggle LTW Bit" in the debugger instead.

The are also all sick and the plague info is cool - or rather it would be if I knew what things stood for! Is that posted anywhere?  Couldn't find it searching on plague.  I guess LD is lethal dose and CT is contagious.  Mum/gran already died.
Some options are really intended more for use by me, than by you. :P If you really want to understand plagues, go read the Plague Studies.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 November 02, 06:46:00
I should have said these guys are relatively newly created and haven't done much.  None of them is anywhere near achieving an LTW.  The elders had impossible career wants from when I checked them after installing OFB - before LTW variety existed - that's why I was re-rolling them.  The romance elder hasn't got to 3 loves at once yet - never mind 20 woohoo!  The knowledge sim has maxed 2 skills and got about 6 other points in total. The popularity sim had about 5 friends before he dropped dead last night and I saved by accident.  He got out of the car from work and dropped dead before I could get him to the Elixir.  Oops.  Platinum grave anyway.

I'll get the sports guy another interest point or two and try again in the interests of science. He is fixable in SimPE at least.  I couldn't allocate an LTW to the sims without one in SimPE - nothing to click on to replace.  I suppose I could delete the SWAF files.

They are all guys, so the family sim kid related-options should be achieveable by all of them.  With your new improved LTW chooser, I thought they would pop up for these guys at least.  As they can also be satisfied by adoption, they aren't acutally impossible for female elders either,

I designed this household as sort of a challenge, but 3 sims wanting 5 top businesses when two are elders........

I did read the plague studies with interest!  Couldn't work out what the abreviations were though even there.  guess I can scratch my head some more if you don't feel like posting them. I've got SH, LD(lethal dose?) CS,CT(contagious?), RP, RHC and Unk(unknown?).  No SS on my screen


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 November 02, 10:27:10
Symptom Hash, Current Severity, Contagiousness, Recovery Points, Recovery Hour Count, and your-guess-is-as-good-as-mine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 November 02, 12:22:11
The romance elder hasn't got to 3 loves at once yet - never mind 20 woohoo!  The knowledge sim has maxed 2 skills and got about 6 other points in total. The popularity sim had about 5 friends
So why don't these guys roll the obvious non-career wants?  Thinking about it, I've never seen those as LTW's in my game just careers and the family wants and own 5 top businesses.  Maybe they just aren't on whatever LTW list my game has made out of base game + OFB. How do I check that?  Would your saner LTW let these guys throw a family want? 

Now they are not all sick any more, I can head off to other plague stricken households armed with information and understanding.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 November 02, 13:01:54
Hmm. Maybe those LTWs don't exist without Uni. Perhaps Cwykes-type-people will have to either install, or acquire, Uni.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 November 03, 09:27:48
They exist as wants, I just haven't seen them as LTWs.  I assume adding an EP doesn't give you the complete set of LTWs for the basic 5 personality groups.  Worth knowing I suppose. If one turns up in game as an LTW,  I'll be back!

Guess I should go post on the Saner LTW thread about letting elders of any aspiration throw family wants.  You know, old fogies getting maudlin about their lack of children or wanting to be a dynasty patriarch and pass on the family business.  Lots of elders start hassling their offspring about marriage and kids when they feel their end approaching.

Suspect I'm going to have to get Uni sometime - if only to make a default hood!  I've got one needs testing on my website (almost looks like a website now) it's testing the concept really as Uni content disappears on it's way through my game.   http://users.telenet.be/cwykes  then there's NL - Motoki'd like another downtown.   More RAM first though, the game is slow enough already - load times annoy me and I've had a couple of crashes that puzzled me.  Son is "organising" the RAM, since he didn't get it done for my birthday it'll probably be Christmas and I'll see what's cheap in the sales  :)
 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 November 03, 09:30:45
Well, it doesn't really make any sense for elder females to worry about direct children, as they ain't having any. Grandchildren wants remain enabled for elders.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2006 November 03, 09:52:41
They can adopt and satisfy wants that way if they are desperate enough - more of a challenge too!  Then there is the whole miscounting issue - Brynne(?)  had a thread "hey those aren't my kids!" where the brothers(?) kids counted for the LTW.  Gender specific LTWs too fancy?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2006 November 03, 10:29:03
<snip>Guess I should go post on the Saner LTW thread about letting elders of any aspiration throw family wants.  You know, old fogies getting maudlin about their lack of children or wanting to be a dynasty patriarch and pass on the family business.  Lots of elders start hassling their offspring about marriage and kids when they feel their end approaching.<snip>

My elderly widow Sim wants: 1) Relative gets engaged 2) Relative gets married 3) Have a grandchild.  The 1st and 3rd are most likely, with 2 daughters on campus and a married son.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 November 03, 17:07:26
My elder female kept wanting to see a relative get engaged before she died, and all her children were married!  It wasn't going to happen as her grandchildren were too young to even think of getting married.  I wished that she would get rid of that want.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 December 02, 12:29:15
Is it possible to "regenerate portraiture" for pets?  I have an adult cat in one of my families whose portrait caught her with her eyes shut.  I tried Change Appearance but it didn't modify the portrait at all.  It's not a big deal, I'm just wondering if this functionality could be added to the lot debugger.

Here's a picture of the kitty with her portrait so you can see what I'm talking about.

(http://i45.photobucket.com/albums/f81/karenh3/catwithclosedeyes.jpg)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 December 02, 13:09:53
The Director's Cut Debugger should allow regenerate portraiture on pets. Since it appears to be stable, I've updated the standalone.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: GayJohnScarritt on 2006 December 02, 13:30:12
My elder female kept wanting to see a relative get engaged before she died, and all her children were married!  It wasn't going to happen as her grandchildren were too young to even think of getting married.  I wished that she would get rid of that want.  :P

   Sorry for asking this, what about Nieces/Nephews?  Or is she a 1st gen sim.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2006 December 02, 14:40:38
I tried the latest version of the lot debugger and was able to change the portrait of the cat (with controlpets on, of course).  Thanks!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 December 03, 03:45:20
My elder female kept wanting to see a relative get engaged before she died, and all her children were married!  It wasn't going to happen as her grandchildren were too young to even think of getting married.  I wished that she would get rid of that want.  :P
   Sorry for asking this, what about Nieces/Nephews?  Or is she a 1st gen sim.
She was first generation.  She was Brandi Broke, whom I allowed to have ten children.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: GayJohnScarritt on 2006 December 03, 04:11:52
She was first generation.  She was Brandi Broke, whom I allowed to have ten children.

   Ahh, you spoiled her, she got so used to marrying off children, she lost count.   ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 December 03, 05:09:22
Incidentally, her youngest daughter got married the day before I installed Uni, and she got the want to marry off six children.  :P  That was before the awesome hacks to reroll LTWs, and I was so upset.  When SimPE allowed us to edit LTWs, I changed hers to Golden Anniversary, and so she was able to get permaplat from that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2006 December 06, 14:49:40
My game sometimes has troubles generating icons for pets and babies.  It would be nice if the lot debugger would have menu items to regenerate portraiture for them.  The work around for pets is to have them change appearance.  Unfortunately, I have 2 babies (in different houses) waiting to become toddlers so they can have faces in the icon bar!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 December 06, 14:58:15
Just make them selectable/controllable and make them perform "regenerate portraiture".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Swiftgold on 2006 December 06, 16:45:51
As mentioned in the ACR thread, I've had some Sims with enough relationship with themselves to roll up wants to dance with themselves, etc, and you said this was bad. I removed the Sims' selves from their known Sims in Simpe, but I noticed that even Sims I haven't played, who supposedly haven't been affected by ACR, also have themselves in their Known Sims category (though it doesn't show what the relationship is). It's hard to tell what's a normal "known self" and what is the kind that throws up those stupid wants. Would it be possible for the Lot Debugger to nuke the self relationships?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 December 06, 17:09:36
Nuking relationships is impossible outside of SimPE. They can be "hidden", but they're still there. You have to kill them from within SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Swiftgold on 2006 December 07, 04:03:41
Okay, so the Sim's self should definitely be taken out of the Known Sims section, then, even if they're not displaying the problems? I started on that, but I didn't want to continue if the "relationship" was just going to keep returning.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2006 December 09, 20:28:01
I'm having a whole slew of problems all of the sudden with various houses (BFBVFS warnings?). The one I've been playing lately (an apocalypse challenge house, I'm only on generation 2! Maybe some issues are being caused by moveobjects on?) keeps having sims get stuck doing something (one time a toddler was currently "In crib" with the next cued action being the potty training while his dad was currently potty training and the toddler was on the potty, had to delete both of them to get them unstuck; most recently, a sim got stuck in the bathtub because his dad was meditating beside it, so I waited a bit until the dad floated and could teleport out of the way, but the sim had stopped moving, sim in question was pregnant and starving but not dead yet I don't think...). also, they keep giving me path errors when going to specific squares, regardless of what's on said square and what may or may not be in their way (clear shot to the toilet, can't use it due to "path" bubble, or alternatly sink bubble when the sink is beside the toilet rather than in the way; they adamently refuse to use my shower/tub regardless of where I put it; they had an issue with a counter in a spot even after selling and rebuying it, so I deleted it and they now serve their instant meals on the floor in the spot where the counter was with no issues). Also, there are about 6 consecutive floor tiles that are dark like they're indoors while the family is living on a platform, no walls, and the rest of the floor is lit up in daytime.

Will the lot debugger help me? I've just installed it. What should I try to do? I assume there are stuck somethings in the place causing erros but no idea what... maybe nuke stuck kicky bags?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 December 09, 20:32:08
kuronue, sounds like you need the "stuckobjremover"  you buy one and place it on a screwed up tile and it blows up whatever was stuck there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2006 December 09, 20:41:32
Is that part of this hack or a seperate one? I didn't see it in the RTFM and I wanted to make sure I have whatever I need before I boot up my game again.

also, will that help with my sims being stuck doing things?I've not been playing very long, the founder of the family is only partway into her elderhood, usually I get these odd errors after several generations. Does playing in window mode make a difference, maybe a lack of memory?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 December 09, 20:56:23
It's a seperate hack.

I don't know what is causing your sims to get stuck. You could try deleting them or forcing an error on them but the last time I had that problem - it was the lot itself that was buggy and a move-out & move-backin fixed it  :-\ 


edit - heres the link to the stuck object remover thread http://www.moreawesomethanyou.com/smf/index.php/topic,1609.0.html


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2006 December 09, 21:01:02
thanks. I don't know why a search for "stuck object remover" didn't turn up a thread entitled "stuck object remover" @.@


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2006 December 09, 21:05:58
your welcome  :)

sometimes search seems to have problems  ::) 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2006 December 09, 21:20:47
oh wow. I nuked the area around the tub that was giving me issues: a bunch of social 2x2 markers and *marker - 1 tile showed up as being burninated. I'm going to do their entire platform now, since it's only 8x8...

EDIT: oh yes, now I remember the other thing that keeps showing up,seems random: a few times my kids have blown bubbles and the bubbles don't leave ,and once (brand new house, maybe 3rd day of play) a woman went to sleep and never woke up- she walked around the house with zZzZzZzs for days (she eventually died and was rescued from death)

EDIT: and now my adult sim is a teenager again. Remembers growing up, getting alien pregnant, quitting his job... but a schoolbus is about to arrive. ARGH!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2006 December 09, 22:10:18
this is very ,very strange indeed. My family went like this: Micheal was born first, quite a while before his little brother Taylor. Micheal was a child when Taylor was born. Micheal grew to a teen, Taylor grew to a child. Micheal grew to an adult, got a job as a Test Subject. Taylor grew to be a teen. About 2 days later, Micheal got abducted by aliens and returned pregnant. Due to apocalypse rules, I knew he'd have to quit his job, but since his brother had all his skills in order to become a slacker, I knew he'd be able to return to it once Taylor finished his career. Since he'd been abducted, Elixir was now legal, so Taylor took a bunch of elixir while in red (one of it actually worked properly, imagine that!) till he was 1 day away from adulthood. Taylor grew to be an adult (badly). I noticed the issues, had to delete Micheal because he was stuck in the bathtub, saved and quit, came back in, still issues, saved and quit again, grabbed the debugger, macro tastics, skilinator, sleep clock, woohoo ltw fix, stuck object remover, and autoyak (when I download, I tend to go on sprees). I installed all of them, went back in to the game, moved everything off their platform, burninated the empty platform, then moved it all back, delighting at the lack of invisible objects. Shortly thereafter, the sun came up and I got a notice about a school bus coming. I checked: it was for Micheal, and Taylor was an adult still!

SimPE has the following:

Micheal Green (pic is of a toddler)
treat as male
life section: Teen
days remaining: 10
species: human

career:
school type: publicschool
grade: DMinus (about right, he was failing all through school because once he hit teen he stopped attenfding)
career: unemployed
aspiration: knowledge (correct)

flags: none are set, not even pregnant (invisible)

memories:
sim initialized
met Calita Despret (his nanny)
(several gossip flags about his mom)
Met Ron Todd (his dad, they weren't married yet)
Made Best Friends with Bay Green (his mom)
Ron Todd Grew Up Well, Joined the Family, Got Engaged (he was a YA, he finally moved in, was engaged before hand)
invisible toddler skill token
(more gossip)
Grew Up Well (ok, so far so good, he's at childhood)
met some people, had 2 best friends
invisible token - misc skill
learned to study, gossip, met some people, burgler, ate some foods
invisible token personal wealth (???)
Taylor Green joined the family (ok, his brother was born when he was a child)
best friends with his dad, had 3 best friends
Grew Up Well (now he's a teen)
gossip, his mom hit elder well, his brother grew up badly (child?)
more gossip, got a D report card, Taylor got an A+
Taylor grew up well (teen)
invisible grew up well, no names attached (??)
more gossip
Grew Up Well (adult)
Never Went to College
Got a Job
Met Aliens (he got pregnant from it)
Quit Job
Taylor grew up badly (when I forced him on elixir)
lots of vermin, then invisible token sim loaded.

so how did the game mark him as a teen?! also, I remember he had a belly bump because he got put on maternity leave from his job, does that not get a memory?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KevinTMC on 2006 December 11, 15:18:25
Nuking relationships is impossible outside of SimPE. They can be "hidden", but they're still there. You have to kill them from within SimPE.

So I just find the offending SREL in SimPE, delete it, and save? Sounds easy...maybe too easy...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2006 December 11, 17:57:56
That's how it's usually done, yes.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: buddha pest on 2006 December 14, 03:14:50
Added fix for werewolves stuck in permanent hairiness even during the day.
This is not working for me. It's Dina Caliente, and she's a zombie.

She did not lose hairiness when she was cured of lycanthropy, so I turned her back into a werewolf to try this fix.

She doesn't seem to be doing the normal flashy werewolf transition at the normal times. Her body just stays hairy all the time, and her head is a normal zombie head.

The option to fix her hairiness appears on the debugger, but it does nothing more than regenerate her portrait (which is still hairy).

ETA: She's still rolling up wants to be cured of lycanthropy, even though I just cured her again a minute ago. Force error deleting her did nothing whatsoever to help any of this.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: DMDye on 2006 December 22, 05:16:27
I printed out the RTFM and there are 2.25 pages of information... on the lot I need this to work, I get 10 options (using the oldest sim, an adult) instead of the advertised 29. I have all the expansions and stuff packs - I downloaded the latest version from http://www.moreawesomethanyou.com/ffs/pets/hacks/ (http://www.moreawesomethanyou.com/ffs/pets/hacks/) and downloaded The Director's Cut for Pets, (same file edited on 12/07/06 @ 1:30 pm).

What have I done wrong? My son has visitors stuck on his (downloaded) lot that just walk around in circles... any ideas on how to fix this, or get the other 19 options to show up?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2006 December 22, 05:53:47
1. While in Live Mode, pause and save the game.
2. Enter Build mode and put the degugger boxes everywhere near a portal.
3. Go back to Live Mode and unpause the game.
4. Pray.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2006 December 22, 06:01:52
Placing the lot debugger on the portals won't do anything.  Do you mean the stuck objects remover?  But that might also burninate the portals themselves also. ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2006 December 23, 00:21:02
Some options only show up on the debugger when they are applicable to the situation. Other options need you to have testingcheats enabled and then you must shift-click on the box for those options to show up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: CatGirl on 2007 January 09, 02:23:29
Well, I thought I'd read everything in this thread pretty much as it was posted (for sure I'm not going to read all 12 pages now), but can anyone tell me if the December 7 edition works with Uni only? I can't seem to get "rerandomize Sim generator" to work.

Sim ElfPuddle just had an identical second child and Sim Jelenedra and Sim Pescado are about to deliver their second. I really need this to run correctly!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 January 09, 09:48:54
Alternate work around:  Have some sort of random number generator (such as a polyhedral die, preferably a d100) available.  Generate a random number.  Go into CAS and click the Random button that many times.  Quit CAS.  Start playing your game. 

Your babies should now look different from each other!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 January 09, 09:54:02
You don't even have to have a random number generator, just click the randomize button a random number of times, discard the Sim, and exit CAS.  ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 January 09, 10:09:44
Yeah, but the die almost enforces unique random numbers.  Unless you left your dice in the sun and they melted slightly so now they're weighted...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: CatGirl on 2007 January 09, 17:51:36
Thanks, I'll just roll a virtual die -- and the number of times I click is going to be limited by my physical ability to do it.

But am I correct that there is only one version of the debugger? Do I have to break down and install Nightlife to take advantage of all the features? (I don't get the option to refresh thumbnails either.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 January 10, 06:16:13
I didn't get regenerate portrait to work until I installed OFB, so I know that some options that are available are EP Dependant.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Eggs on 2007 January 10, 17:16:39
Due to a combination of the Debugger's Stuck Smart effect, and me deleting the thinking cap while it was on a sim's head, my sim seems to have a permanently stuck IQ of 700 and "Make me...." isn't showing up. How do I fix this?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 January 10, 17:20:07
That is a problem???  Well, you could force an error on the sim so it is reset.  This usually puts them back at the baseline IQ of 100.  That's what happens when you install a new EP, patch, or certain hacks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 January 10, 17:24:59
Ah, that's how I lost my stuck Smart Milk! 

(I had Sims get stuck in actions that wouldn't cancel and had to force errors.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 January 10, 19:33:58
Since installing Pets my lots have reset so everyone is at home when their lot is first played. I click on "fix work state" on the lot debugger but nothing happens. Children who have just aged and haven't attended school yet are being handed D grades because they missed school, which is worse than the warnings that the adults missed work since I'm using harder, harder grades.

Is there a problem or am I doing something wrong? I thought it was supposed to send Sims to work or school if there had been reset and are now at home. Clicking on the car doesn't give the options to take the kids to school or to go to work. I suppose it's because it is too late in the day.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 January 13, 02:07:33
Fix Work State sets the "no penalty for not being at work" bit, so your sim can then be sent to work in a car without being permanently penalized for being "late", or just no sent at all (no pay either). It has no effect on school.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2007 January 13, 05:02:49
Then why does that option show up every single sim day?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2007 January 13, 20:29:34
Sim ElfPuddle just had an identical second child

With whom? Pictures?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 January 16, 23:42:29
Since installing Pets my lots have reset so everyone is at home when their lot is first played. I click on "fix work state" on the lot debugger but nothing happens. Children who have just aged and haven't attended school yet are being handed D grades because they missed school, which is worse than the warnings that the adults missed work since I'm using harder, harder grades.

Is there a problem or am I doing something wrong? I thought it was supposed to send Sims to work or school if there had been reset and are now at home. Clicking on the car doesn't give the options to take the kids to school or to go to work. I suppose it's because it is too late in the day.

A "Time Warp" back to 7am might work better.  Then everyone can go to school and work normally.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 February 12, 03:41:58
I've just moved a business owner to a new lot and, yes, it's messed up. Said he had to visit the lot before he could check in with the manager. The "move business home option" came up on the lot debugger at his new house so I chose it.  I was expecting it to disappear when the problem was fixed, but it didn't disappear.  Should one click fix the mess if it's fixable?  I clicked lots of times and it still didn't disappear.  Should it be on a business lot rather than at his house?

I've also lost all the 1st simoleon awards from his businesses - they disappeared when I hit undo while moving stuff in and out of the inventory.  so did a plate of omelettes. ???  I guess that's a separate problem , but I want them back!  How?

I'd swear some of the wages changed during the move as well - can't see why else the cashier on one lot and the manager on another were suddenly overpaid when they weren't before.  I have relevant wages. 

Still playing base +OFB only.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2007 February 12, 11:06:51
I have all Ep's up to OFB now.

When I priorly had the Pet ep, the option to change sims into vampire or zombie was appearing on it.

With OFB  and without the pet ep, there is only the option to change sims into zombie.  I tried it and nothing happened.  My sim did not change appearance at all and I was wondering what is that option really for, should the sim change into a zombie or not?  And should the option to change into vampire appear or not with OFB only?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2007 February 12, 11:14:51
I have all Ep's up to OFB now.

When I priorly had the Pet ep, the option to change sims into vampire or zombie was appearing on it.

With OFB  and without the pet ep, there is only the option to change sims into zombie.  I tried it and nothing happened.  My sim did not change appearance at all and I was wondering what is that option really for, should the sim change into a zombie or not?  And should the option to change into vampire appear or not with OFB only?

Vampires should appear with NL, and Zombies only if you have Uni, I would assume.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2007 February 12, 12:45:26
I have all the ep's, as I said already, I just don't have the pet ep install anymore.  All the others are install.

And I did not simply uninstall the pet ep.  I actually uninstall and reinstall everything except for the pet EP.  and I have the OFB patch 2 install.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2007 February 12, 13:52:59
ah, the "with OFB without Pets" thing confused me, thought you had at one point been missing some EPs. no idea, then, sorry


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 February 12, 17:06:31
I have all Ep's up to OFB now.

When I priorly had the Pet ep, the option to change sims into vampire or zombie was appearing on it.


Um, no, the option to turn someone into a Vampire appears on TJs' College Adjuster.  The option to turn someone into a Werewolf appeared on the Lot Debugger, along with the option to turn them into a Zombie.




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2007 February 12, 17:11:33
How do access those "Turn into..." options? I've tried Debug mode and shift+click, but I've never seen them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 February 12, 18:07:38
I saw it under Make me...Smart/Stupid, Zombie.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2007 February 12, 18:43:15
Your right Joe.. it was indeed zombie and werewolves.  Sorry.

It still does not explain to me what it does and how to use the zombie option.  When I tried it , my sim did not change one bit and the option was no longer available.  Do I need to make the Sim change outfit or take a shower before it takes effect?

The RTFM does not help, I did not saw any mention about these option in it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 February 12, 19:41:03
It takes a little while for them to 'turn', as I recall.  Something that makes them change appearance speeds up the process.  I've not used it on playables, but I have on random townies, and I don't notice a change until the next time I see them in a walk-by or at a community lot.

However, if Zombie Apocalypse is active, they change as soon as they lose the fight.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 February 13, 03:26:18
Anyone know about those business options I was asking about a few posts up?


UPDATE - I went back to mum and dad's lot - the lotdebugger had an option to get rid of data for businesses that weren't based there any longer.  Once I'd clicked on that it went away.  Then I went back to the son's new house and was pleased to see the lotdebugger options had vanished.   So I guess you need to clean up on the lot where the business owner used to live first and then check for problems in the new home.

However, I did see a "move business home" option on one of the business lots.  Clicking on it didn't make it go away.  Have to check all the other lots sytematically I suppose.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 February 16, 16:33:45
I've just moved a business owner to a new lot and, yes, it's messed up. Said he had to visit the lot before he could check in with the manager. The "move business home option" came up on the lot debugger at his new house so I chose it.  I was expecting it to disappear when the problem was fixed, but it didn't disappear.  Should one click fix the mess if it's fixable?  I clicked lots of times and it still didn't disappear.  Should it be on a business lot rather than at his house?
The Move Business HQ option will appear anytime a business owner who has his "headquarters" tokens based on another lot is present on your lot. This allows you to transfer the flag of, say, a prospective move-in or spouse BEFORE you move him in, which is important if the move-in process dismantles the target's family due to moving in everyone from that family. I have no idea why it's not working, other than that you've previously corrupted the tokens by moving around. Try to get rid of duplicate data from other lots as well. And make sure you're using the latest version.

I've also lost all the 1st simoleon awards from his businesses - they disappeared when I hit undo while moving stuff in and out of the inventory.  so did a plate of omelettes. ???  I guess that's a separate problem , but I want them back!  How?
Unrelated Maxis problem. Cannot be fixed by hacking. Do not undo moving things in and out of the inventory.

I'd swear some of the wages changed during the move as well - can't see why else the cashier on one lot and the manager on another were suddenly overpaid when they weren't before.  I have relevant wages.
The "paidness" tag tends to be slow to update for whatever reason. Check the QC of the employee if you're there for the real scoop. If QC < 1%, then  they're properly paid.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 February 16, 23:49:27
The Move Business HQ option will appear anytime a business owner who has his "headquarters" tokens based on another lot is present on your lot. This allows you to transfer the flag of, say, a prospective move-in or spouse BEFORE you move him in, which is important if the move-in process dismantles the target's family due to moving in everyone from that family.

So to make sure I understand correctly...

Sim A owns a business in Bluewater. She is scheduled to marry Sim B and move into his home. So we are on Sim B's lot just before the wedding. We should click "Move Business HQ" just before they marry so that the first Sim's business is transfered correctly? Or should this be done only if Sim A had a home business instead?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 February 17, 00:54:36
My sim got married and moved out of his parents house to an unoccupied lot.  Parents also own businesses.  It would have been a bit hard to move the business to an unoccupied lot.  He was the one with the money, so his spouse couldn't occupy the big fancy mansion and ask him to move in.   I'm planning on doing the same thing again and I'd rather like to get it right next time.  I'll try and pin down where the remaining problems are from the first move and maybe sell the business and buy it back. 

step 1 - clean up on the old lot
When? Before the son moved out, while he was in the lot bin or once he was in his new house? 

step 2 - clean up on the new lot

step 3 ? check the businesses are working as intended.. and no options coming up on the lotdebugger anywhere?
Just to be clear - will the options always come up at the business lot because the owner is there or are they only coming up because there is a mess that needs clearing up?

I guess I've lots those 1st simoleon certs forever... :(  unless I can re-create them somehow..   I really wanted a trophy wall full of the damn things in his office!  Do they have any practical use in game?  You can buy duplicate deeds, why not duplicate 1st simoleon certs?

magicmoon - I don't know about home businesses - mine are community lot businesses.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 February 17, 21:07:57
I don't know what they do other than make everyone nod in approval and say "Uh-huh!" every time they walk past. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Havelock on 2007 February 17, 23:56:17
I don't know what they do other than make everyone nod in approval and say "Uh-huh!" every time they walk past. 

Thats the "Best of the Best Reward" and he makes the Customers Buybar faster filled or something. I have nothing seen done by the 1st Simoleon certs exept mybe fun up like Paintings do.

You can buy duplicate deeds, why not duplicate 1st simoleon certs?

Because it is the fist Simoleon your Sim earns in his business. ;) Where is the point if he can get a Duplikate, he should stay unike or it would not be the first one.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 February 18, 00:16:31
Looks like the awesome, shiny lotdebugger has fixed the business problems even though I did it in the wrong order originally.

I'm still getting options for "move business HQ home" when my owner is on one of his business lots and has his mother there employed as manager.  She also owns a business.  I didn't touch the option as the situation looked "as intended" to me.   Under what circumstances would I want to use this option on a business lot?   Given the dodgy clean up of business transfers, is running an estate agency actually a mess creating proposition?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 February 18, 15:54:07
Looks like the awesome, shiny lotdebugger has fixed the business problems even though I did it in the wrong order originally.

I'm still getting options for "move business HQ home" when my owner is on one of his business lots and has his mother there employed as manager.
Normal. Business tokens are family-related, not lot-related, so it doesn't matter what lot you're on specifically (although some options may be disabled off home lots). The option exists on the off-chance you want to move a sim in, crunching the family in the process (last member of a family moving out causes the family to be destroyed, resulting in the loss of all family tokens, so you have to use this option BEFORE moving in in this case).

She also owns a business.  I didn't touch the option as the situation looked "as intended" to me.   Under what circumstances would I want to use this option on a business lot?   Given the dodgy clean up of business transfers, is running an estate agency actually a mess creating proposition?
There's no particular reason why you'd choose to do this at a business lot, unless for some reason you're marrying sims in ON a business lot, which seems to mess up the game if you do


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Karen on 2007 March 02, 03:28:45
Question about the new temperature stats:  What exactly does the "delta" value mean?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 March 02, 04:24:38
Question about the new temperature stats:  What exactly does the "delta" value mean?

If he's using it in the standard way, I think it would mean how rapidly the value is changing in whatever direction it's changing in. It would be an indicator that your sims temp is rising (or falling) at that value per whatever time period it takes for the temp to change.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: trudy on 2007 March 05, 12:21:31

II. UPGRADE PRE-UNI SIM
     Upgrades an Adult or Elder sim to 6 want slots/2 locks + Uni graduation
     with no major. Most useful for pre-Uni sims so that they aren't
     permanently confined to second-class citizen status.

Is this option deactivated at the moment? and are there any plans to reactivate it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 March 06, 05:15:18
It still works for me.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 March 06, 05:27:42
I believe the 'upgrade' option only works for pre-existing sims, like those that come with the game and various EPs/SPs, and the townies.  If you want ot upgrade a custom or b.i.g. sim, you can use TJ's college adjuster.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2007 March 06, 05:29:33
Nope, it works for any adult who does not have the college memories. Including CAS Sims and college drop-outs. But IIRC not for Sims who were kicked from college due to academic suspension.
Maybe the "uneducated" memory given to Sims who miss college prevents it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 March 06, 05:34:01
Yes, I know it works for CAS sims.  I've done this several times lately.  Perhaps Trudy could give us more details as to what type of Sims she is trying to upgrade?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 March 06, 05:36:42
Ah yes, now that I think about it it does work for CAS adult sims.  It may be that the 'uneducated' memory blocks it, since I've never seen it for an adult b.i.g. sim (though just about all of my b.i.gs. go to uni anyway).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 March 06, 05:43:07
I think it has to do with the fact that CAS sims never had the opportunity to go to college, like the adult sims from other expansions who cannot go to college because they are past the eligible age.  But if your sim was a teen or younger and had the opportunity to go to college, but is a big fat loser, the Debugger isn't going to help you cheat them to degree status.  ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2007 March 06, 05:46:30
B.I.G. Sim?

And I still use the Upgrade option. I upgraded a lot of the Riverblossom simmies that way. It works fine on both pre-existing and CAS sims.

Are you using the current version? Mayhaps yours is out of date, and it is removing the option for you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: trudy on 2007 March 06, 05:50:10
Ah, so the option was just deactivated because the poor sim did not deserve it ;-)

My mess I gess, I moved a dormy in with squinges no memory loss in place. So he has the memory of going to college, just not of graduating. I had hoped the debugger could fix this. But well.. if not he will have to live with it ;-)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2007 March 06, 05:52:02
If you are SimPe handy, you can delete the memory of going to college and try it that way.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 March 06, 05:55:46
Is the dormie still in college?  You can't upgrade a sim on campus either, just like you can't upgrade teens at home.  I haven't tried it on dormies.  If you're moving them into a dorm with playable sims, theoretically they can still get the want slots the "legal" way. 

ETA:  If you're moving them back to the home neighborhood, I've heard this can be a bit buggy, so you might have to do what Jelenedra suggested in that case. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: trudy on 2007 March 06, 06:12:53
Hm.. I´ll try that, simpe is easy enough mostly. I was just a bit worried about it not beeing updated for seasons an such, but I gess for i minor thing like this... thanx


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 March 06, 07:06:32
B.I.G. Sim?


Born-in-game. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: trudy on 2007 March 06, 07:08:56
nah, simpe just gives me an error when I try to get to the memory.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2007 March 06, 15:54:35
Do you have a current version of SimPe? =P

Thanks, jsalemi, I should've known that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: gynarchy on 2007 March 06, 16:52:29
You'll probably need the newest QA version of SimPE - I had the same problem with the last release version. Just sign up for the QA program and once in you can download it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SimDebster on 2007 March 17, 05:43:17
I have a penguin stuck on a portal on one of my lots.  At first the penguin just walked in place over the portal.  I used the Force Errors option (both on and off world) with the ffs lot debugger.  All that this does is switch the penguin to the opposite portal and it no longer walks in place but is more of a statue now.  My Sim cannot interact with the penguin to try and shoo it.  I have tried using the lot debugger a few times and each time the penguin is sent to the opposite portal.  Any suggestions?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: vilia on 2007 March 17, 12:08:21
Try the "moveobjects on" cheat and then go into buy mode and delete the penguin.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cyperangel on 2007 March 17, 13:05:22
I have the same problem with the penguin and the portal. And using moveobjects dont work. I still cant interact with it at all. Ive even gone as far as trying to nuke it, wich caused the game to crash. So thats a no no.
Resetting dont work either. Im starting to think my family will have to pack up all belongings, and move to a more posh part of town, prerefably one without penguin harrasment.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SimDebster on 2007 March 17, 19:23:02
I second what cyperangel said.  It cannot be removed with moveobjects.  I also did not have this problem when I played with straight Maxis code.  The penguin loves this particular lot because I have tons of fish plaques and a scarecrow in the garden.  The penguin comes every day and sometimes more than once in a day.  I guess that I can pull the hacks out, go back into the lot and see if that has any effect.  It would be great if the Lot Debugger could nuke the penguin though.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SimDebster on 2007 March 18, 03:20:37
Penguin problem update.  Shutting the game down, then starting it back up seemed to fix the problem.  I was able to then use testingcheatsenabled to force an error and delete the penguin.  Last night, I could not do this, along with not being able to use moveobjects.  So, cyperangel and anyone else that this happens to, just try this and see if it works for you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: wetninja on 2007 March 27, 19:03:52
I'm fairly new with the lot debugger tool and am quite frankly a big chicken about picking the options that show up.  But I have heard that the lot debugger can help with the misplaced sales signs.  That it will remove them all at once.  My question is is this true and what options do I pick.  Alot of what I have been reading is very confusing to me and I'm not sure if I understand any of it.  Like the tokens, totally cunfuzzled abou that one!  So if you could talk to me like I'm five and walk me through this I would much apperciate it. 

The only options on this tool I use is clearing memory, mystery sim and uneducated sims (not sure if thats the write term).  So if this could help me with the very frusterating misplaced signs I would love to know how to fix it.  Thanks in advance.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Liss on 2007 March 27, 19:26:57
I don't know what they do other than make everyone nod in approval and say "Uh-huh!" every time they walk past. 

Thats the "Best of the Best Reward" and he makes the Customers Buybar faster filled or something. I have nothing seen done by the 1st Simoleon certs exept mybe fun up like Paintings do.

You can buy duplicate deeds, why not duplicate 1st simoleon certs?

Because it is the fist Simoleon your Sim earns in his business. ;) Where is the point if he can get a Duplikate, he should stay unike or it would not be the first one.

The Best of the Best award also advertises strongly, I think.  Put it near your most expensive item and watch it fly off the shelves!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Elvie on 2007 March 28, 22:05:02
I get the option to "fix...work state" quite a bit on the Lot Debugger. 

What exactly am I fixing?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 March 29, 00:09:54
Fix Work State removes the perma-penalty bit for being Late (being late is worse than not going at all!), and set the "Doesn't Need To Go To Work" bit. This is used when your sim gets reset following a patch and isn't at work anymore as a result.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 March 29, 03:56:33
What does "Instance Cycle All Sims" do?  Does it help fix anything?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 March 29, 08:41:44
What does "Instance Cycle All Sims" do?  Does it help fix anything?
It's not a button for you. It stop-motion summons every sim in the game one at a time, in a slideshow. You don't want to push that button. Most things under shiftclick/Special should never, ever be touched, especially not by Dumb Rainbow-type People.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2007 March 30, 07:24:14
I have another feature you can add (one more useful Lua thing):

Code:
local n = CachedNeighbor.new(GetPrimitiveParameter(0))
n:setSurname(n:getName()) -- last name = first name

If you bring up the Baby Name dialog, do the Lua code, then bring up another Baby Name dialog, it will set the last name from the first name, and then you can enter the first name.

EDIT: You'd have to invoke the Lua like this:

Code:
Lua: Private - "Last Name", defined in description, Passing in params where param 0 = my person data neighbor id (0x1F), param 1 = 0, param 2 = 0


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: friendlyquark on 2007 April 09, 16:19:03
"Smite" is now my all-time favorite! I love to zap my stupid sims! Makes the "hit by lightning" desire so easy to fulfill as well! You are trully awesome!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cassandra on 2007 April 19, 07:14:29
Will this fix time standing still? I have this problem on a few lots, ever since I was stupid enough to install some stuff from the exchange (I checked with clean installer & still got a digital STD?)! Anywhoo, I ended up removing all of my CC & still nothing moves?!?


I ended up having to remove all of my saved games, lots, everything. Thanks for your help, I still don't know what happened.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ness on 2007 April 19, 12:15:42
Potentially stupid question regarding the nuke pregnancy token debug option...  does it work?  Should I hit cancel/reset/delete on the error that pops up?

I had occasion to use it recently, but found that the sim happily bumped away and gave birth anyway.   :-\


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Li'l Brudder on 2007 April 20, 01:13:57
I'd imagine you'd hit delete.

After all, you are DELETING the pregnancy.  Reset would probably send it to the beginning, and cancel wouldn't do anything.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: hedgekat on 2007 April 21, 16:21:05
It would be really nice to have an RTFM for Dummies that explained in detail what each option on the debugger does.  For those of us who aren't Awesome enough to figure it out for ourselves.  Gee, if we were Awesome we could make our own.

So please, please a new RTFM? 

hedgekat


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MajorMercedes on 2007 April 22, 15:14:19
I second that.

I've just recently got an option called "Show Plague Info".  it gives me a readout like this:
SH: 0
LD: -1
CS: 42
CT: -1
RP: 0
RHC: 2
UNK: 0

I've never gotten this before.  It's under Info with "Test IQ".
I'd like to know what all of this means... :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 April 22, 15:20:34
That option only comes up if someone on your lot is sick.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 April 24, 16:30:13
But what do all the numbers mean? ???

A new RTFM would be good, it's taken me ages to find what some of the less frequently used options mean and it's a pain trawling through the thread (even with the search tool) to find out what various things do.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seelindarun on 2007 April 24, 23:59:43
There's a thread in the War Room about a detailed study of the plague.  Many of those terms and what they mean are summarised there by JMP.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: notveryawesome on 2007 April 30, 00:03:52
Christianlov has/had a last name changer (looks like a painting), but he seems to have removed his hacks from MTS2. I'm not sure if he's just moved them to another site, or if he's done with modding for good. I can PM it to you or post it here if you're interested.

Edit: Hmmm, I'm not sure why I thought Christianlov is female. Well, I've changed the above sentences to reflect the correct information. Oops!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 April 30, 00:16:45
Post here if you turn them up, since I use a couple of her hacks, and I'm sorry to hear she's 'disappeared'.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 April 30, 00:48:08
I think Christianlov is a dude, and the new version of the Debugger includes First->Last copy.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: LadyLiberty on 2007 April 30, 05:43:54
Good Day to you,

Please let me introduce you to a site I met this week while searching for a lot.  It is meant to restore the things people might need to make recolors, replace things lost, and to make things work by people whose sites are now closed, rather than like a PMBD type site (two different needs, two different sites, perfect pair).  I really appreciate the person who sent me there, and I think you will appreciate the brilliance of the person who created this repository.

http://files.sims2graveyard.com/christianlov/

Some may have just lost interest or could no longer afford to support a site, but it is my feeling from what I've been reading on the net for months, that some site owners, creators, etc. appeared to be mean spirited and intended to hurt people in the community by withdrawing their...  er, ah...  wares.  I find it rather fitting that the wind is taken out of those particular sails.  After all, think of those innocents who created artwork, etc. built upon those site owners meshes.  But hark!  Isn't that what the site owners were doing to Maxis/EA???  Funny how what goes around comes around.

What I find even nicer yet, is that Pescado and company keep adding things to already awesome items, and we can take things out of burgeoning downloads folders.  *please note, no ty words being used here  ;P

Now if I could just find a copy of nengi65’s Yummy Night Out Seafood Restaurant/Summer Fun Seafood Restaurant/The Crumplebottom Trap which is not at the sims2graveyard, I’d be in business.  Yes, she is retired at the moment, too.

LL


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 April 30, 10:44:30
I think Christianlov is a dude, and the new version of the Debugger includes First->Last copy.

Is that for changing a sim's last name in game?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2007 April 30, 11:03:41
Christianlov has/had a last name changer (looks like a painting), but she seems to have removed her hacks from MTS2. I'm not sure if she's just moved them to another site, or if she's done with modding for good. I can PM it to you or post it here if you're interested.

He was a student at uni I am not sure but I remember one post he made that he had exams on and had to study for them. Mybe he finished and move on and no more stuff for the sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 April 30, 11:24:02
Is that for changing a sim's last name in game?
Yes, it will change a sim's last name to be the same as his first name.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 April 30, 11:28:58
Why would you want to?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 April 30, 11:30:45
Why would you want to?
To change a sim's last name? Any number of reasons. Why only first name to last name? Because that's the only way we have to accept an arbitrary string. So you change the first name to the desired last name, copy to last name, then change it back. Isn't that obvious? Or did someone eat your brains for breakfast in that bowl of Witch Puffs?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: floopyboo on 2007 April 30, 11:57:02
Your way sounds like a right royal pain in the butt pes. I'll be sticking with Christianlov's last name changer thingy for that, I think. Nice & easy.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pioupiou on 2007 April 30, 12:12:03
Could there be a way to change the household name ? I know (and I do it quite often) how to do that with simpe, but I would really appreciate a way to do it in game. Thanks.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 April 30, 12:39:29
Your way sounds like a right royal pain in the butt pes. I'll be sticking with Christianlov's last name changer thingy for that, I think. Nice & easy.
Christianlov's copier is a 136K piece of bloatware, larger than Macrotastics itself, and yet uses only Maxis textures and resources. It should be like 15K, tops, so the bloat itself is bigger than the entireity of Macrotastics. It also is limited only to copying names from an EXISTING sim, whereas the Debugger can allow you to set an arbitrary last name that does not need to already exist in the game. If I want to change Brynne's last name back to "Silly", I can. Even if nobody in the game still has that last name.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 April 30, 19:18:30
I guess it was brains for breakfast. I don't even know how to change a sim's first name in game.  :-\

Though I can definitely see the usefullness of this mod now, I usually do name changes in SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 01, 00:45:39
Anytime you can avoid quitting and going to SimPE is a good thing. Plus, Mac users dun got SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2007 May 01, 01:39:20
I don't recall precisely, but this particular method leaves the possibility of a messed-up tool tip on the skewer (unless you Copy First to Last then perform another Set Firstname). Evidently, the game engine relies on the Baby Dialog to invalidate the old tool tip.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 01, 01:46:32
This particular method can have some caching issues: You have to let the game run a few ticks after changing the first time or it won't copy.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2007 May 01, 01:51:53
Just for clarification:

By "a few ticks" do you mean a few sim seconds? And do we need to let the game run for a few sim seconds between each change? or just that first time?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 01, 02:27:15
Yes. Unpause and let the game "chew" on those changes for a second before trying another change.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Aggie on 2007 May 08, 05:34:22
Could someone kindly direct me to a step-by-step tutorial on how to completely delete a Sim from the game? I've done this twice now and fucked up the entire neighborhood's residents both times. :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 08, 06:10:49
See Deleted II: Electric Boogaloo! (http://www.moreawesomethanyou.com/smf/index.php/topic,6205.0.html)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cassblonde on 2007 May 13, 17:37:28
It would be really nice to have an RTFM for Dummies that explained in detail what each option on the debugger does.  For those of us who aren't Awesome enough to figure it out for ourselves.  Gee, if we were Awesome we could make our own.

So please, please a new RTFM? 

hedgekat

As someone else has already seconded this I shall third it. I feel like I'm missing bugs since I don't have the courage to click on things I don't understand ... Pretty Please a new RTFM JM? I'd promise to be your fangirl for life but I already am ;D

Cass :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 May 15, 16:54:39
Um, I don't think fangirls particularly appeal to JM.  Perhaps an offering of blood or sacrificing a goat or some such.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: notveryawesome on 2007 May 16, 13:07:40
Throw babies into the volcano for Pele?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: FlamingoKicker on 2007 May 18, 01:53:27
I am trying to find out how to regenerate missing tombstones and urns using this debugger.  How do I find that option?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 20, 02:41:42
Pause the game, summon a dead sim with an Ingelogical shrub, make it selectable by shiftclicking on it, select it, then SHIFT-CLICK on the debugger to spawn its tombstone, and give it 2 orders in a row, like move here, sit there, to stop it from "dying on another lot".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: RainbowTigress on 2007 May 20, 03:10:25
What does "Remove global urnstone tokens" mean?  I'm getting this in several lots in an old Pleasantview neighborhood I've recently returned to.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 20, 04:27:17
What does "Remove global urnstone tokens" mean?  I'm getting this in several lots in an old Pleasantview neighborhood I've recently returned to.
It removes all the "urnstone in transit" tokens. Sometimes they can become dangling and lost. Pushing the option while you have a tombstone in transit (Sent, but not visited, moved, and saved) will result in the loss of the tombstone.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Count Four on 2007 May 21, 13:57:17
I've got a lot with 2 sims and LotDebugger is constantly harping on the Fix-Work State for both of them.  It turns up all the time, every single day, appears before and after work.  Neither of them has been late for work even once (which is what, I understand, it's supposed to fix.) 

It may make perfect sense to the awesome, but I'm obviously not awesome. I'm just curious about what's going with that and how it all works. Does it have something to do with their motive state when they leave for work? Though they've been pretty green when they leave for work; it's not too hard to get them out the door in good shape when there are only the two of them.

p.s. What the hell is frobnication?  I think that's the word.  I haven't touched that one...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 21, 14:09:13
Fix Work State exists to set the "Exemption" bit, so the option will always exist unless you have already done it. If you go to work anyway, it has no effect, but this is useful if you get reset after a patch or expansion install and are unable to go to work (without immediately being heavily and permanently penalized), or have a job where the carpool will not appear after a new lot move-in.

If you don't know what Frobnication is, don't frobnicate anything. The description itself serves to ward off the ignorant.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Count Four on 2007 May 21, 14:52:35
You only do shit like that to make people insanely curious so that they'll go and click it just to find out what happens, so that you may then sit around and say "I told you so" in a snidely-superior tone, right?

...not that I can't identify with that impulse...

I'm not going to try it, anymore than I'm going to decimate neighborhood, but I'd still like to know what it means.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 May 21, 16:19:40
Make a backup and do it!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 May 21, 21:56:03
You only do shit like that to make people insanely curious so that they'll go and click it just to find out what happens, so that you may then sit around and say "I told you so" in a snidely-superior tone, right?

...not that I can't identify with that impulse...

I'm not going to try it, anymore than I'm going to decimate neighborhood, but I'd still like to know what it means.
Make a backup and do it!

-snicker- And when you do, post here for the rest of us chickens! I always wanted to know what it did..


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sagana on 2007 May 27, 15:11:37
The version of the lot debugger attached to the first post of this thread - does it have the new(er) "last name" feature? I thought (unawesomely, undoubtedly) if you'd updated the hack, the 'last edited' date would be more recent?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 May 27, 15:21:00
FFS and Jeffistani files are not actually SMF attachments, so no, the first post doesn't need to be edited to manipulate them. We actually just drop them into a directory tree via FTP, which is why you can browse the indexed directory raw.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sagana on 2007 May 27, 15:25:35
Ah, I see. <non-thanks> I pulled it out of the Seasons directory where it was clearly labeled as newer than the one I had, but sometimes I just look at the first post of the threads for new features, and I missed this one <reminds self just to check the directory from now on>.

Tho it could stand to be added to the list of features on the first post - being as it's a really shiney and even sparkly one. <has wanted that forever and it's much better than the Christianluv one as I don't like unnecessary placeholder sims (to get the last name so I could give it to the sim I wanted to have it.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2007 June 05, 16:10:14
Nuking gossip memories:

My neighborhood is big and I am trying to ward off a possible future Big Fiery Ball From Space. (I have a "met self" memory and no one can tell me how to remove it retroactively without SimPE.  I have a Mac.)  I have heard that the Lot DeBugger can help, but I am too chicken to use it, because I'm not quite sure what nuking gossip memories can do or if there are any potential damaging side effects.

I tried it out on my longest-played lot; saved, hit Memory/Erase Gossip/From All--and it returned a list of over 12,000 memories.  Then I exited without saving.

So again:  what does nuking those gossip memories actually do, can it have harmful effects, and if so, what would those effects be?  It's a neighborhood with a halfway played legacy.  I would rather not lose it.

PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 June 05, 17:38:29
It does just what it says -- it nukes (gets rid of) all the useless gossip memories that are clogging up the memory trees of all the sims in your hood, dead and alive.  You'd be surprised how far gossip can travel (and duplicate), even among non-playable townies.  I've seen gossip memories going back generations in one townie's memory when I checked it in SimPe, and most of the people being gossiped about were long dead (heck, their kids were dead, and their grandkids about to become elders :) ).

Gossip memories are like a plague that spread around and around, and eventually get corrupted, leading to things like the jagged lines in the sim's 'thought box'.  Clearing them out just breaks the chain of old gossip topics, and lets whole new ones start.  And clearing them out also cuts the size of your neighborhood package file way down, which will help loading times.

I actually don't think it matters if you save the lot you're on or not -- I believe the memories are nuked from the entire hood as soon as you run that on any lot.  So if you go into the same lot and run it again, you'll find the number of gossip memories is a lot smaller (maybe 0 if you haven't played any other lots yet).  If I'm wrong (and I may be :) ), then just run it and save -- your hood will thank you....



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 June 05, 23:04:44
I actually don't think it matters if you save the lot you're on or not -- I believe the memories are nuked from the entire hood as soon as you run that on any lot.  So if you go into the same lot and run it again, you'll find the number of gossip memories is a lot smaller (maybe 0 if you haven't played any other lots yet).  If I'm wrong (and I may be :) ), then just run it and save -- your hood will thank you....
You have to save in order for any changes to take.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: akatonbo on 2007 June 09, 02:53:55
Hey, not that it's terribly important, but I just tried having a look at recoloring this thing and apparently it can't be done? SimPE made a valiant attempt, but the recolor package it coughed up from Object Workshop didn't actually have a texture in it. (Or, um, anything I could recognize as anything.) Is it a lost cause? I was thinking about making it look like a cardboard moving box -- y'know, something Sims really WOULD have in their basement/attic/closet or the back room of their business -- with a label to identify it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2007 June 12, 14:45:51
What sim wouldn't have a Batman box in their basement? Your simmies are lame.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2007 June 12, 18:10:31
I once ripped the Batman texture out and replaced it with something else, but I quickly realized that I didn't care enough to edit the object every single time it gets updated.   :P   Just put it somewhere where you won't see it until you need it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2007 June 12, 19:32:12
That's what foundations and roof gaps are for.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: akatonbo on 2007 June 12, 19:39:16
Yeah, I don't lack for hiding places, I just figured it'd be fun to recolor it now that I have finally bothered to learn how. (The SimPE part, I mean.) It is indeed not worth the trouble to do so every time it's updated, though, so I'll just have to keep hiding it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 June 12, 23:07:02
I once ripped the Batman texture out and replaced it with something else, but I quickly realized that I didn't care enough to edit the object every single time it gets updated.   :P   Just put it somewhere where you won't see it until you need it.
The object isn't meant to "blend in". It's strictly OOC, you're supposed to ignore it much like one would ignore the puppeteers in puppet theater.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2007 June 14, 21:06:58
Bah.  Hiding it in the foundation or attic removes it from sight even more than recoloring it to look like a cardboard box would.  We hide it because it looks out of place and silly in screenshots, like the puppeteer sticking his head up to watch his own puppet show.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 June 14, 21:10:06
Bah.  Hiding it in the foundation or attic removes it from sight even more than recoloring it to look like a cardboard box would.  We hide it because it looks out of place and silly in screenshots, like the puppeteer sticking his head up to watch his own puppet show.
Not quite. Hiding it in the foundation or the attic leaves it clearly visible, but clearly outside the gameworld. Hiding it as a disguised object makes it impossible to find it when you need it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2007 June 14, 22:29:57
Hmph.  I can find the ACR controller just fine, and it looks like a potted plant.  Who had trouble finding the lot debugger?  I want to point and laugh.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seelindarun on 2007 June 14, 22:51:04
Eh, I hide the ACR controller under the foundation too, along with the lot debugger, the macrotastics box, and the lot sync timer.  :P  Disguising the ACR controller is fine if you never use the decorative potted plant, but what if you have the decorative ones scattered (or clustered  :o) somewhere on the lot?  I only have a dozen lots to play but it's pretty hard to remember which potted plant is the ACR controller.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2007 June 14, 22:55:00
In my houses, the ACR controller is the plant in the largest downstairs bathroom.  I never have problems finding it, even though I switch the plant type all the time.   :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2007 June 14, 22:58:08
the ACR controller looks good as a stack of phonebooks, I tend to stick it near the phone  :D   I wish the Lot debugger did look like a cardboard moving box, it would look prefect in some of my poorer sims homes/frontyards  ;)


quite a few of the shrubs in front of my sims homes are InSIM sectionals, I have no trouble keeping track of which shrub is which sectional.


edit to insert missing word  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: miros on 2007 June 16, 22:29:23
Eh, I hide the ACR controller under the foundation too, along with the lot debugger, the macrotastics box, and the lot sync timer.  :P  Disguising the ACR controller is fine if you never use the decorative potted plant, but what if you have the decorative ones scattered (or clustered  :o) somewhere on the lot?  I only have a dozen lots to play but it's pretty hard to remember which potted plant is the ACR controller.

Click on any Sim.  Pick "Casual," and somewhere in the resulting menu or submenus, you get "Zoom to Adjuster."  Just don't mix it in with a large group of other decorative plants.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Avalikia on 2007 June 19, 07:01:36
I personally would like the debugger to blend in better.  They look horrible sitting out there in the yards of the peasants in my medieval neighborhood who, like good peasants everywhere, can't afford a basement or a wide enough house to have attic space.  (Heck, some of them don't even have enough walls to make any roofed area.)  Then again, it's better than the bright green hourglass.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 June 22, 22:35:24
Something new showed up on the debugger last night, under the nuke> area, I think. It was fix bad.... uh.... bad... well it wasn't fix player's bad memory, but it was fix bad something. It was available to both adults in the house, but I didn't see it show up when I was on another lot.

So was it something that when I see it, the bad *thing* exists and should be fixed, or is it one of those things that if I don't know what it is, I shouldn't touch it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 June 23, 13:05:45
I got something interesting as well.. "clear trash" on just about every sim. The numbers vary and in the time I play at any given house, more trash it would seem develops for certain sims. Also, what am I nuking when I nuke attraction markers?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2007 June 23, 13:10:44
Clear trash gets rid of the "met x" memories and move in/out memories.  My business owners now have much less cluttered memories with the nuking of "met sim" memories.

It was discussed in this topic. (http://www.moreawesomethanyou.com/smf/index.php/topic,8767.0.html)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 June 23, 13:13:41
Clear trash gets rid of the "met x" memories and move in/out memories.  Some of my business owners have had around 100 or so "met sim" memories deleted.

It was discussed in this topic. (http://www.moreawesomethanyou.com/smf/index.php/topic,8767.0.html)

Hurr.. the topic that specifically sent me to "upgrade" my lot debugger.

I completely forgot. Blame it on many many hours of playing Live Search Club. But hey! I got myself a nice new FREE set of headphones on their way. Should be here in two months. XD
The wait is fine by me.. I'm not having to pay for them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: liverbird on 2007 June 23, 17:03:06
How do you get the option to re give the diploma.... also what is debug mode.........  :D  ???


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2007 June 24, 03:41:07
How do you get the option to re give the diploma.... also what is debug mode.........  :D  ???

debug mode is the proper name for the mode your game enters when you type "boolprop testingcheatsenabled true"


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: liverbird on 2007 June 24, 14:54:56
Ok thanks....  Does the debug mod affect the game


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: purplehaze on 2007 June 24, 15:09:16
Liverbird..you can turn OFF debug mode after you use it.  Change the true to false.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2007 June 25, 20:48:23
Frankly, if you don't know what it does, you shouldn't do it.

Just a thought.....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2007 June 25, 21:55:27
unless someone asks for an error log. I figured it was a safe bet, given the cluelessness, that they'd be needing to post one soon.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ElfPuddle on 2007 June 26, 23:15:05
Assuming that it isn't too late...bwahahahaha  ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2007 June 29, 11:16:21
You need any EP, or any SP (except Holiday Pack 05) for it to work. In other words, yes, it will work in your game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 02, 01:08:34
Pesc,

I just noticed the new version has an option to nuke 'sim schedulers' -- what might those be?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 02, 03:12:41
I just noticed the new version has an option to nuke 'sim schedulers' -- what might those be?
That will cancel all visitors about to spawn and any NPCs you've hired. I added this because I was having problems with a gardener that wouldn't show up, yet I couldn't hirea new one, so I tried nuking the schedulers. The problem was elsewhere, but the feature remains, as it may have other applications, such as if you wish to fire an NPC you can't get to appear long enough to be fired, nuking all the schedulers will instantly terminate all NPC services.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 July 02, 07:35:32
Cool, yes I have a gardener and every day he turns up and says, 'your gardens are fine today, blah, blah' and buggers off before I can get one of the laggard sims across the road to dismiss him.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 02, 13:32:46
Yea, that'll come in handy for 'firing' gardener's and maids.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2007 July 03, 10:09:37
On a related note, can we have "dismiss NPC" added?  I'm getting tired of the first sim home from work having to trek through the house to find the damn nanny to dismiss her for the day - the sim gets to where she was and she decides to go have another bath or something before she can be dismissed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 03, 10:17:42
Already sorta exists as part of "Nuke Schedulers".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2007 July 03, 10:24:27
Nuking all the schedulers will instantly terminate all NPC services.

I don't want to terminate her services, just get rid of her for the day as soon as an adult returns home.  The nanny is hired to the schedule of the adult who starts work latest.  When the first adult gets home I want the nanny to leave, but I also want her to come back the next time she's supposed to there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 03, 10:40:44
I don't want to terminate her services, just get rid of her for the day as soon as an adult returns home.  The nanny is hired to the schedule of the adult who starts work latest.  When the first adult gets home I want the nanny to leave, but I also want her to come back the next time she's supposed to there.
I don't think there's any specific way to do this.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 July 03, 12:02:34
Going back to "fix work state"....  Is there any way it can apply to kids who often lose a grade by missing school because of a reset?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 03, 12:44:00
It is under investigation.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Apsalar on 2007 July 03, 14:37:27
I apologize for being non-awesome, I read the thread, but I am wondering if I should use hack when I happen to get invisible sims on the lot? And how? I have no clue - I don't even know if it's dangerous to have invisible sims on the lot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: notveryawesome on 2007 July 03, 15:21:34
Navigator, perhaps try forcing an error on the sim using the lot debugger and then either choose Reset, OR choose Delete, save your game, exit the lot, and then re-enter the lot. Alternatively, you can use the cheat 'moveObjects on' (without the quote-marks), and delete your sim via Buy or Build mode, save your game, and then exit and re-enter the lot. The sim you deleted will be reset and may or may not still  be invisible after the reset. Sometimes this works; sometimes it doesn't.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Apsalar on 2007 July 03, 15:28:32
Thanks very much for the answer. I'll try it out.  :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: notveryawesome on 2007 July 03, 17:33:28
I forgot to mention that moving a sim out of a lot and then moving it back in will sometimes cure the invisibility problem, as well, but not always.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: NixRMax on 2007 July 03, 18:08:04
I'm guessing 'Memory... > Clear Trash... > From Me' is for either: A. Townies who have been affected by that hack you had that stopped their amnesia when moving in, or B. Sims who simply have far too many memories? I noticed it got rid of 'Met Sim' memories and a moving in memory. If not, what's it do? I hate being tempted by shiny red buttons...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 03, 21:19:54
I'm guessing 'Memory... > Clear Trash... > From Me' is for either: A. Townies who have been affected by that hack you had that stopped their amnesia when moving in, or B. Sims who simply have far too many memories? I noticed it got rid of 'Met Sim' memories and a moving in memory. If not, what's it do? I hate being tempted by shiny red buttons...
It gets rid of garbage memories like "Met X" and "Move In/MoveOut", which you likely end up doing often.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jrd on 2007 July 03, 21:46:48
I have a hack by Squinge which prevents the "Met X" from being created in the first place. Nometsubject.package


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 03, 23:08:23
I like having them so I can keep track of what's going on, but at the same time, I don't need them in there forever, they're like reminder notes, you burn them once you're done.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 11, 01:35:46
Got a weird bit in the latest version of this.  It's showing 'upgrade pre-uni sim' for a sim that was already upgraded.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 11, 01:47:25
Got a weird bit in the latest version of this.  It's showing 'upgrade pre-uni sim' for a sim that was already upgraded.
Is this a formerly upgraded sim, or a natural Uni graduate? Does it go away if you reupgrade? If this is a natural Uni sim or the option does not disappear after reupgrading, force error on affected sim, attach log.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 11, 01:50:21
It's a formerly upgraded CAS sim.  I'll see if rerunning it makes it go away.  If not, I'll post the log.

ETA:

Rerunning it makes it go away.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 July 11, 15:21:15
What do the letters stand for in the "Show plague info" box? I don't know if this is discussed somewhere else but I've had a look round and can't find this information specfically. In the topic about sickness it talks about curepoints and disease severity etc and I understand how all that works but I can't work out which thing the letters refer to since they don't seem to relate directly (e.g. I would assume CP would be curepoints, but there is no CP in the info box) The only one I can work out is that LD must be lethal dose. Any help or pointers to somewhere this is already posted would be great.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 11, 18:24:19
Check this thread in The War Room -- I think it answers your questions: http://www.moreawesomethanyou.com/smf/index.php/topic,5200.0.html


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 July 11, 18:27:38
I had to search through several threads to understand everything and finally made a plague.txt for myself. Most of the info is actually in this thread IIRC, but was difficult to find with the site's search engine. The War Room had good additional info.


JMP, if you like I can upload it so that you can add it to the debugger folder. I notice that this question comes up over and over again in the threads. It is just 'copy and pasted' quotes from you.

Here it is. This is an entirely lame place for it, so it needs to be moved if found useful.


EDIT: I reuploaded the file. I cleaned it up a little and took out the part about the biostation.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: floopyboo on 2007 July 13, 01:31:07
That is very nifty mm. Appreciated & downloaded for future reference.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Angie on 2007 July 15, 07:02:26
I used the lot debugger to respawn some tombstones which were lost in a move.  After the new tombstones were respawned, I got popups saying that so-and-so had died on another lot, then the dead sims disappeared.  I noticed that some of the living sims on the lot got a memory of so-and-so dying, but others did not.  Is this normal?

Also, I tried to respawn the family dog's tombstone and it didn't work.  Apparently, the debugger does not have this option for pets?  Would it be possible to add it?

Thanks in advance for any help!
Angie


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: eevilcat on 2007 July 15, 16:54:10
I've started using the rerandomize feature of the debugger and it pops up an information message telling me it's deleted X something or others before exiting back to the neighbourhood screen. I was wondering if it's anything important or just a way of telling me how many times it's rerolled the dice. I'm running debug enabled if that makes any difference. Sorry, but forgot what the something or others are.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 15, 17:24:37
I was wondering if it's anything important or just a way of telling me how many times it's rerolled the dice.

It's just telling you how many times it's rerolled the 'dice' (as in CAS sim creator randomizer :) )


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 July 16, 16:45:20
Check this thread in The War Room -- I think it answers your questions: http://www.moreawesomethanyou.com/smf/index.php/topic,5200.0.html

That's the thread I checked because I remembered reading it when I first wanted to find out how the plagues worked, but unfortunately it doesn't specifically tell you what the abreviations that come up in the lot debugger plague info box stand for.

Magicmoon: That first list bit of your plague.txt was exactly what I was looking for. Thank you so much, it all makes sense now! That definitely deserves to be posted somewhere more easily accessible.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seelindarun on 2007 July 16, 20:02:19
Actually, if you read Pescado's lead post, he does reference the abbreviations he uses to describe each disease.  Taking notes, you can derive each one, though it takes a bit of deduction as he is characteristically opaque in his explanation.  ::)  I used Magicmoon's notes to check my own, which I summarised from that post when the thread was started.

What I can't figure out is SS?  Magicmoon's notes did not shed light on it and JMP's post is indecipherable on this matter.  It's not symptom hash (SH), or is it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: spaceface on 2007 July 17, 13:21:27
I have just started using the lot debugger (all the sims I've played recently have IQ's of 300  ;D) and was referred here by this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,8850.0/topicseen.html (http://www.moreawesomethanyou.com/smf/index.php/topic,8850.0/topicseen.html)
BastDawn said in that thread
Quote
There is an option to change the first name, and then change the first name again in a way that makes the previous choice the new last name.

Briefly, I need to change some names (first and last) that got messed up when I installed Seasons. I am totally ignorant insofar as code goes, most of what is said in this forum goes straight over my head. I have read this whole thread and need some more information, so I would therefore greatly appreciate it if one of the Awesome could explain how to do this.

I have not yet used the lot debugger in debug mode, so I am assuming that the change name option comes up when you shift/click on it in debug mode?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 July 17, 14:16:58
I have not yet used the lot debugger in debug mode, so I am assuming that the change name option comes up when you shift/click on it in debug mode?


Yes.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 July 17, 22:19:04
Actually, if you read Pescado's lead post, he does reference the abbreviations he uses to describe each disease.  Taking notes, you can derive each one, though it takes a bit of deduction as he is characteristically opaque in his explanation.  ::)  I used Magicmoon's notes to check my own, which I summarised from that post when the thread was started.

What I can't figure out is SS?  Magicmoon's notes did not shed light on it and JMP's post is indecipherable on this matter.  It's not symptom hash (SH), or is it?

The references were just a little too opaque for me, I did get some idea of what the abbreviations might refer to from the post, but I wasn't confident in what I'd come up with (plus some of them I just had no clue about).

However I do have an idea about SS. I assume it stands for something like starting severity. Every disease must start with a severity value which the recovery points can increase or decrease. I would assume this value would be random so I figured SS must be the formula the game uses to work out the starting severity of a disease. Am I right or totally off the mark? *holds breath*

??? I need help, two of my sims disappeared, i downloaded the debugger and i do not have the option to bring them back.. what do i do?? the memory is also saying "$subject got married" what do i do?? If i cannot bring the sims back I am worried that if i make another family the same thing will happen. I need help.

How exactly did they disappear? Or at what point did you notice they had disappeared? From my (somewhat limited) experience of this happening I would say they aren't likely to be back anytime soon unless you have a backup of your neighbourhood.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 July 19, 11:41:20
What is "Bring out your dead"? Is it supposed to cause an error message?


Two days ago Windows became corrupted and I had to reinstall, complete with format since the in-place install didn't work. I had back-ups of everything, including my config folder. After reinstalling Sims I was quite surprised that I didn't have a reset.

Yesterday I shrunk my game to post a pic of a ghost bringing home homework. Just as I finished posting we had a blackout.

Before playing today, I needed to create a clean hood to test something so I renamed my Sims2 folder and ran the game. I then renamed it and went back to my regular Sims2 folder.

I loaded in the lot that had the ghost, expecting a repeat of yesterday's ghost scenario since the blackout caused the game to quit without saving. Her tombstone is still on another lot, the one she died on. I was quite surprised that my whole hood was reset. Which of these actions caused the reset? Especially since a complete reinstall of both Windows and Sims did not cause one.

Back to my question, I did not notice "bring out your dead" before the crash, but maybe I just missed it. Since it is under the fix menu and only shows up on this lot, I was wondering if that meant something had gone wrong, perhaps due to the reset, and now needed fixed.

I clicked it and got an error message. I chose reset. Nothing seemed to have happened other than the active Sim jumping out of their chair. I tried again with the same results. Now I fear that I touched something that I shouldn't have and decided to post before saving the game.

Here is the error. I have no idea why it is talking about grilling hamburgers. The active Sim was sitting in the computer chair, just sitting for comfort.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 19, 12:29:14
Bring Out Your Dead means you have dead sims still pretending to be resident in a family. Bringing them out kicks them out. Try new version, should be fixed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 July 19, 12:35:38
[snipped]

Yesterday I shrunk my game to post a pic of a ghost bringing home homework. [snipped]

How'd you pull that one off? I may have just the simstory to include such a thing in. LOL


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 July 19, 12:46:00
Yesterday I shrunk my game to post a pic of a ghost bringing home homework.

How'd you pull that one off? I may have just the simstory to include such a thing in. LOL

It's all explained here:

http://www.moreawesomethanyou.com/smf/index.php/topic,9091


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 July 19, 13:30:49
Yesterday I shrunk my game to post a pic of a ghost bringing home homework.

How'd you pull that one off? I may have just the simstory to include such a thing in. LOL

It's all explained here:

http://www.moreawesomethanyou.com/smf/index.php/topic,9091

(http://i158.photobucket.com/albums/t83/Strange-Angel/Macro/Boxkitten.jpg)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MissDoh on 2007 July 19, 15:47:37

I loaded in the lot that had the ghost, expecting a repeat of yesterday's ghost scenario since the blackout caused the game to quit without saving. Her tombstone is still on another lot, the one she died on. I was quite surprised that my whole hood was reset. Which of these actions caused the reset? Especially since a complete reinstall of both Windows and Sims did not cause one.


My guess is that once your cc was officially enable (after a quit and restart of the game), then only the mods were active and it resetted the sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kuronue on 2007 July 20, 03:19:08
Anyone test this with Pet Stories? I've got an invisible dog on my lot (Lucy) who keeps fighting with Sam, and kicking his butt. Pretty funny to watch, but... A) is this compatible and B) will it help kick the dog off the lot? She's literally invisible.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Meek_Monkey on 2007 July 21, 10:10:58
I know u can turn a sim into a plantsim but I wanted to turn a plantsim into a normal sim the option is not there. Is it possible to add please.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 July 21, 11:23:13
This option is already easily accessible in-game by simply buying an anti-plantsimism potion, so it was not felt to be worth the codespace.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Strangel on 2007 July 21, 11:50:30
Plus, if you need to un-plant a plantsim that desperately/suddenly, you can just use good ol' testingcheatsenabled. If I remember correctly, there's a "Make Human" type option in the sim-shift-click.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2007 July 24, 08:35:39
I've having a problem toggling permaplat on and off.  It used to work with OFB, but it doesn't seem to stick now I've added seasons.  I've got other LTW problems and I suspect it's probably related to the lack of Uni again.  The non-career wants that didn't exist in OFB do exist in seasons, but the only one I've tried so far doesn't work (max 7 skills).  I tried to toggle that sim permaplat after she'd maxed all skills for the 3rd time and it didn't stick.  I'll update when I've tested out whether the option works on other sims.  (I tried without hacks and updated to the latest version of lotdebugger - still no joy)

UPDATE
DK wtf I was doing before yesterday, but I can make sims permaplat with the lotdebugger.  It would be nice if the debugger could provide a fix for the non-achieveable LTWs though.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 August 06, 19:58:46
Whist I was playing one of my lots the debugger threw out an error message. It's probably nothing since the most spectacular thing happening on the lot at the time was a limo arriving to take my sim to her job (she's a professional party guest) but since I've never had the debugger produce an error before and since I've no idea what the logs are telling me I thought I'd better post it here.

Whilst I'm posting I just want to confirm something. Using the 'clear all' option to clear gossip memory tokens wipes them for the whole neighbourhood doesn't it? I used it and over 12,000 files were removed. However when I used it again on the same lot only 1 sim day later (after only 1 person had carried out the gossip interaction) it removed another 141 files! That seemed like an awful lot to build up in a short time. Was that normal?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2007 August 06, 20:38:23
Whilst I'm posting I just want to confirm something. Using the 'clear all' option to clear gossip memory tokens wipes them for the whole neighbourhood doesn't it? I used it and over 12,000 files were removed. However when I used it again on the same lot only 1 sim day later (after only 1 person had carried out the gossip interaction) it removed another 141 files! That seemed like an awful lot to build up in a short time. Was that normal?

I get this too.  Gossip appears to accumulate even if you never use the "gossip" interaction yourself.  Other sims (townies etc.) also gossip about things they have heard, seen, etc.  They love to talk about other people (i.e. sim townie may have a "somesim had a great birthday" memory and will pass that on in conversation with another sim).  Can't seem to stop gossip from happening, only burninate it on an ongoing basis.  I suspect that you didn't initially use the gossip option 12,000 times either.  Most of that gossip is other sims auto-gossiping.

A few months back, one of the TSR guides suggested if a townie sim saw a playable flirting or woohooing with another sim, it could get back to the playable sim's spouse in the form of gossip.  Never had any relationship deteriorate because of that myself, but I have found instances of townie gossip in SimPE in which they do talk about "somesim had woohoo with someothersim". 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 07, 06:14:13
Whist I was playing one of my lots the debugger threw out an error message.
According to the log, the error occurred because you shift-clicked on the debugger and forced an error, STUPID SIVANY.

Whilst I'm posting I just want to confirm something. Using the 'clear all' option to clear gossip memory tokens wipes them for the whole neighbourhood doesn't it? I used it and over 12,000 files were removed. However when I used it again on the same lot only 1 sim day later (after only 1 person had carried out the gossip interaction) it removed another 141 files! That seemed like an awful lot to build up in a short time. Was that normal?
Yes, this is normal. Gossip memory tokens accumulate as a result of normal conversation over phones, or anything else. They are individually harmless in and of themselves, but bulk accumulation of them can slow down your game, bloat your save files, and cause them to talk about stupid stuff.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 August 07, 07:51:58
That makes logical sense anyway, in real life old gossip is mostly forgotten when the new hot gossip comes along, it just makes the game more realistic if we can get rid of the old redundant memories.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 07, 08:45:42
Also, clearing them can save a fair amount of memories, as several megs can be devoted to storing this data, all of being loaded in RAM at any given time. And the information is COMPLETELY useless if the sim in question is DEAD, hence the seperate option to clear it only from dead sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 August 07, 09:17:11
Whist I was playing one of my lots the debugger threw out an error message.
According to the log, the error occurred because you shift-clicked on the debugger and forced an error, STUPID SIVANY.

That's weird. I admit I had clicked on the debugger about half an hour previously and forced an error, but this error happened later on. There are two error files in my logs relating to the debugger object, I'm sure I posted the most recent one but perhaps I should have posted the other one, or maybe I am stupid and posted the wrong one anyway.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 August 07, 09:59:54
While I appreciate the cutbacks on redundant memories, why aren't I getting second memories of events that should be important? For example, the elevator has crashed 5 times in my hood. Unfortunately, the same Sim has been in the elevator every time. Yet he only remembers the first time it crashed.

Also 'sold a masterpiece'. I'm only getting the first one. Or maybe I'm just getting the first one if the Sim isn't a Popularity Sim, not 100% sure.  The other day a Sim caught the stove on fire for the second time. Although she remembers burning the food both times, she only remembers the first house fire. Perhaps she burned 2 different types of foods. There are a few other things, but I can't remember them all. I think freezing was one of them too.

A long time ago I tried Squinge's "No duplicate memories" mod, but immediately removed it because it suppressed some duplicate memories that I felt were important to keep. I searched my entire folder for "mem" to make sure nothing was lurking, so unless someone tells me different, I assume that Maxis made some changes in this area. These memories are not being removed with 'delete trash'. They are not being created.

Also, I just recently started a new hood so I had CAS Sims that I updated using lot debugger's "Update Pre-Uni Sim". Whenever one of these families moves to a new lot for the first time, everyone in the family receives a memory for each of the parents of "~Parent~ graduated with Honors Cum Laude".  If I delete trash, it removes the memory of the move, but not of the non-existant graduation.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 08, 07:13:59
While I appreciate the cutbacks on redundant memories, why aren't I getting second memories of events that should be important? For example, the elevator has crashed 5 times in my hood. Unfortunately, the same Sim has been in the elevator every time. Yet he only remembers the first time it crashed.
Some memories are forced by default Maxian behaviors to be "singular" for a given subject/owner combo, in that they will only appear once. These include, yes, the elevator memory, the masterpiece and novel memories, the A+ memory, the Burnt Food Memory, the Woohoo memories, Best Friend memory, and the Bladder Failure at a Party memory, and perhaps a bunch of others. Other memories only appear once, period, even if the subject changes, like, say, the Enemies memory. These are all Maxian behaviors that are not affected by garbage-cleanout using the Lot Debugger, as the garbage is not purged unless you manually order the purge (there are no autosuppression effects).

Also, I just recently started a new hood so I had CAS Sims that I updated using lot debugger's "Update Pre-Uni Sim". Whenever one of these families moves to a new lot for the first time, everyone in the family receives a memory for each of the parents of "~Parent~ graduated with Honors Cum Laude".  If I delete trash, it removes the memory of the move, but not of the non-existant graduation.
No one knows what causes this multi-graduation, but it's an existing Maxian bug that occurs independently of the Lot Debugger, and affects normal Uni-graduates as well. I've only seen it happen once and did a quick cleanup to purge it, and haven't had it recur again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 August 08, 12:12:52
Also, I just recently started a new hood so I had CAS Sims that I updated using lot debugger's "Update Pre-Uni Sim". Whenever one of these families moves to a new lot for the first time, everyone in the family receives a memory for each of the parents of "~Parent~ graduated with Honors Cum Laude".  If I delete trash, it removes the memory of the move, but not of the non-existant graduation.
No one knows what causes this multi-graduation, but it's an existing Maxian bug that occurs independently of the Lot Debugger, and affects normal Uni-graduates as well. I've only seen it happen once and did a quick cleanup to purge it, and haven't had it recur again.

I've noticed excess graduation memories on my uni graduates as well. I hadn't associated it with the move in/out though, now I know what causes it I'll have to try and leave my sims in the same house because I hate it when their memories go wrong. At the moment I've been deleting the excess memories in SimPE whenever I catch them. I assume this is ok? I don't know any other way to get rid of them.
 
I half wish the debugger didn't trash move in/out memories, I quite like them, after all when I move house in real life it's a big event that I remember! Then again my sims don't move that much, I suppose if I was moving them all the time I'd be getting a bit more annoyed about the memories.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 August 08, 13:53:35
No one knows what causes this multi-graduation, but it's an existing Maxian bug that occurs independently of the Lot Debugger, and affects normal Uni-graduates as well. I've only seen it happen once and did a quick cleanup to purge it, and haven't had it recur again.

Its no big deal, just confusing because it is consistant in my game when I follow this pattern:

I make adults in CAS. Move them from the bin to a lot. Update with debugger. Let the family grow until it outgrows the house and/or can afford to move. Move to lot bin. As soon as this familiy is moved into their 2nd residence, the whole family receives the grad memories of the parents.

I can't remember whether the memories are; grad, grad, moved, or moved, grad, grad. And I can't check because I deleted all the moved memories.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dotty on 2007 August 21, 12:23:13
Hi! I've just started playing with the lot debugger, partially because I wanted to use "Fuge Astrology" to give all twins the same star sign. I'm just wondering - with the NL attraction system in mind - if I change say a Libra to Gemini, will the game/other sims still treat him as a Libra, or will he now be an Gemini attraction-wise?

Hope that made sense...  :) I did do a search for this but I didn't find any answer...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2007 August 22, 07:57:24
If you change a sim to Gemini, they will be a Gemini as far as attraction goes. I don't think the personality matters much for attraction.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dotty on 2007 August 22, 12:42:31
Ok! I wasn't sure, since personality and astrology in the game usually go hand in hand, so to speak, and I didn't know if the change of sign was just cosmetic, like a change of picture or something. No idea how that stuff works... but thanks for letting me know!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 23, 03:51:43
If you change a sim to Gemini, they will be a Gemini as far as attraction goes. I don't think the personality matters much for attraction.
He will function as a Gemini astrologically, but personality plays a minor role as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 29, 13:48:46
Hi all!  I finally decided to post here again, and I admit it was totally out of self-interest!

I have firstly one little gripe about the debugger - I LIKE that my sims know they've moved in!  But if I use the Clear Trash option, which is basically extremely useful, then this memory goes down the plughole with the rest of the unwanted garbage.  Pity.

Secondly, I have a request.  In my game, I notice that some families, when I load them, lag from the word go.  I check in SimPE, and they have token - sim - loaded in their memories.  I remove these tokens, and sometimes the problem is solved.  However, the family I am currently playing seems to get this problem every single time I go into their lot.  Some families/sims never get it, it's less common at Uni, but some get it all the time, and it's worse than furiosity or attraction for making the game lag.  Could this totally useless token be included in the trash?  (I say useless, because I assume that since not all sims get this token, there can't be any use for it!  At first I thought maybe it had something to do with when they return from work or school, but then I noticed that sims who never leave the lot sometimes get it too.  It's not a hack that causes it, because (a) it's appeared in a vanilla game and (b) if it were a hack, then none of my sims would be immune!)

JM, is there some way that this can be cleaned up?  I would be extremely grateful.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 29, 13:58:25
Hi all!  I finally decided to post here again, and I admit it was totally out of self-interest!
Oh, yes, I seem to remember you flouncing off over something. Going to reclaim your top-poster spot? It shouldn't be too hard, the only one who passed you has failed us. Perhaps the ZZ slot will get named after you after all.

I have firstly one little gripe about the debugger - I LIKE that my sims know they've moved in!  But if I use the Clear Trash option, which is basically extremely useful, then this memory goes down the plughole with the rest of the unwanted garbage.  Pity.
The "Move In" message is regarded as trash because many lot-related issues are fixed by move in/moveout, which generates this trash memory. It is not presently possible to distinguish the two.

Secondly, I have a request.  In my game, I notice that some families, when I load them, lag from the word go.  I check in SimPE, and they have token - sim - loaded in their memories.  I remove these tokens, and sometimes the problem is solved.
Token - Sim - Loaded is harmless, and possibly does something important. It is not responsible for the problem.

However, the family I am currently playing seems to get this problem every single time I go into their lot.  Some families/sims never get it, it's less common at Uni, but some get it all the time, and it's worse than furiosity or attraction for making the game lag.  Could this totally useless token be included in the trash?  (I say useless, because I assume that since not all sims get this token, there can't be any use for it!  At first I thought maybe it had something to do with when they return from work or school, but then I noticed that sims who never leave the lot sometimes get it too.  It's not a hack that causes it, because (a) it's appeared in a vanilla game and (b) if it were a hack, then none of my sims would be immune!)
Lots of things can cause "lag". Can you be more specific as to what, and when, exactly, this "lag" occurs? For instance, clicking on any lot with a pet appears to cause a brief lag, with more pets causing more lag, because pet thumbnails appear not to be cached. Also, lot objects can produce lag, notorious offenders being sprinklers, fires, fire extinguishers, lady bug houses, infested seasons plants, and fightballs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 29, 16:23:35
Well, this present lot has no pets apart from a guinea pig.  The family is as follows: fortune sim & knowledge sim couple, family sim sibling of fortune sim, family sim and child both children of the couple, all created in CAS.

I moved them in, and they were ok until the visitors arrived, but mostly this was caused by attraction reactions which were easily removed with the debugger.  I turned weather off, so the lag isn't caused by weather, also banned strays (even though there aren't any as I'm using Jordi's cleaned-up template) and all other critters apart from dogs and cats.  Townies are allowed since they are custom townies created after I deleted all characters and then cleaned up the mess in SimPE.) 

I closed the game as it was getting late and checked their files for inconsistencies etc., and at this point there was no token sim loaded for any of them.  Then, when I loaded my game again, they were almost unplayable.  I closed and checked their files, and the token sim loaded was the only thing that had appeared, they had no attraction markers left at all - sometimes some do get left, presumably because they have been fixed and are working properly.  So, since this is not something I only noticed today, but something I have noticed and checked on over a long time now, I have to say I really think there is something corrupt in token sim loaded.  I never get this lag problem on a lot where sims don't have it, only on lots where they do.  If I leave the tokens in and go back into the game and reload the lot, the problem is still there, but if I remove the tokens and the game doesn't generate new ones (which frequently it doesn't, it appears to be quite arbitrary) then the game plays perfectly.  I have 2 gigs of RAM and an adequate, though not top of the range NVIDIA graphics card. 

Anyhow, I have since tried twice to play this family, and the same thing happens each time.  I've never before had it recur so often, and as I said, it's very rare for it to happen when I'm playing sims at college, and some families (or maybe it's the lots themselves) never seem to get the problem.  My hacks are mostly yours, but I've checked for compatibility and the only two problems that the HCDU throws up are the ones that are known about by you and TJ and compensated for, anything else that showed I erred on the side of caution and removed one of the conflicting hacks.  But, since this has happened in a vanilla game without any hacks at all, I can't see that this is the cause.  This is a new install as I had to reinstall Windows and of course everything else, and it's just the same problem as I was having before. 

Interestingly, what you said about pets on lots, I had one lot where I moved in a sim with 4 dogs and 2 cats (I needed some pets for the adoption pool) and there were no problems at all while the pets were all on the lot.  I only put them up for adoption once they had learned something, so that they wouldn't all cost the same, so they were there for several sim days.  But pets don't normally seem to get the token sim loaded, just as it's rare for them to meet themselves when you install a new EP or patch (I get really fed up with clearing this kind of useless junk out with SimPE!)

JM, could you try giving a sim the token sim loaded and playing him/her and seeing whether you get the same problem as I get?  If you don't, then I guess I'll have to look for something else, but I just can't see where to begin!



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 29, 16:44:21
Inspecting my game files, I find many sims, including pets, with the sim-loaded token, none of which exhibit any problems. And again, you have failed to define what "unplayable" is. Describe the symptoms in EXACT detail. WHAT is the lag like? Does it affect the game, your mouse cursor, your ability to ALT-TAB, what? Merely telling me "there is lag", without saying WHEN the lag appears, whether it affects your ability to pause the game, enter build/buy, ALT-TAB, etc, tells me nothing.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 29, 17:11:06
I can enter Build/Buy with no problems, and also alt/tab no problems.  The lag is such that the sims instead of walking around normally, walk in jerky, slow movements.  Not as slow as trying to use the video option set too high, but slower than normal and extremely annoying to watch.  It's not like the lag when two sims decide to go and water-balloon fight, which once they get outside and start the fight there aren't any more problems, it's just constant jerkiness, and it can happen in a family of one, or as in the present lot, a family of five or more.  Mouse control is unaffected, and about the only thing that is odd is that sims running under instructions from the sleep clock or BUY are fine, so it is walking and not running that seems to be affected.

If the lag appears, it tends to be there from the moment I load the lot, it is rare for it to appear once the lot has been running ok for a while - and that is usually due to attraction markers (which stop as soon as I use the debugger to deal with them) or furious reverses owned by a visiting sim, and I'm usually well aware of which of my sims are furious!

Since I'm playing to a rotation, I don't normally try playing another lot to see if the problem is there too, though when I have done so, it doesn't necessarily occur on the new lot.  It can occur when there is no custom content on the lot, when there is no custom content apart from hacks, or when there is a lot of custom content.  Yet another lot with even more custom content is fine.  The lots themselves can be Maxis lots, downloaded lots, or my own lots, and all lots installed into the game are installed with the Clean Installer, and any duplicate custom content is removed.  I've checked for duplicates and I've checked for GUID conflicts, and the game seems clean.  And all my lots usually have exactly the same hacked objects put in before I move a family in.

I've tried moving families to a brand-new lot, and sometimes it works, and sometimes it doesn't.  Some families unaffected in their original house suddenly get affected when they move up the property ladder.  And it can't be a RAM problem as I upgraded to two gigs, and this hood at present is only using about 600 MB (including all the Windows use and my AV - which I have to leave running as I have the online version of Seasons.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 August 29, 21:56:24
Would it be possible to add a 'cancel adoption' option to the Debugger? I had a stuck phone where the sim would pick up the handset and replace it without calling anyone (I was trying to get her to phone the repairman) I finally forced error on the phone ( I don't think that fixed anything) then deleted and replaced it with a new one. It was the only phone on lot, no cellphones. I then tried 'call>service' again and it immediately popped up 'your request to adopt has been approved, blah, blah.' I don't want this kid!

If you can't add a 'cancel adoption' option, then is there any way I can cancel the adoption without losing the other kid she has just given birth to?



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 29, 22:04:11
Maybe you could just accept the adoption, then exit and open SimPE, and go to the Families section and move the kid into another family, or use the teleporterplus and get the kid to make him/herself a townie?  I remember having a similar problem with phones, but I can't remember what caused it, whether it was a custom phone, or maybe it was one of the newer phones from Pets conflicting with a hack.  I know I solved it by using a bogstandard Maxis base game phone.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 August 29, 22:15:15
I was using a bogstandard Maxis base game phone. Thanks though Zeph. I don't really want to mess about in SimPe if I can help it. Of course if I have no choice then I will have to....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 29, 22:26:32
I seem to spend nearly as much time in SimPE these days as I do playing my game!  But moving a sim from one family to another isn't hard.  However, you could definitely try the "Make me a townie" option in the teleporter, or there is an option to put the kid up for adoption which I'm pretty sure wouldn't affect the other kids in the house.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 30, 01:20:21
Would it be possible to add a 'cancel adoption' option to the Debugger? I had a stuck phone where the sim would pick up the handset and replace it without calling anyone (I was trying to get her to phone the repairman) I finally forced error on the phone ( I don't think that fixed anything) then deleted and replaced it with a new one. It was the only phone on lot, no cellphones. I then tried 'call>service' again and it immediately popped up 'your request to adopt has been approved, blah, blah.' I don't want this kid!
Try disintegrating the NPC schedulers? There's an option for nuking them in the Lot Debugger. If this doesn't work, don't save, and give me an error log of anything after the attempt.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 30, 01:23:22
I can enter Build/Buy with no problems, and also alt/tab no problems.  The lag is such that the sims instead of walking around normally, walk in jerky, slow movements.  Not as slow as trying to use the video option set too high, but slower than normal and extremely annoying to watch.  It's not like the lag when two sims decide to go and water-balloon fight, which once they get outside and start the fight there aren't any more problems, it's just constant jerkiness, and it can happen in a family of one, or as in the present lot, a family of five or more.  Mouse control is unaffected, and about the only thing that is odd is that sims running under instructions from the sleep clock or BUY are fine, so it is walking and not running that seems to be affected.
I've never heard of a "walking lag" bug. Does it actually affect game performance, or does it seem like those sims are "ice skating"? Ice-skating can sometimes be fixed by Force Error, or you can try seeing if the "Funky Walk" fix attempt is still in the Lot Debugger somewhere.

I've tried moving families to a brand-new lot, and sometimes it works, and sometimes it doesn't.  Some families unaffected in their original house suddenly get affected when they move up the property ladder.  And it can't be a RAM problem as I upgraded to two gigs, and this hood at present is only using about 600 MB (including all the Windows use and my AV - which I have to leave running as I have the online version of Seasons.)
Aha! You has a spyware problem! Get the ARRficial version of it instead, ditch the spyware.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 30, 01:34:59
You mean Maxis (I mean EA) is causing this to happen?  If so, they will certainly hear from me!!!  I got the download for Pets originally, as at the time I had no dvd drive on this PC, and the CD was unavailable in Europe and I couldn't buy it from Amazon.com due to your country's rather wierd technology export laws.  Then, when Seasons was due, it meant waiting about another 2-3 weeks for Seasons over here, so I just got the download again!  Well, the easy answer to that one is I shall just wait for the new EP to come out over here and get the dvd (since I now have a dvd drive) and then I shouldn't have any further problems - once I find the little menace and get rid of it for good!  I would imagine the spyware is in EA Link and not Seasons, so it should then be easy to get rid of it!  It's been nothing but a nightmare anyway - it's forever going wrong, like every time they upgrade the darn thing (and you can't not upgrade) it messes up everything and you can't access your program key - which is the only reason you need the Link.

Until the new EP comes out over here, I shall just soldier on - but if I know which file is the spyware I can at least remove it once my game has loaded.

JM, if you're right, and I think you probably are, since this problem started with Pets, then I am truly grateful!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MsMaria on 2007 August 30, 01:42:23
Hi all!  I finally decided to post here again, and I admit it was totally out of self-interest!


Welcome back, ZZ! You've been missed.  8)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 30, 01:53:33
Thanks!  I have been around, you know (and not invisible) I just haven't been posting, or really reading posts unless they were to do with new hacks or updates.  As I said above, self interest has brought me back.....at least I'm honest! ::)  But it's nice to be back and seeing what's going on.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 August 30, 07:13:59
Try disintegrating the NPC schedulers? There's an option for nuking them in the Lot Debugger. If this doesn't work, don't save, and give me an error log of anything after the attempt.

Okay, I will do. I am moving them to a new lot before the adoption drop-off as they need a bigger house, so no other NPC's will be scheduled to arrive at that time anyway.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 August 30, 07:17:53
The nanny has definitely met her match in that option! ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: flowerchile on 2007 August 30, 07:35:02
*flowerchile waves to the much missed ZZ   ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 August 30, 09:36:42
Okay, I will do. I am moving them to a new lot before the adoption drop-off as they need a bigger house, so no other NPC's will be scheduled to arrive at that time anyway.
This would defeat the point: If you evict them, the adoption dropoff will definitely be cancelled, as far as I know.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 August 30, 09:41:55
Okay, I will do. I am moving them to a new lot before the adoption drop-off as they need a bigger house, so no other NPC's will be scheduled to arrive at that time anyway.
This would defeat the point: If you evict them, the adoption dropoff will definitely be cancelled, as far as I know.

Oh-well that is useful to know.

Anyhow, before I moved them out I popped back in their lot, grabbed the debugger out of inventory and cancelled the sim schedulers. That worked anyway. No adoption dropoff. So at least you know that works as intended anyway. Yay.

All Pescados Suck.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 September 09, 00:10:28
Pesc,

I noticed the latest version of this has a new option: "Fix My Wants and Locks".  I ran it on a Maxis sim who still had 4 want slots, and it gave him 8 and the extra locks, just like "Upgrade Pre-Uni Sim".  So what's the difference between the two?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 09, 01:58:39
Odd, when I tried that option on a sim who had extra locks from the college adjuster, the extra locks were removed!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Skadi on 2007 September 09, 02:03:14
It was mentioned that the lot debugger could fix the issue with broken collections.
Exactly how does one do this?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 09, 04:02:39
I noticed the latest version of this has a new option: "Fix My Wants and Locks".  I ran it on a Maxis sim who still had 4 want slots, and it gave him 8 and the extra locks, just like "Upgrade Pre-Uni Sim".  So what's the difference between the two?
This isn't a new feature, but *8*? You meant 6, right? The difference between the two is that Fix Wants and Locks reassigns your sims to the (hopefully) correct number, as sims have been known to spontaneously lose slots in the past. It is not entirely BV-enabled, since I haven't analyzed the gain of slots from vacations yet. But a Uni graduate, for instance, should be restored to 6/3, dropouts and expellees differently. It's a fixer, as opposed to an expander.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 September 09, 05:10:31
Sorry, yes, I meant 6.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 09, 09:09:42
Quote
This isn't a new feature, but *8*? You meant 6, right? The difference between the two is that Fix Wants and Locks reassigns your sims to the (hopefully) correct number, as sims have been known to spontaneously lose slots in the past. It is not entirely BV-enabled, since I haven't analyzed the gain of slots from vacations yet. But a Uni graduate, for instance, should be restored to 6/3, dropouts and expellees differently. It's a fixer, as opposed to an expander.

I thought that must be the case, which is why it sees extra want slots/locks gained from the college adjuster as "errors" and therefore fixes them by deletion.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2007 September 14, 05:35:14
I just want to clarify something on the businesses issue.  I had a bit of a mess with this and want to make sure it goes right next time.

My family owns five businesses, four of which are at Level Ten.  I would like to make sure their son gets two of them.  He is still at University and will not be living at home permanently. What do I need to do to make sure he acquires two level ten businesses and keeps them intact with all employees, etc., when he moves out?  I was planning to have him move back home, have his father transfer ownership, and then let him Find Own Place, but I understand there is something else I need to do with the Lot Debugger after (or before?) he moves.



PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 14, 11:16:51
If a sim is moving to a new family, you should use the lot debugger's "Transfer Business HQ" option on the new family to move his business HQs to the new family, which will correctly move his tokens. Otherwise the game will forget that he owned that business and has ever been there, or who the managers are, and leave behind a dead orphaned token on the other family. A sim that is moving out of an existing family should perform this process after moving to the new lot. If a sim is merging into an existing family by marriage/merge/move, then his business HQ should be transferred before he moves, as if he is the ONLY member of that family and you merge him in, his previous family, now with no sims in it, will be lost with all tokens.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 14, 11:57:45
Well, I remember moving Lilith to college when she already owned two businesses, and then when she left college I moved her and Dirk in with Darren, and there was no problem, Lilith still had her businesses and was able to phone her managers every day, visit the businesses and everything else.  (This was when I just had OFB, I lost that particular game when my hard drives got fried, and I've never got that bothered about OFB since, so of course I don't know if it was something that did work originally and then got borked with Pets or Seasons.)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2007 September 14, 16:13:02
 
1) Move soulless, creepy Fortune Sim home from college.

2) Perform lot transfer.

3) Make sure he visits his businesses at least once.

4) Move him out into new single pad, aka Temple of Mammon.

5) Use Lot Debugger Option "Move Business HQ."

(Perform before move-out before move into already-existing family.)

Got it.


Baaaaah.

PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 September 15, 01:08:18
I haven't played with townies in a long time, so have forgotten some of their default behavior.

Sim meets a dormie and after graduating, marries her on his home lot. They marry under the arch, she then transitions to an adult, and moves in. Her YA status on her age bar has a red X through it.

I select her, and click on lot debugger. The option to upgrade her is missing, but 'fix want slots and locks' is available and I click it. I don't know what problem she had, but I didn't see anything change. The option to upgrade her is still unavailable.

Now I'm aware that if a Sim drops out of college, that they get the X through the YA age, are supposed to get some type of memory for dropping out of school (she didn't get any memory, just of the wedding), and must retain their original 4 want slots unless they passed freshman year. But what are we supposed to do with dormies? Must we move them in and educate them before marrying them just to allow them to be able to have the max slots and locks? Are they unable to be fixed with the debugger?

And although this doesn't belong here, has anyone had any luck downloading Moar Fight? I get the following message when I try to download it. All the other package files download fine.

The XML page cannot be displayed. A name was started with an invalid character. Error processing resource.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 September 15, 01:23:31
Did you move her in first, or have them marry first?  I've never been able to get them married until the dormie had already transitioned to adult through the move-in, and then the debugger worked fine giving all the want slots.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2007 September 15, 01:34:22
Did you move her in first, or have them marry first?  I've never been able to get them married until the dormie had already transitioned to adult through the move-in, and then the debugger worked fine giving all the want slots.

Second that.  I have never been able to get a dormie married to a playable until the dormie was invited over and moved in.  Move in triggers the transition from YA to Adult and the dormie should grow up with the same status as the playable - if your sim graduated, the dormie should likewise be graduated.  Then they can marry and all is bliss (or as much bliss as you care to give them).

The red X would appear to be a sign that something did not go quite as expected, but is a post-uni tag - consequently your former dormie is not a pre-uni Sim, but a uni dropout (so the game seems to think) and therefore no upgrade option (my hypothesis, I know, but it seems logical to me).  Have you checked memories to see what the sim remembers happening?  Do they have a graduation memory, or dropout memory, for example?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 September 15, 01:42:34
Well, most of the marriages have not suceeded unless I move them in first, but the last marriage I did actually worked correctly, so I saved and tried this wedding without moving her in first, and it also worked. I've been using Jordi's Lot full of Sims and up until the last 2 weddings, I have had to move them in first. I'm not sure what changed. I'm still using Seasons.

I was somewhat surprised to see her transition under the arch just after they said their I do's. I don't think I've ever seen that before.

So are you saying that because the game worked correctly this time, that it blew my chances to fix her?

She only had the memories of date stuff, falling in love, and the wedding. No graduation, no drop out, or even a move-in memory is present.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 September 15, 01:45:41
So are you saying that because the game worked correctly this time, that it blew my chances to fix her?


Actually, the game worked incorrectly -- YAs are not supposed to be able to get married.  They can only get engaged -- they must transition to adults first before they can marry.

(Of course, there are hacks that change that, the kitten killer being one...)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2007 September 15, 01:51:23
Ah, I have been known to kill kittens. I wasn't aware though that it allowed dormies to marry in the regular hood. I've had campus families before and am aware of the changes it makes in the Uni hood. Just didn't know it affected marriages in the regular hood as well, and didn't know that dormies needed to be transitioned before marriage. Learn something new every day.

So anyone have any luck with downloading Moar Fight? If so, care to share?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2007 September 15, 03:26:25
Bon Voyage allows weddings on any kind of lot now, including dorms so it implies dormies can now get married which would explain the change. although it also sounds like maxis/ea screwed it up as usual.

I also always had to have dormies move in before my sims could marry them pre-BV. Half the time I also had to use the debugger to give them the extra want slots & locks afterwards.


edit - provided magicmoon has BV of course


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 15, 06:26:35
Quote
I also always had to have dormies move in before my sims could marry them pre-BV. Half the time I also had to use the debugger to give them the extra want slots & locks afterwards.

This would make sense, as a non-dormie Uni student would not be able to marry without aging to Adult first, so why should a dormie be any different?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2007 September 15, 09:45:23
One report so far says YA's can not get married to each other (on any type of lot) so the guide may not be correct about weddings on dorm lots  ::)

I have no YAs to test with *shrugs* haven't even attached a Uni to my new hood and don't think I will be any time soon.




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 15, 13:11:07
YAs are not supposed to marry. Part of the reason for this, as far as I can tell, is that cuts down the "Family Spam". If YAs were married, they'd remember each other's Dean's List and Graduation spams. This appears to be the only real reason, since I've forced the issue before and no adverse side effects other than the SPAM, OH THE SPAM, occurred.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 15, 14:02:42
Well, even in pre-ACR games, my YAs have been so randy - and consequently lots of relationships have been broken - that the idea of letting them marry and then have all the hassle of breaking up just doesn't appeal to me, I like to get them through college as fast as possible!

BTW, how many couples do you know who met at College and are still together?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: blackvelvet on 2007 September 15, 16:44:27
What is 'debug mode' and how does one acheive it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 15, 17:18:15
Press control/c to bring up the cheats window.
Type: boolProp testingCheatsEnabled true

You are now in debug mode.

To disable debug mode, type:boolProp testingCheatsEnabled false

You must type exactly, with the correct spaces or it will not work.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2007 September 15, 19:10:05
Press control/c to bring up the cheats window.
Type: boolProp testingCheatsEnabled true

You are now in debug mode.

To disable debug mode, type:boolProp testingCheatsEnabled false

You must type exactly, with the correct spaces or it will not work.

Correct spaces necessary yes - capital letters are apparently not necessary.  I always just type small letters and it works fine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 15, 21:34:23
Well, I just always type it like that, but some cheats don't work in the UK version unless you type them a certain way.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 16, 02:07:51
I have never seen this effect you describe, ZZ, because I've always run in the UK version for the military time.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 16, 20:20:53
Perhaps you've been lucky, or maybe it was true originally and they changed it, I don't know, but I got used to sticking the odd capital in, so I never really think about it now.  (When you're a touch typist, you don't really think much about what your fingers are doing, it just becomes second nature to type things a certain way.)  I do know that at one time if I typed moveobjects on, I would get an error message, but Moveobjects on works every time.

The UK version that you use, JM, is it an option in the US version, or do you buy your copies from Europe?  There may well be a difference. it wouldn't surprise me.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Venusy on 2007 September 16, 20:28:28
The UK version that you use, JM, is it an option in the US version, or do you buy your copies from Europe?  There may well be a difference. it wouldn't surprise me.
There isn't. Mine is English UK, bought in the UK, and I can't say that I remember having to enter that (or any) cheat with the exact capitalization either.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 16, 20:59:01
Well, I'll check next time I load my game, but I know there used to be a difference.....


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 17, 01:29:19
Both "US" and "UK" versions are the same, they only differ in what they install as into the registry. UK/Intl will choose EN_UK when installing, US versions automatically install in EN_US without asking.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2007 September 18, 01:14:26
The version I have asks you whether you want English or Spanish. It's the same program and data files and the support files for all languages are all there, but the installer is different.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2007 September 18, 14:55:40
My Lot Debugger has the option to Fix...Flashing Blue...<each sim on the lot>. I have never seen this option before and as far as I can see nobody is actually flashing blue. I have a very large number of sims living in this dorm and am curious what it is that is wrong before I set to fixing it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 18, 16:31:47
The option appears for any sim present on the lot. If that sim happens to be flashing blue, you can "Fix Flashing Blue" for that sim, and it will pop up the mirror screen, which you can then hit "OK" on. This seems to be a temporary fix for flashing blue accessories. If done on a non-flashing blue sim, you can still use it as a mirror popup, I guess.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ZephyrZodiac on 2007 September 18, 21:00:13
The version I have asks you whether you want English or Spanish. It's the same program and data files and the support files for all languages are all there, but the installer is different.

From what I remember, the UK (ie Euro) version lists all the available languages, but English UK is selected, but you can then change it if you wish.  There is also the option for US English, and I can't remember which one I use, it tends to vary with each new reinstall.....But I don't have the 24 hour clock except with JM's alarm clock...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 September 19, 08:23:54
The option appears for any sim present on the lot. If that sim happens to be flashing blue, you can "Fix Flashing Blue" for that sim, and it will pop up the mirror screen, which you can then hit "OK" on. This seems to be a temporary fix for flashing blue accessories. If done on a non-flashing blue sim, you can still use it as a mirror popup, I guess.

That's what I've been using it for, sort of a portable mirror ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 19, 09:41:53
All Emmas suck.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: staroverthebay on 2007 September 22, 18:34:45
I love the Smite option. I have had so much fun smiting walkbys. I've even killed a number of Sims without meaning to. All of them have been Townies, cuz I don't quite have the guts to kill a playable.

Thanks for the Smite, option, Pes. That always brightens my day, no matter how down and out I feel. Combined with Inge's teleporter shrub, and I have endless possibilities.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Insanity Prelude on 2007 September 22, 20:25:47
What's "Fix... Age Body" do, anyway?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 23, 03:04:58
What's "Fix... Age Body" do, anyway?
It fixes "bad aging", like when your sim ages up to a toddler but still retains the baby body.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2007 September 23, 09:56:18
I love the Smite option. I have had so much fun smiting walkbys. I've even killed a number of Sims without meaning to. All of them have been Townies, cuz I don't quite have the guts to kill a playable.

Thanks for the Smite, option, Pes. That always brightens my day, no matter how down and out I feel. Combined with Inge's teleporter shrub, and I have endless possibilities.

I love the Smite option, too. I use it to punish trashcan kickers, paper thieves and burglars. Unfortunately, the resident sims get the burglar memory, though the burglar never makes it to the front door. I regard the 150§ from selling his/her tombstone as a compensation for the trauma ;D.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: krolyn on 2007 September 23, 10:02:22
XII. UNSTICK ME (debug mode only) (experimental)
     Attempts to unstick a sim that has lost the ability to move for some
     unknown reason. Experimental.

Hello

I've been experiencing stuck sims on a BV neighbourhood (Takemizu). 3 of the 4 sims won't move (they're just next to their bed - juste waken up). Hox can I try the FFS Lot Debugger as it isn't on the lot where the problem appeared ? Or how can I try to unstick my sims ?

Thanks for your help...

Krolyn

PS: didn't know if it would be better to post in Oops I broke it, or here... sorry


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 23, 10:34:42
Define "won't move"? Do they move when you tell them to do something?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: krolyn on 2007 September 23, 17:02:40
Define "won't move"? Do they move when you tell them to do something?

No. They don't move when I send them somewhere else or ask them to do something.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 September 23, 17:26:34
Does the action appear in the queue? Does it get the green border, indicating is the current action? Or does it simply drop from queue entirely? Actions that refuse to process in queue appears to be some manner of odd hardcoded glitch that has been seen to appear. If this happens, you will have to force-error to reset the apparently stuck sim. If your sim has actions in queue and yet none of them light up as green, you will have to force error.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 September 23, 17:56:52
How can I try the FFS Lot Debugger as it isn't on the lot where the problem appeared ? Or how can I try to unstick my sims ?


If you enable the dorm building cheat (boolprop dormspecifictoolsdisabled false), you can then buy and add stuff to a hotel while you're there.  Long term, it's worth the time to go into every vacation hotel from the neighborhood screen and just add a Lot Debugger to every one of them. (Not to mention, a coffee pot to those that don't have one. :) )


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MutantBunny on 2007 September 23, 19:55:01
Everyone probably already knows this, but it was new to me so for those even slower than me....if there are any   :o

Use the dormspecifictools cheat to enable buy, then use the eyedropper and select a wallpaper gives access to build tools.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: spaceface on 2007 September 25, 10:40:30
Every BV lot must have a lot debugger, no doubt about that. I am systematically going through all the hotels and vacation lots, adding items where necessary.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: krolyn on 2007 September 25, 19:41:30
Does the action appear in the queue?
Yes
Does it get the green border, indicating is the current action?
I'm not sure it does (I don't have time to play during the week, I will check it this week-end.
Or does it simply drop from queue entirely?
No, I can see the action staying for ever until I try a new one.
If your sim has actions in queue and yet none of them light up as green, you will have to force error.
I need to force error with the FFS debugger lot ? I will try this week-end.
Thanks for your help, I will keep you inform of what's happening to my sims this week-end.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2007 September 26, 14:58:25
Everyone probably already knows this, but it was new to me so for those even slower than me....if there are any   :o

Use the dormspecifictools cheat to enable buy, then use the eyedropper and select a wallpaper gives access to build tools.


just using the dorm cheat gives access to build mode in my game, for dorms and hotels.



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2007 September 28, 19:02:52
Well, I'll check next time I load my game, but I know there used to be a difference.....

Same here. I always type my cheats a certain way because they didn't used to work any other way.  I think 'floatprop tvVolume 0.1' is the one I always had to get the capital right for. Also 'moveobjects on' definitely doesn't work if I type it all in capital letters.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: krolyn on 2007 September 29, 14:54:12
Thanks to all, with the dormspecifictoolsdisabled code, and the force-error from the FFS Lot Debugger make my sims move and obey again ;-)

Thanks for your help !

Krolyn


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bitsy on 2007 October 13, 22:45:54
For some reason the Random Sim Generator has stopped working for me. I set it to go and it pops up and asks me if I'm sure, I say ok and then it lets me know that it fixes things, I say ok again and then nothing happens, the game just keeps playing like normal. It doesn't freeze for any length of time and doesn't boot me out to the neighborhood. I'm playing with all EPs/SPs save for BV and with the most up to date Seasons version of the Debugger.

ETA: I tried letting it fix things and hitting save and telling it to do it again and it just says it fixes a different amount every time and still does nothing. First time 18, then 27, now 24. Probably unlrelated but I figured it was worth a shot.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 October 14, 01:31:01
Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2007 October 14, 01:40:00
Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. :)



but it isn't pausing and sending her back to the neighborhood like it is supposed too. I know someone else has had this problem before.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bitsy on 2007 October 14, 02:10:23
Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. :)


Ah, cool. I always wondered what that was. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 October 14, 02:18:21
What it does is rapidly create and not save random sims, like you would in CAS when you press the random sim button. This prevents the 'first born' syndrome, where every kid born has the same personality, and usually has the same as one of the parent.  It gives you truely random kids (and any other auto-created sims like townies, dormies, npcs, etc).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Bitsy on 2007 October 14, 04:24:16
Thanks for the info, I like knowing what stuff means and how it's supposed to work.

I went ahead and played to the birth after doing the randomizer and saving, even though it did not boot me out to the neighborhood, and the kid that was born was a clone of its older brother (who was the first born in a game session just like this one is) so I exited without saving. I know I can do things the long way with the CAS die method I just really like this way of doing things more, and would like to get it working again.

I tried doing a more thorough search of the forum with a couple different search terms and didn't come up with anything.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2007 October 14, 09:52:08
Have you tried the randomizer when the kid's mom/dad was already pregnant? IIRC, the personality is set at conception (whereas the gender is set at birth), so randomizing afterwards would have no effect on the spawn in question, but on a future offspring.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2007 October 14, 10:01:43
I save then run it as soon as the first baby is born. I never seem to have to do it again, every kid after is different.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 October 14, 10:48:31
All attributes of the baby are set at birth. The baby doesn't even exist until it's born. Therefore, rerandomizing once per game session, BEFORE any births or other character creations, is enough to mostly-eliminate identical babies.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 October 22, 07:14:09
Define "missing". If they are still in the game, then they should still be living in a house somewhere. If they still live in THAT house, they will respawn by the mailbox when you reload the lot. If something has eated their character files, you are SOL and your neighborhood is asplode.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2007 October 22, 21:39:22
This may sound like an odd question, but is there anything (stupid) one could do with the Lot Debugger by mistake that could turn a Sim on another lot into a zombie?  I'm just trying to figure out why one of my Sims was suddenly a zombie when I opened his lot.  I've seen ghosts that way, but not zombies.

Also, I do not seem to be able to find the "Smite" option and I have looked everywhere. Yes, I have RTFM and I have the latest, shiniest version of the Lot Debugger.  I have all the EPs through ZOMGPetz! installed and it is patched.

PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blueblood on 2007 October 22, 22:33:44
Were all of your Sims inside at the time? I don't think you can smite them indoors.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2007 October 23, 03:23:32
Right -- you only get the Smite option for sims who are outdoors (including walk-bys).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: snabul on 2007 October 24, 18:17:42
@professorbutters

Maybe someone mean has access to your game and is doing this to your sims.

Maybe you have Pescados Apocalyptic Zombie Patch in your Download folder... (Ask him about that)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2007 October 24, 19:04:47
@professorbutters

Maybe someone mean has access to your game and is doing this to your sims.

Maybe you have Pescados Apocalyptic Zombie Patch in your Download folder... (Ask him about that)

You can make someone a zombie with the lotdebugger, but not (I believe) a sim on another lot.  In any case, you should be able to change the sim back to human/smart (click on "make me" option)

Don't ask about the zombieapocalypse hack until you determine whether it's in your downloads folder and you have read the RTFM.  Do your homework first.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lerf on 2007 October 25, 22:55:03
Ok, I'm trying to recover the tombstones of several departed Sims.  However, not being of the ranks of the Most Awesome, I am unable to figure out what possible methods can be used to follow the following instructions:

XXI. RESPAWN TOMBSTONE (debug mode only) (experimental) (NL)
     Regenerates a tombstone for a dead sim. Note that the dead sim must be
     the selected sim, which means you must spawn him somehow, then make
     him selectable and choose this command.

Could someone suggest some, non-acrobatic, legal, and psychically safe methods for respawning a Sim?

TIA 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lana B on 2007 October 25, 23:22:55
1. Pause
2. Summon dead sim (I use Inge's teleport shrub, Insim also works)
3. Make dead sim selectable
4. Use lotdebugger to queue tombstone spawn action
5. unpause then repause as soon as tombstone has appeared.
6. make dead sim unselectable
7. unpause game (dead sim will disappear)
8. The end

Note: steps 6 & 7 may not be necessary but I like to do it anyway.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lerf on 2007 October 25, 23:52:43
Thank you!

I bow to your awesomeness.

(And I should have guessed it was something like that, but I was vaguely thinking of something to do with the boolprop cheat...)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Leticron on 2007 November 06, 15:21:56
I know u can turn a sim into a plantsim but I wanted to turn a plantsim into a normal sim the option is not there. Is it possible to add please.

Quote from: J.M.Pescado
This option is already easily accessible in-game by simply buying an anti-plantsimism potion, so it was not felt to be worth the codespace.

Well, I just had the case that the Plantsim called the Garden Club and purchased the Plantsim C Potion. But he wasn't able to drink it (because do to some weird interferences he technically was a "normal sim" (PersonalData 1 in SimPE was still set to 0x0 which is the flag for a normal Sim)but looked like the plant. So he wasn't able to use the potion..nor could he call the Garden Club again. Since I removed all Hacks/Mods and all Careers (just to be on the safe site) and still there was no change I expect another borked piece of EAxis code in BV. Neither deleting all caches nor forced Errors helped to resolve the problem (which actually doesn't make any sense to me at all)

Since FFS didn't give me the Option in question, I had to resort to lessawesome SimPE, set the PersonalData Flag to 0x100.
And since he now was recognized as a real Plantsim (only needs: sunlight love and water) the potion worked as expected.

Even tho I never heard of such bug before, I vote for inclusion of said option into FFS just to get rid of another Eaxi mess up.

-le


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2007 November 06, 15:55:21
Well, I just had the case that the Plantsim called the Garden Club and purchased the Plantsim C Potion. But he wasn't able to drink it (because do to some weird interferences he technically was a "normal sim" (PersonalData 1 in SimPE was still set to 0x0 which is the flag for a normal Sim)but looked like the plant. So he wasn't able to use the potion..nor could he call the Garden Club again. Since I removed all Hacks/Mods and all Careers (just to be on the safe site) and still there was no change I expect another borked piece of EAxis code in BV. Neither deleting all caches nor forced Errors helped to resolve the problem (which actually doesn't make any sense to me at all)
If the game thinks your sim is a normal sim, then the option to turn him into a plantsim will exist on the debugger, which you can then use and turn him into a "proper" plantsim, then cure him. Your poor problem-solving skills are not our problem. All the tools you need are already there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2007 November 14, 03:44:09
All three of my plantsims seem to be throwing errors. The error message says it's the ffs lot debugger. I re-downloaded it, the version is 11/11.

I don't have an option to change them into either normal sims or plant sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 04, 20:45:33
In terms of changing a last name, I know the process is shift clicking and going in the name change box that comes up, but I only have the option 'Change Firstname - Cancel Error', no sign of a copy first to last name option that I keep reading about. Help would be appreciated.. :) Thanks..
(sorry to bump)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2008 January 05, 00:16:57
Start here: Earlier in this thread (http://www.moreawesomethanyou.com/smf/index.php/topic,72.msg227954.html#msg227954)

You will want to continue reading down from that point. The process is fully explained in the course of a few posts.

I found this by using the search button within this thread.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 05, 01:59:24
I'm sorry, I've already read through that entirely, last night, but there's no explaination of why it's not showing up, it's simply assumed that it is,
"and the new version of the Debugger includes First->Last copy."
.. Thanks though.. Sorry if I'm missing something, here


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: FlyOnTheWall on 2008 January 05, 02:53:17
I'm sorry, I've already read through that entirely, last night, but there's no explaination of why it's not showing up, it's simply assumed that it is,
"and the new version of the Debugger includes First->Last copy."
.. Thanks though.. Sorry if I'm missing something, here

You need to have debug mode turned on, and shift-click on the Lot Debugger for the option to show up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 05, 05:15:33
You need to have debug mode turned on, and shift-click on the Lot Debugger for the option to show up.
I do have debug on as well as shift-clicking on the debugger. In name-change options, only the change first name option shows up, so I can change the first name, but there is no copy first name --> last name option showing up that is being discussed.. :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2008 January 05, 05:35:10
You ever say what EPs you have? I'm pretty sure you need OfB or newer to do the first->last name thing (given that it is Lua-specific).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2008 January 05, 10:50:31
I've noticed a lot of junk relationships springing up with BV - all my new BV townies know the ideal plant sim, bigfoot, grim reaper etc etc.  Can these be permanently nuked?  Preventing more being created next time a townie generates would be awesome as well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2008 January 05, 13:18:09
I have a question regarding memories: When the option "Clear Trash" is used before "Wipe Mystery Sim", the mystery sim option doesn't show up anymore, but the memories except "Met X" are still intact. Could this perhaps be changed, or is there another way to get rid of Mr./Mrs. X?

I'm referring to new CAS sims without any kissing / falling in love history.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: dizzy on 2008 January 05, 14:36:32
I have a shrub hack that lets you wipe those memories. Of course, you get funky First Kiss animations and stuff when you do that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2008 January 05, 16:04:44
I have a shrub hack that lets you wipe those memories. Of course, you get funky First Kiss animations and stuff when you do that.

Is this the shrub hack in your brain dump (shrub-teleport1g IIRC)? Then I have it already, just not in my download folder yet :D. Thanks, dizzy!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 06, 04:11:19
You ever say what EPs you have? I'm pretty sure you need OfB or newer to do the first->last name thing (given that it is Lua-specific).

Ohh, no, I don't have any expansions. Eep. Any other way one might suggest that I go about changing the last names of my characters or am I SOL?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 January 06, 14:50:51
Get SimPE (see the thread in the Podium), and edit them individually outside the game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 07, 03:55:02
Get SimPE (see the thread in the Podium), and edit them individually outside the game.

 .. :/ Mac. Sorry


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 07, 05:32:04
Yo Ho, Yo ho, a pirate's life for you?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Blooper on 2008 January 08, 09:50:47
Yo Ho, Yo ho, a pirate's life for you?
Pardon?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2008 January 08, 15:08:28
He's implying that since you can't edit the names with SimPE, you could plunder OFB so you could do it in-game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2008 January 19, 21:46:28
Basic instuctions? RTFM and the original post.

More advanced instructions? Find it in Buy Mode (Misc./Misc.), plot it down, and start clicking relevant options. Look for something to the effect of "Enable Buy Mode".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2008 January 19, 22:03:39
ok, so it should appear in the buy mode if I've put it in my sims 2 folder? great

Well, you should unzip it into "My Documents/EA Games/The Sims 2/Downloads". If this folder does not exist, then you must create it manually.

RTFM?

Read The Fucking Manual


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 21, 04:02:51
Why can't you enter the lot?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 January 21, 17:59:09
You might be best using a summoner to move the YA into another lot. Then save, then see if the lot is now playable. It might be. I've not had that particular cocktail before. Lot stuck in buy/build with a playable present, yes.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 27, 03:20:39
If a sim does not show up on the Resurrectonomicon at all, it means his character file data has been irreversibly destroyed due to tombstone loss. To prevent unwanted file-shredding, you should have installed nounlinkondelete in advance.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 January 28, 17:41:06
JM, is it possible to make the Lot Debugger MOAR decorative? I never have a place for it in lots that have no foundations.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: GayJohnScarritt on 2008 January 28, 19:29:18
   Pescado, back in March of 2006, you posted a reply to someone about adding a 'Remove $Subject' from sims memories.  At that point you replied you'd think about it.  So?
   Reason i'm asking, is somehow, my game on rare occasions seems to corrupt the data of new-born babies when i either 'Save' during play or exit/save to NH.  This is still a fairly new NH, 3 playable houses and one particular family has lost new babies twice.  Their first and fifth baby.  #'s 2, 3 and 4th spawn all grew up fine and dandy, even with the saving/exiting part during infant stage. 
   I've gone thru and run Scan/Fix Disk after each occurance, so at least the offending Blank Icon's no longer show up and cause errors, but those memories of 'Had Baby/$Subject' are still there.  Using the 'Clear Trash'/''Clear Gossip' doesn't effect them.
   I have an aversion to using SimPE, so that is not an option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2008 January 28, 21:21:41
JM, is it possible to make the Lot Debugger MOAR decorative? I never have a place for it in lots that have no foundations.

I'm thinking of using it as a prop in spawn bedrooms (the batman logo makes it look like one of those novelty toy chests).  Otherwise it sits outside in the back yard, like an airconditioning unit.  Every house with its batman box.  I never bother to try to hide it.  If I hide it, I forget I have it there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 January 28, 21:24:31
Well, it was something that was talked about in the Kitchen and Bath L&P thread. I just wondering if El Presidente was interested in it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2008 January 28, 22:25:32
Maybe make it gray\silver? It could be an air conditioning unit.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 January 28, 23:20:27
If you have a roof on your house you can use moveobjects to stick it in the roof space.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 January 28, 23:54:48
That's a thought... Although I thought it would've been cool to have a washer/dryer lot debugger. *le sigh*


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 January 29, 01:14:42
I always stick it under the roof. I don't have any current houses with foundations, and always have to cover the top floor with $0 floor tiles anyways due to the unnatural things I make roofs do. Lot Debugger, ACR controller, and the game's Sim Modder cheat object are my must-haves. The problems come on business lots like Dance! That don't have a foundation and have flat roofs. Sometimes I make mock phone booths. You can kind of layer them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Invisigoth on 2008 January 29, 03:09:45
JM, is it possible to make the Lot Debugger MOAR decorative? I never have a place for it in lots that have no foundations.

I'm thinking of using it as a prop in spawn bedrooms (the batman logo makes it look like one of those novelty toy chests).  Otherwise it sits outside in the back yard, like an airconditioning unit.  Every house with its batman box.  I never bother to try to hide it.  If I hide it, I forget I have it there.

I'm with you on this one. All of my lots just have a strange collection of junk in the back yard. This is how I discovered that sims LOVE scanning the lot debugger for finger prints. It seems inconvenient for me to hide the objects because then I have to go hunt them down every time I want to use them (and I use the macro box quite a bit).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 29, 03:43:50
There are no plans to make the Lot Debugger "decorative" at present, as I lack skills of an artist. Also, we've put up with it in its black box state for so long that by now, you'd think you'd have gotten used to stashing it someplace, like, under the foundation, under the roof, or under the stairs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2008 January 29, 04:17:28
There are no plans to make the Lot Debugger "decorative" at present, as I lack skills of an artist. Also, we've put up with it in its black box state for so long that by now, you'd think you'd have gotten used to stashing it someplace, like, under the foundation, under the roof, or under the stairs.

The problem with stashing it under something (such as the foundation or roof) is that I need to change levels to click on it.  I hate changing from my viewing deck and try to do it as little as possible.

I just stick my hacky things (lot debugger, macro box, lot sync timer, etc) in the front yard - so they can be seen from any floor - and pretend they're off world/OOC.  I don't tend to take pictures of my sims, but if I do want to for some reason, I just move the the hacky objects out of the way so they won't be in the picture then put them back.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 29, 05:39:35
I find that "in the fish pond" is a convenient place to stick it. It's not very visible, being underwater and all, and yet is immediately accessible from any level because nothing tends to cover up the pond.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 29, 05:48:06
There is no help for a lot that does not load, yes. If the lot is completely non-loadable, you can try the Cellphone Reset tool, if the crashing might be cellphone-related, but otherwise you're SOL.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2008 January 29, 06:42:56
There are no plans to make the Lot Debugger "decorative" at present, as I lack skills of an artist.


but if it was recolorable then other people could make some nice recolors for it  ;) 




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2008 January 29, 07:26:59
There are no plans to make the Lot Debugger "decorative" at present, as I lack skills of an artist.

but if it was recolorable then other people could make some nice recolors for it  ;) 


That would be a shiny solution: the batman box for 'tards, and recolors for those of us who won't get confused by an object that blends in with the surroundings.  But I shall have to try the pond thing whenever I play again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lord Darcy on 2008 January 29, 09:52:42
I turned lot debugger into the small glass vase from the base game. I use this vase in almost every lot for table decoration. It's a quite simple process if you have done it once. I saved required mesh files in a folder. Whenever lot debugger is updated, I just add those files in SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 January 29, 11:53:54
I turned lot debugger into the small glass vase from the base game. I use this vase in almost every lot for table decoration. It's a quite simple process if you have done it once. I saved required mesh files in a folder. Whenever lot debugger is updated, I just add those files in SimPE.

Well-are you going to share? Please! Pretty please? :-*


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Lord Darcy on 2008 January 29, 17:10:33
Posted on Peasantry (http://www.moreawesomethanyou.com/smf/index.php/topic,10943.0.html). :D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: V on 2008 January 29, 19:03:56
You know what would be handy? If the Lotdebugger looked & acted like an endtable. Then it could be used as a stand for the sleepclock. Or it could be a nice desk or table that could still be used as a place to stick the computer. I don't put a lot of decorative stuff around my lots. I put the lotdebugger, macrotastics box, & the synctimer along the side of the house. Say... maybe they could be rosebushes or trees or something? That would be cool.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 January 31, 02:19:49
I considered shrubs, but I decided I didn't want to harsh on Inge's vibe. Shrubs are an Inge thing.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: EsotericPolarBear on 2008 January 31, 02:23:17
You know what would be handy? If the Lotdebugger looked & acted like an endtable. Then it could be used as a stand for the sleepclock. Or it could be a nice desk or table that could still be used as a place to stick the computer. I don't put a lot of decorative stuff around my lots. I put the lotdebugger, macrotastics box, & the synctimer along the side of the house. Say... maybe they could be rosebushes or trees or something? That would be cool.


I try to get houses with foundations, then I hide them all under the house since you don't have to physically interact to use them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2008 February 02, 18:26:40
Yeah, but you've got to change levels to get at it and that's a pain - even more of a pain if your graphics are struggling with a big multi-floor lot.  My boxes sit outside the front door with the shrubs and I'm used to them.  I'd vote for making an end table version you can put things on it - multi-functional as well as awesome would be cool.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 February 03, 03:46:37
Crazies. Phone booth + Page Down.
(http://img108.imageshack.us/img108/5307/snapshot94a36ced74abc0bwm2.th.jpg) (http://img108.imageshack.us/my.php?image=snapshot94a36ced74abc0bwm2.jpg)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: edejan on 2008 February 05, 22:58:46
Hate to change the subject but I have a question which I can't quite figure out.   I've read that there is a way to delete all sims in memory with "0" relationship score in order to reduce the file size for your sim.  Is this something the debugger can do?  And is this a good idea?  Also why would you want to "force error"  on a sim?  I know it's a kindergarten question, but I have a sim who keeps popping up "object error" messages and I'm afraid I'm going to lose her.  Any help, please??  XXXOOO


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2008 February 05, 23:48:11
Don't know about the relationship clearing, but some of the other questions, I have an answer for. Force error provides a detailed analysis of the sim in question and also the lot you are playing on; it's mainly used by people who mod the game for debugging purposes. On that note, post some of your error logs in "Oops! You Broke It" and someone there may be able to help you.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: EsotericPolarBear on 2008 February 05, 23:51:26
Don't know about the relationship clearing, but some of the other questions, I have an answer for. Force error provides a detailed analysis of the sim in question and also the lot you are playing on; it's mainly used by people who mod the game for debugging purposes. On that note, post some of your error logs in "Oops! You Broke It" and someone there may be able to help you.

You can also force error to slap unresponsive sims back into line.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: edejan on 2008 February 06, 05:51:53
Thanks Kutto and EsotericPolarBear.  I now realize I'm completely out of my depth here!!!   


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 February 06, 16:11:02
There are instructions on how to submit error logs in the forum FAQ, I think the thread is called "Spore Torrents Here" right now.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: snowbawl on 2008 February 09, 16:57:08
All attributes of the baby are set at birth. The baby doesn't even exist until it's born. Therefore, rerandomizing once per game session, BEFORE any births or other character creations, is enough to mostly-eliminate identical babies.

Back to the randomizer...I realize the word "mostly" is there, meaning there still exists the chance of a clone...which has happened.  I am using the randomizer BEFORE the birth of the baby...this is the correct time, yes? 
My real question is this: does the randomizer only pertain to the lot/family where it is used, or does it apply to the entire neighborhood?  In other words, must I use it for every family?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 February 09, 17:47:59
No, you only need to run the randomizer once per play session -- it applies to the entire hood during that session.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 February 09, 18:42:18
No, you only need to run the randomizer once per play session -- it applies to the entire hood during that session.
It applies to the entire game, no matter which hood you run it in, for the entire session. Running it multiple times for any or no reason will not hurt your game, and may improve entropy even further, as there's a limited low-range for number of sequence values jumped due to the fact that generating extremely large numbers of sims just to push the generator can lag the crap out of your computer.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sorchin on 2008 February 18, 05:33:28
Hello:
Silly question I'm sure but here it goes; Where does this "debugger" mod show up in game?
I have read through a number of pages concerning this mod, I have read things like "I click on the debugger" etc.
Or is this a mod that simply works in the background? Humm can someone help please?
Thank you...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kutto on 2008 February 18, 05:36:37
Misc./Misc. Most mods are found there. The debugger is a big box with the batman symbol on it; it's hard to miss.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: purplehaze on 2008 February 18, 06:09:42
It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 February 18, 06:21:20
Other---Other. Looks like a black box with a batman insignia on the top.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2008 February 18, 19:29:51
It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/

Then why haven't you checked the collection folder? It should be in there, and only in there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sorchin on 2008 February 18, 19:30:19
Thanks I found it.
Much appreciated :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: purplehaze on 2008 February 18, 20:16:28
It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/

Then why haven't you checked the collection folder? It should be in there, and only in there.

I appreciate the response, but the collections folder isn't showing. In fact, I just reorganized my folders. That's when I realized the folder wasn't showing in game. :/  I double checked my collections file in my sims2 folder and the collection file for the magic wand is there. I have also tried re-downloading the hack and reinstalling the files: Collection file in the collections folder and the hack in my subfolder of Awesomeness. No joy. I assume I am installing the files correctly?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2008 February 18, 20:40:49
Did you put both the files in the collection folder? If so that may be the problem. Try making sure that the actual Magicwand file is in downloads.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: purplehaze on 2008 February 18, 20:46:17
Thanks for the reply. :)  Nope. The collections folder contains the collections file and the hack itself is in downloads>hacks>pescado just like all the other awesomeness. I'm starting to think my game is fritzing. 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 February 18, 23:20:53
Try it in just one sub-directory, or loose in your Downloads folder. It may be too buried to show up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2008 February 19, 04:11:45
Collection files are different between some expansions.  I had to make my own collection for the magic wand for my OFB-only game.  What's your setup?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: purplehaze on 2008 February 19, 07:59:25
Thank you all so very much for trying to help.  :-*  I finally got it working. I guess third time is the charm. I reinstalled the hack again and it automagically appeared in my collections. This time I didn't tell it to overwrite the old files. I removed the old ones and installed the newly extracted files. I have no idea why on earth it didn't work the last two times. There must have been a small gnome living in my computer that was upsetting the games humours.

Again, thanks everyone for helping. It is much appreciated.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Simergy on 2008 February 19, 21:01:55
Magic wand?  What magic wand?  This is the first I've heard of it.

If it's half as awesome as Macrotastics, I want it. 

I did a search on magic wand and it just gave me the above posts, nothing older.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2008 February 20, 01:13:06
Quote
It's magic, you wave it around and either it unbreaks your unplayable lot
because your sims have all gone missing, or it depreciates everything to
minimum normal value, so you don't need a meditation dummy. It's a magic wand.

You can get it from the directory.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2008 February 21, 17:37:29
The magic wand collection doesn't show up if you don't have a high enough EP.   I found that out playing an OFB only game using Numenor's basegamestarter).  Apparently there's some difference in format. There is an OFB format version somewhere.  That doesn't work in Pets though.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2008 February 21, 18:45:24
OFB magic wand collection, second to last post:
http://www.moreawesomethanyou.com/smf/index.php/topic,10551.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,10551.0.html)

To make your own collection for Pets (or whatever), open up magicwand.package in SimPE and select the Object Data.  Check some Room Sort and Function Sort boxes to make it appear in the catalog.  Hit the "commit" button, save, then load your game and make a collection file for the now-visible magic wand box.  Then close the game, change the magic wand package back or install an unedited copy over it, and enjoy your new, working collection file.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2008 February 22, 13:08:40
thanks Bastdawn - I figured purplehaze could search and find it if she thought that might be the problem.  Thanks for the info on how to do a Pets version.  I've never messed with anything like that in SimPE, but it doesn't sound to hard.  Maybe I'll be brave and learn something new!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Simergy on 2008 February 22, 18:51:00
Thanx for the info, BastDawn.  I also checked out your uploads to MTS2.  Very nice.

Back to the magic wand files, I have a problem challenge.

I used a tutorial to make recolors and it told me to get Wizard of SimPE.  When it was installed, it made it impossible for me to access the regular SimPE program.  Urp!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sky on 2008 February 28, 18:00:01
My lot debugger disappeared when I installed Freetime. Is a new version being worked on?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: gynarchy on 2008 February 28, 18:07:12
My lot debugger disappeared when I installed Freetime. Is a new version being worked on?

Did you re-enable CC and restart the game?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 February 28, 19:05:08
El Presidente, can we get a description added to the first post about the One True Hobby (to rule them all) and LTA edit options?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: snowyrat on 2008 February 28, 21:14:51
Is it just me, or is the "regenerate portraiture" option really lost from Batman's lunchbox?  ???
(FT not yet installed, BV p2 +the latest FFSdebugger for BV)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2008 February 28, 21:23:05
Is it just me, or is the "regenerate portraiture" option really lost from Batman's lunchbox?  ???
(FT not yet installed, BV p2 +the latest FFSdebugger for BV)

Heh. I thought that, too. It's now under... um... "Info"(?). Argh - can't remember, but it can be found in a sub menu now :).

Edit:
It's under "Fix"


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: snowyrat on 2008 February 28, 22:04:11
Edit:
It's under "Fix"
There it is. Thanks and a cookie for you.  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Captain Swooptie on 2008 February 28, 22:19:55
Are there special circumstances required to use the One True Hobby selector? It's not showing up anywhere for me.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 February 29, 01:31:16
Right now, you can't use the One True Hobby selector if it has been discovered already. I am currently assessing the risks involved in changing it after a sim has already applied the benefits for having it. Only sim which does not have their One True Hobby lit up on the panel, I.E., fresh out of CAS or neighborhood conversion, can use it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KatEnigma on 2008 March 01, 07:12:34
That sucks. Two kids in a row are Sports nuts, I'd assume because their mom is. And they know this when they age to toddler. Bah. But I'd rather be annoyed than have a borked game. It's not like I can't ignore One True Hobby anyway


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 01, 07:36:57
Well, after thorough review, we were not able to find any negative side effects associated with spontaneously changing it, so the next version will allow this. And didn't you Soup?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: KatEnigma on 2008 March 01, 07:53:12
Oh good. For kid #3, I solved the issue by making him selectable as a baby and choosing for him then.  It would be nice to be able to change one of the others, though. I'll be watching for the update.

Souping is for wusses.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Inge on 2008 March 01, 15:05:45
Pescado, presumably your hack for the one true hobby uses the new PersonData 0xD7?  Can you tell me the index number you started from for the hobby ID?  Ie for Cuisine, which is the first hobby, do you stuff a 0 or a 1 in PersonData 0xD7?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 01, 15:08:44
Neither. You stuff the index of the index the "Enthusiasm" is stored on. You can find these in constant set 0x16F. Those values are in the order given by the MakeStringAction strings in the Debugger, since I just started at Temp0 = 0 and iterated upwards using Const 0x16F:[temp0]. They run from 0x16F:0x00 to 0x0A. 0x06 appears to be unused for no particularly obvious reason and a big hole simply exists there. Cuisine is hobby 0x04 by this scheme, so you'd stick 0x16F:0x04 in Persondata D7 to make The One True Hobby Cuisine. If you stick JUST "0x04", your game blows up.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Inge on 2008 March 01, 15:28:38
Blech!  Silly EA.  I am sure they're just trying to make things harder for us than needs be.  Thanks for the info :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 01, 15:43:26
Well, the method makes a certain amount of logical sense and is analogous to how Skill Indexes are handled. So it's entirely expected that it's done this way. But now you know.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SimOtaku on 2008 March 02, 04:29:39
Well, after thorough review, we were not able to find any negative side effects associated with spontaneously changing it, so the next version will allow this. And didn't you Soup?


That is a good news, Pescado. I will wait for the next version :).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Captain Scarlet on 2008 March 09, 22:56:46
Pes, not meaning to be lary but why did you include the DECIMATE option? for testing purposes?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 10, 13:25:19
Pes, not meaning to be lary but why did you include the DECIMATE option? for testing purposes?
Yes. It's also buried in the Shift-CLICK only options and comes with a warning box saying not to use it. Let me guess, despite all the obstacles involved in finding it, you pushed the button anyway?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 March 10, 14:33:43
Pes, not meaning to be lary but why did you include the DECIMATE option? for testing purposes?
Yes. It's also buried in the Shift-CLICK only options and comes with a warning box saying not to use it. Let me guess, despite all the obstacles involved in finding it, you pushed the button anyway?

What does 'Decimate' do? Kill one in 10 of your sims?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2008 March 10, 15:20:28
It's also buried in the Shift-CLICK only options and comes with a warning box saying not to use it. Let me guess, despite all the obstacles involved in finding it, you pushed the button anyway?

If there was an "End the World" button, hidden in a cave, on a sheer cliff face, protected by booby traps, and with a large red sign saying "do not push under any circumstances", someone would push it just to see what would happen.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 March 10, 15:41:27

What does 'Decimate' do? Kill one in 10 of your sims?

Pretty much, yea.  And it's non-discriminate, so it kills any sims, playable/townie/downtownie/etc.  I seem to recall a discussion about it way back when, that Pesc primarily used it for testing, but it can also be a way to 'mass cull' a hood (though not without dangers).  I wouldn't use it. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Captain Scarlet on 2008 March 10, 19:01:50
Pes, not meaning to be lary but why did you include the DECIMATE option? for testing purposes?
Yes. It's also buried in the Shift-CLICK only options and comes with a warning box saying not to use it. Let me guess, despite all the obstacles involved in finding it, you pushed the button anyway?

no, i havent got the .lot debugger as i keep hax to aminumum


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 10, 19:29:01
I should add a KILL EMMA button that will find and kill the nearest Emma.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2008 March 10, 21:07:25
Pes, not meaning to be lary but why did you include the DECIMATE option? for testing purposes?
Yes. It's also buried in the Shift-CLICK only options and comes with a warning box saying not to use it. Let me guess, despite all the obstacles involved in finding it, you pushed the button anyway?

no, i havent got the .lot debugger as i keep hax to aminumum

The lot debugger is a MUST HAVE in my game.  It's the first thing to go on a lot when I move a family in.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2008 March 10, 21:30:15

No, I don't have the lot debugger, as I keep hacks to a minimum.

The lot debugger is not a hack. It's a handy dandy fix device for when random shit on your lot goes wrong.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 March 11, 07:38:29
I should add a KILL EMMA button that will find and kill the nearest Emma.

It would probably FAIL.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2008 March 11, 08:48:42
GO EMMA!!!  :o


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: McNum on 2008 March 15, 23:01:30
I get an error on "Make Me... Plantsim". Zombie works fine, just not Plantsim.

Error log attached.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 16, 00:58:00
Caused by a Seasons-without-BV incompatibility in vampwerefixes. Fixed now.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: friendlyquark on 2008 March 17, 16:15:41
I have it on all my lots, to the extent that my three year old niece comes over and plays "find the batman box" on my lots and squeals when she finds it. LOL I would not play without it, EAxis borks far too many things and I would be homicidal without it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 18, 16:12:59
Heh, that sounds hilarious. Find the Batman Box. :P Tell me more about this. Do you re-hide it after she finds it?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: blackvelvet on 2008 March 21, 20:23:07
Does the SET/REMOVE LIFETIME WANT BIT work with Enthusiasm permaplats?
My second generation sims are reaching permaplat status via Enthusiasm about five days into adulthood and the third gen aren't making it halfway through Uni.  This is very annoying so I tried to toggle/turn it off. It didn't work on any sims. Am I correct in assuming it won't toggle off because the sims haven't actually reached/acheived their LTW and therefore that function doesn't apply?

If so, is there any other way of turning this particular shade of permaplat off?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 21, 22:37:13
I am not familiar with permaplat status granted by enthusiasm. Can you be more specific?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2008 March 21, 22:51:52
I think they mean the new lifetime aspiration bar. The one that grants perma-plat status once filled.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: blackvelvet on 2008 March 22, 00:00:42
I think they mean the new lifetime aspiration bar. The one that grants perma-plat status once filled.

What she said.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Charamei on 2008 March 22, 11:46:07
Regarding hood decimation, I have to ask: what testing purpose is fulfilled by randomly culling 10% of the population?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 March 23, 06:41:21
It's a lot like a random toading.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MaximilianPS on 2008 April 07, 08:41:20
I have to say that FFS LD is addicting  ;D
but i've a suggestion/request take it as you wish.

I notice that my dormies at the university have many many many many memories "i made pee" or "I fell asleep  the middle of the road"

So just to clean a bit more the sims memory, what do you think about "clean irrelevant dupes from memory?"
so when a sim have 2 ore more sequence it should be reduced to 1 ;)




Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 April 07, 16:37:54
This is probably why townies receive a memory wipe on move-in.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pepsihamster on 2008 April 19, 10:37:32
I have done a search on this thread regarding careers, but I haven't found the answer to this question or at least am not sure:

If I have an adult and with the Lot Debugger apply the want slots/locks and a Uni graduation, and give him a diploma, will he then be able to start in any career at the same level regular Uni students do, when they move out of Uni?

Or does he only really have the slots/lock and will start any career at the same level as adults without a Uni degree?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 April 19, 12:53:42
Using the option to upgrade a pre-uni sim makes them the same as a sim that actually went to uni  (minus all the spam memories), so yes, they'll get the same job options.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2008 April 19, 13:13:12
They won't get a job from the computer at level 8 or 9, though.  That's only for sims who graduated with honours.  Sims upgraded with the lot debugger are seen as graduates without honours.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pepsihamster on 2008 April 19, 13:20:52
Thank you both  :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 April 19, 14:36:23
Using the option to upgrade a pre-uni sim makes them the same as a sim that actually went to uni  (minus all the spam memories), so yes, they'll get the same job options.
Actually, if the sim hasn't already experienced certain events which would wreck continuity, for instance, a fresh CAS sim, the relevant memories for a speedrun would be added in the latest version.

They won't get a job from the computer at level 8 or 9, though.  That's only for sims who graduated with honours.  Sims upgraded with the lot debugger are seen as graduates without honours.
That was fixed ages ago, when it was found that the upgrade was not complete. It now correctly sets all the relevant data.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2008 April 19, 23:11:01
Yeah, I noticed they get the star now, I used to just set that in SimPE anyway.

I always add the uni stuff via debugger, Uni is so terminally boring I haven't played it since a month or two after it came out. I just pretend my sims went off-world and did it, so I don't have to. Mainly it's the want slots I require anyway. Plus, I give my sims jobs from the paper so they start at a lower level, the real life uni graduates I know don't tend to start near the top of career paths.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 April 20, 14:10:44
harderjobs also keeps them from starting quite so high if you use the computer.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2008 April 21, 05:46:33
Yes, well, I was being a bit cheaty when I said newspaper. I meant shift-click on the newspaper. :D I usually give them about level 4-5.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2008 April 21, 13:46:15
Yes, well, I was being a bit cheaty when I said newspaper. I meant shift-click on the newspaper. :D I usually give them about level 4-5.

Speaking as someone who actually likes playing uni (not that I actually concentrate much on getting the blighters to study), I only use the debugger for CAS adults and townies that "move in".  I think poor sims are more fun to play than rich ones anyway, so I never cheat on jobs.  They take what they can get.  Most uni grads I know started at the bottom of the ladder (well, maybe not in the mail room, but certainly at the photocopier).  I recall several "I went to uni for this?" type jobs, before I managed to find something slightly more worthwhile.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 April 21, 14:43:29
I just give them degrees if they are in a career path that clearly requires one...Medicine, Law, Science, etc. Though it's pretty rare that the career track a townie is in matches their LTW. I've had it happen once.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Forrest_Roberts on 2008 April 25, 01:07:16
Is it compatible with FreeTime?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2008 April 25, 01:38:15
Lot Debugger is compatible with FT - part of the FT director's cut.  This is generally considered a "must have" mod at MATY.  Get one today.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: loripanori on 2008 April 26, 02:15:10
I seem to be missing the "regenerate portraiture" option since installing freetime...
I have the latest lot debugger that came with the freetime director's cut.
Was this option taken out at some point?  or is something borked on my end?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: floopyboo on 2008 April 26, 02:31:36
It's in a different submenu - fix, iirc.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: loripanori on 2008 April 26, 02:52:33
oooh, thanks floppyboo
I guess I haven't played around with the lot debugger much since installing freetime...  I didn't notice it moved.
Thanks :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: gynarchy on 2008 May 07, 19:57:13
Would it be possible to add an option to view a Sim's raw LTA score? I'd like to be able to see it without having to shut down the game and checking in SimPE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Process Denied on 2008 June 04, 01:10:17
The lot debugger saved Denice Jacquet.  I was just about to reluctantly wipe her out when I saw an option on the lot debugger and decided to give it a shot and it worked.  She would reset all the time--it had to do with attraction-she would reset other Sims as well, which is why I knew it was attraction--it only affected her, so I knew it wasn't ACR--but it did jump out of everything casual.  I tryed to erase attraction markers but it didn't help but what did help was fixing dead romances.  I never saw that on the debugger before--probably because it never applied before.  That did it- I guess she had corrupt memories of her dead husband so it was screwing up ACR.  The debugger rocks!!!  I really like playing her and it would be a shame to have to kill her.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 June 04, 02:46:36
If you see a Fix option on the Lot Debugger that you don't normally see for everyone, you should probably push that button.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: motherspet on 2008 June 04, 04:24:13
I have read most of the thread but could not find anybody mentioning that the "wipe mystery poerson" is not present when using it for a newly created elder. Was that left out on purpose?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 June 04, 06:54:11
If you see a Fix option on the Lot Debugger that you don't normally see for everyone, you should probably push that button.

Yeah, it is the 'Dead Romances' option on the Memory bit. I did that on Denise just yesterday. She actually feared her dead husband cheating! ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Process Denied on 2008 June 04, 17:10:13


Yeah, it is the 'Dead Romances' option on the Memory bit. I did that on Denise just yesterday. She actually feared her dead husband cheating! ::)
[/quote]That should of been a clue, she was having wants to flirt and kiss him.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 June 04, 17:36:16
That should of been a clue, she was having wants to flirt and kiss him.

Necromancy is bad m'kay? Even in the Sims!

LOL


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MidnightVoyager on 2008 June 04, 18:02:09
Necromancy is bad m'kay? Even in the Sims!

LOL

Necromancy is not bad in the Sims. Necrophilia, on the other hand...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 June 04, 19:38:28
Necromancy is bad m'kay? Even in the Sims!

LOL

Necromancy is not bad in the Sims. Necrophilia, on the other hand...

I knew that...... ;D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2008 June 05, 05:55:47
Necrophilia is dead boring.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: motherspet on 2008 June 09, 02:47:46
I have read most of the thread but could not find anybody mentioning that the "wipe mystery poerson" is not present when using it for a newly created elder. Was that left out on purpose?
Hmmm, anyone?m Please.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: louisacoletta on 2008 June 12, 07:41:15
Hi all,

I've been having a problem with the housekeeper in Blossom Wood Hotel in Twikii Island. She will arrive and instead of standing at the reception desk, she will walk to the far end of the room and stay there. I tried "force error" but that didn't help. I tried deleting her and saving, but when i returned to the lot she came back and walked to the exact same spot and just stood there!

So I moved out my sim family to a different hotel. In that hotel, she was ok. She would act normal (except all of a sudden, now, she doesn't seem to clean up at all ) But she stood where she was supposed to.

So I tried different lodgings again, and moved them back to Blossom Wood Hotel. I thought that the lot would have reset by now. But this time, the housekeeper didn't even make it to the door. She got stuck on the porch! Aaargh!

I moved out the visiting family and entered Blossom Wood Hotel in build mode. I moved things around. Deleted a door. Placed sofas and chair all around that area where she just stood and froze. Guess what? She just entered the main door and stood frozen at he entrance!

The turning point was when I made her selectable. The game then generated a new housekeeper. The new one entered the lot and stood next to the old one, frozen too! After a few hours of trying to get the other sims to communicate with the frozen housekeepers, I made the first one unselectable again. Suddenly they became un-frozen and realized what they were there for! They both walked towards the reception desk and tried to stand next to the bellboy. They kept switching places like they were playing some game. I deleted the new housekeeper, then everythg was alright again.

I've no idea why this happened. The thing is, I just want one sim per NPC. I'm trying to keep the population down. I didn't save. So I'm planning to restore my backup and solve this solution with anything anyone can offer me. I've tried everything, from deleting the housekeeper, force error to moving the things around in build mode. I've tried my game without CC. I've tested in the Blossom Wood Hotel of Desiderata Valley, the hotel seems ok there...

So figuring that this lot was just buggy, I deleted Twikii Island and let the game generate a new Twikii Island. I moved a family in to Blossom Wood for a vacation. Initially things seemed ok. She walked inside, stood then eventually walked to the reception desk. After two days, she stood frozen at that spot again! I'm really at a loss. She doesn't clean up at all or fill in holes. She just stands there frozen all day.

Does anyone know what I should do? Should I uninstall and reinstall BV? Is the housekeeper or the lot buggy? Or both?

PS: I cannot find "Unstick Me" in the debugger's list of options. And yes, I did try it in debug mode.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 June 12, 08:30:26
I had a problem like that with one of my playable sims in a vacation hotel. What actually happened is one of the npc tourists had got 'stuck' watching TV, so I shift>clicked>forced error>reset. Once I sent my sims home, I entered the lot and replaced the tv and sofa (I wasn't sure which one was causing the stuck sim) and it never happened again. Look around the lot and see if any of the vacation sims are frozen too.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: louisacoletta on 2008 June 12, 11:03:00
Yes, I looked. She seemed to be the only stuck one. The unique thing is that she wasn't permanently stuck. When her shift was over at 10pm she would leave the lot. Come back again at 7am and get stuck there again :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BastDawn on 2008 June 13, 05:24:18
Remove your entire Downloads folder and try again.  If she doesn't get stuck, you have a hack conflict and need to try a binary search to locate the file that is the problem.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: louisacoletta on 2008 June 13, 09:03:05
Yes, I tried that. She still gets stuck. Either my game is broken or that lot is broken. Is that even possible?

Something to note for: Whenever I load this lot, Blossom Wood Hotel, there's always an unmistakable "ripping" sound. It only happens with this lot. Is this normal? Does it mean something evil has happened to this lot?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 June 13, 13:00:32
Sounds like the lot got borked; time to bulldoze it and put a new hotel in its place.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: louisacoletta on 2008 June 13, 17:05:04
I wonder how this happened? Does anyone with more awesome-ness than me know how a lot becomes borked?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 June 16, 03:04:15
One common way that I don't think has ever been fixed is saving the lot when a sim is on the cell phone. But that's only one way, and there are probably dozens of others.



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: unregister on 2008 June 20, 08:48:40
By using the unstuck bills option, none of my sims have had to pay bills! It wipes the bills out of the mailbox. Never a repo man has shown either. Love this option!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 June 20, 13:59:10
That's really not how it was meant to be used, but whatever rocks your boat.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 June 23, 17:46:26
Heh, it's pretty necessary when doing a dorm in the main 'hood. First bill my students got was $1250+.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ms.Perception on 2008 June 25, 13:09:43
Just posting this in case someone else is running into the same issue. I just installed IKEA stuff and when I tried to upgrade my newly made CAS sims to be pre-Uni, the option wasn't there. Only to upgrade Pre-FT. So I exited and tried to go into one of the premade families that I hadn't played with yet, and the option to upgrade pre-Uni wasn't there either. So I don't know whether I screwed up or if EA messed up yet again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Krevetti on 2008 June 25, 14:26:44
Same problem here. Some other options are missing too, not sure how many yet, but at least the fix that regenarates the portrait of a sim.

Paranoid little me thinks EA did it on purpose, they ment to mess Debugger up.  >:(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 June 25, 15:18:32
Reroll LTW and Cycle LTW are gone for me as well. Why fracking IKEA crap would have anything to do with this is beyond me, but there you go.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Ms.Perception on 2008 June 25, 16:40:56
I forgot to mention the Cycle LTW as well. I was so caught up on the Upgrade part being gone. I wonder what else is missing. I dind't really check. I have no clue why IKEA of all things would screw it up. I'm with Krevetti, I think EA goes out of their way bork everything. Why settle for screwing your own stuff when you screw other people's functional objects as well.  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 June 25, 22:09:13
Reroll LTW and Cycle LTW are gone for me as well. Why fracking IKEA crap would have anything to do with this is beyond me, but there you go.
Has to do with version-bit rollover. Unfortunately, I don't have this pack and have insufficient research data to do anything about it at this time.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 June 27, 00:10:44
Make sure you have the latest version of the debugger, released last night.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: PlayLives on 2008 June 27, 22:28:52
What am I doing wrong with the perma-plat toggle? My sims remains in the perma-plat state when I try to flip the switch. Does it not work for those obtaining perma-plat by maxing out the FT life/goal bar?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Roux on 2008 June 28, 00:35:45
There's some Eaxian lag, IIRC. Try waiting until the top of the hour.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2008 July 14, 06:38:05
Hmm.  I've been using the Batbox scrupulously before every birth in my hood, and it's really taken care of the "neighborhood full of Scorpios" problem, where all the kids had the same personality.  Nice variety in genetics, too.  That's why I can't figure this out:  in my main household, before the first child was born this generation, I saved, hit the batbox, and then made sure I played up to the first birth.  Second birth:  I saved, hit the batbox, and then played up to the second birth.  I just aged up the second kid to toddler, and they appear to be clones:  same face, same hair color (brown) same eye color (light blue) and the same personality--Scorpio, 7/3/8/6/2.  This has never happened before when I used the batbox.  Am I doing something wrong?

I have up through BV, no patch (not available for Mac), most of the hacks are Awesomeware, Lot Debugger and all Awesomeware are most recent releases.

PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 July 14, 07:17:56
Coincidence happens. The thing is basically a sequence, so if you happened to randomly roll the same advance value, it will end up being the same output. It just occasionally happens. That's what it means to be "random".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: professorbutters on 2008 July 14, 07:26:37
Oh, poop.  I was afraid that was the case.  Well, it's still much better than always getting the same kid, over and over. 

PB


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sivany on 2008 July 21, 11:00:44
I recently downloaded the latest version of the lotdebugger. All was fine until yesterday when I tried to use the "prep sim for delete" option, when I got the attached error.

I'm thinking either I've downloaded something else that's causing a hack conflict or it's because I used that program by Dizzy which turns the batbox into a vase of flowers. I can't read these error logs at all so if someone could give a second opinion before I spend ages removing hacks to see which one is causing the problem I'd be grateful (my game takes 30-40mins to load from start up to lot). This error occured on two seperate lots and when I tried to delete a few different sims.

[attachment deleted by admin]


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Milhouse Trixibelle Saltfucker III on 2008 July 21, 12:03:27
Funny, that's exactly what I got; I thought I had done something wrong.
For the record, I do not have anything to turn the box into flowers, nor is anything conflicting with it that HCDU shows. Perhaps - heresy though it is - Pescado broke something? ;)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 July 22, 02:14:12
I'm not seeing how this error is possible, given that the syntax appears to match, but will conduct additional tests. It will be fixed or removed in the next version.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sleep on 2008 September 12, 11:59:11
Hello!

I am having a problem with a jump bug caused by attraction markers I think. I found a thread at MTS2 (http://www.modthesims2.com/showthread.php?p=1960925#post1960925) describing exactly the problem in my game, and Pescado had posted that nuking the attraction markers would fix it.

I did that, and it hasn't changed. With all CC out, excepting the debugger, the problem remains. I tried everything else I could think of, including forcing errors on the sims, and nothing helps. Sadly, I saved after it started, and my last backup is annoyingly far back in the process; I'll lose a lot of changes if I have to go that way.

I have up to Freetime, excluding Pets. What else can I try?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 September 12, 15:11:14
Is it only one sim? That Denise Jacquet or whatever that came with Bluewater Village has always thrown those errors for me, even in a clean game. Kill her. Kill her now.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2008 September 12, 15:27:53
If it's Denise Jacquet, there's an option to nuke dead romances on the batbox.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sleep on 2008 September 12, 21:43:05
No, it's one or two of my own sims. I'm pretty sure what caused it. I aged her (and then him also) using the Insiminator, and omeone on that MTS2 thread also mentioned that it tended to be connected with aging.

Does the problem spread? I'm frightened to play at all in case it gets worse and I have to nuke the whole hood - which is a fairly new one I was really getting into. It was going very well until this happened!

I had one thought overnight which I will try - I hjaven't nuked the markers before, so I don't know if I should have done it for every sim on the lot? There's no option about dead romances that I have seen, and anyway, both sims are alive and well - except that they may have to split up if they can't interact.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sleep on 2008 September 12, 23:42:58
Update and extra info - nuking all the attraction markers for every sim in the household made no difference, and this time I found all the sims frozen in place as well. The menus look right, apart from the two affected sims, but nobody does anything at all. This is in a game with no CC apart from the batbox. Perhaps I should take this to a different thread now, it looks like more than just tthe attraction markers?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sleepycat on 2008 September 13, 01:25:52
Update and extra info - nuking all the attraction markers for every sim in the household made no difference, and this time I found all the sims frozen in place as well. The menus look right, apart from the two affected sims, but nobody does anything at all. This is in a game with no CC apart from the batbox. Perhaps I should take this to a different thread now, it looks like more than just tthe attraction markers?

the attraction marker problem your having is probably caused by how you aged them, read this --> http://www.simbology.com/smf/index.php/topic,1352.0.html


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sleep on 2008 September 13, 01:35:29
Yes, I already was sure it was the aging that caused it. I worked out how to fix the frozen problem - resetting all the sims, and then I get an error for the crib. Once the crib is deleted, everything moves again. Not sure if I actually needed to reset the sims as well.

Thanks for that link, it looks worth trying. Resetting, nuking markers and all is having no effect on them.

update - Twojeffs' method didn't help. I aged them down to child with Insim, then grew them up with the Blender as directed. No change. I also nuked the attraction markers yet again, and reset both of them, to no avail. What else can I do?

Edit: I got some more suggestions from Simbology, but in the end re-doing that aging process did work at last. Took several attempts, and the sims turned blue twice - but the debugger fixed that.

Thanks for your help.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jezzer on 2008 September 14, 15:26:23
Quote
Heh, it's pretty necessary when doing a dorm in the main 'hood. First bill my students got was $1250+.
Use "moveobjects on" to delete the mailbox on dorm lots.  Dorm lots aren't supposed to get bills, but you have to remove the mailbox manually after changing your lot type to a dorm on a user-created lot.  Maxis dorm lots already come sans mailbox.


I've found that the "jump rope" option in Apartment Life generates those wacky invisible tiles.  I had started up a TALE OF EPIC LOVE between two families in my apartment complex, and their teens were embarking upon their first date, while took place on their home lot because, well, they're poor teens, not the Rockefellers.  Unfortunately, Jacob's attempts to impress Tess with his cooking skills went awry because his little sister had skipped rope earlier that day, apparently leaving an invisible tile right in front of the stove.

I'm basing this conclusion on the fact that his sister Katie is the only family member who has skipped rope, and whenever Jacob was directed to cook, he threw the "I can't do that" Sim hissyfit, with an accompanying "jumping rope" icon thought balloon.  I've tried the Lot Debugger option for refrigerator invisible tiles, but it didn't seem to do anything.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 September 15, 01:06:01
Quote
Heh, it's pretty necessary when doing a dorm in the main 'hood. First bill my students got was $1250+.
Use "moveobjects on" to delete the mailbox on dorm lots.  Dorm lots aren't supposed to get bills, but you have to remove the mailbox manually after changing your lot type to a dorm on a user-created lot.  Maxis dorm lots already come sans mailbox.


Um, no, just no. Maxis dorms come with mailboxes, and dorms get bills.  Not sure what Maxis dorm's you've ever played, but if your dormies don't pay their bills, they get things repossed.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jezzer on 2008 September 15, 02:02:07
Quote
Not sure what Maxis dorm's you've ever played, but if your dormies don't pay their bills, they get things repossed.

Huh.  Would you look at that.  I can't believe I've never noticed the mailboxes.  heh 

I always delete the mailbox on custom dorms I create or download.  I've stayed in them for all four years of college, and never once got the message that bills are overdue or gotten a visit from the repo man.  I never use any type of autopay hack, so I'm not sure why my students aren't losing their bunk beds left and right.  It doesn't make sense to me that the dorm is supposed to be the cheaper vs. renting a house, but is really more expensive due to bills being generated based on the dormitory's much higher value (as opposed to a single-person home).

This might explain why all my Sims graduate summa cum laude; they have time to study, instead of scrambling to pay for all of their dorm's furnishings.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 September 15, 02:41:41
Well, they don't actually pay for the whole dorm; they pay for whatever fraction of the dorm is theirs.  8 rooms, they pay 1/8th; 6 rooms, 1/6th. I've never seen dorm bills higher than rental house bills.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 September 15, 15:27:23
I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever. I like it. My sims pay tuition, so it's not like they are getting a free ride.

Oh, and the Lot Debugger is a toy! *presses more buttons*


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 September 15, 15:50:02
Dormbillfix fixes an unrelated issue regarding dorm billing, but whether or not you GET them at all is seperate.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 15, 16:02:39
This might explain why all my Sims graduate summa cum laude; they have time to study, instead of scrambling to pay for all of their dorm's furnishings.
Mine always graduate summa cum laude, and that's pretty much how they pay the dorm bills.  They get gobs of cash just for making the Dean's List every semester.  Easiest way to make money at uni?

Maxis made dorms seem to always have lower bills than any custom ones I make; probably because my custom ones have way nicer stuff.  lol


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 September 15, 21:49:06
I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Emma on 2008 September 15, 22:15:42
I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.


That usually happens when I merge in a playable from the base neighbourhood. I think it is a bork, because if I then merge in a YACAS sim the bills start to be delivered as normal again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 15, 22:46:05
I am trying to use this Debugger thing to delete a memory manager that I apprently accedentally spawend on a lot.  Someone in "oops you broke it" pointed out that must have been what I'd done and said I could use this FFS Lot Debugger to get rid of it.  Problem is, I can't figure out what option I'm supposed to click on.  Any help?

By the way, really not trying to be annoying here.  Just a bit worried that I've borked my game in 2 separate hoods and can't seem to fix it.   :-[


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 September 16, 01:36:55
I don't know anything about a memory manager. If it is a physical object on your lot, you can kill it with the Stuck Object Remover.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2008 September 16, 01:56:09
I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.


That usually happens when I merge in a playable from the base neighbourhood. I think it is a bork, because if I then merge in a YACAS sim the bills start to be delivered as normal again.
It happens to me with new 'hoods and new lots. I can't speak for YACAS sims as I don't ever use them. I normally build all new lots for every 'hood I have.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 16, 02:44:51
I don't know anything about a memory manager. If it is a physical object on your lot, you can kill it with the Stuck Object Remover.
I don't know if it's a physical object; if it is, it's invisible.  If you're interested in the details of my confused delema, see this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,13101.0.html

Another question about the FFS Lot Debugger.  There are several "Memory" options available when I have a sim click on it.  One, "Clear corrupt" seems self explanitory.  But what does "clear trash" do?  I'm asking because my Pleasantview has been pretty FUBAR'ed since I installed Freetime and probably 90% of the sims have corrupted memories (somehow, Freetime mannaged to delete or overwrignt two of my playable sims so they no longer exist, but everyone who knew them has these corrupted memories of meeting them, making friends with them, etc).  Just wondering if clearing the corrupt memories from every single sim in the whole hood would cause my hood not to implode, or if it is just completely a lost cause (it's my most bloated hood and I've been thinking of maybe resetting it anyway).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: sloppyhousewife on 2008 September 16, 09:29:02
[...]One, "Clear corrupt" seems self explanitory.  But what does "clear trash" do? [...]

"Clear Trash" rids you of "Moved in" and "Met x" memories. Especially useful if your sim runs a business.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 September 16, 12:19:52
Especially since "moved in" clog fills up your memory list every time you are forced to do the evict-moveback shuffle to fix some lot issue that you're not awesome enough to fix by frobnicating.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 16, 17:27:48
So...deleting those memories doesn't cause problems?  I thought it was a VBT to delete any memories that the sim might have allready told another sim about because it would cause corrupted gossip memories to spread through the hood.  I guess I'm pretty confused due to my cronic non-awesomeness.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 September 16, 18:50:51
That's why you occasionally delete gossip memories, too. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 17, 03:42:00
That's why you occasionally delete gossip memories, too. :)
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.

One thing I found my trial and error was that it's probably not a good idea to wipe corrupt memories on the Maxis made families.  I wiped corrupt on the Brokes (just reset my Pleasantview last night) and they forgot everything about Skip, so I reloaded and decided to leave those "corrupted" memories.

What exactly is the purpose of wiping gossip memories from "the dead"?  It's not like they can spread them, since they can't talk anymore.  Is it just a waste of space sort of thing?

Oh, and I'm loving that I can reroll LTW and even change "One True Hobby" with this thing.  Changing LTW works better on this than the sim modder, because with sim modder you have to unpause for the new LTW to show up, but this is immediate.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 September 17, 06:26:40
What exactly is the purpose of wiping gossip memories from "the dead"?  It's not like they can spread them, since they can't talk anymore.  Is it just a waste of space sort of thing?
Saves space. In hoods with significant numbers of dead people, several megs of disk space can be devoted to storing the gossip tokens of the dead. This slows down your game, wastes your space, and besides, they're DEAD. Plus, if you ever perform necromancy, no one wants to hear them yammer about other people who are dead.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 September 17, 13:26:15
That's why you occasionally delete gossip memories, too. :)
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.


No, no, no -- you don't have to do it for each sim individually. Clearing the gossip memories does it from all sims in the hood at once, playable or not.  Or you can just clear it from dead sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 September 17, 18:03:02
That's why you occasionally delete gossip memories, too. :)
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.


No, no, no -- you don't have to do it for each sim individually. Clearing the gossip memories does it from all sims in the hood at once, playable or not.  Or you can just clear it from dead sims.
Oh!  lol  ok, thanks for letting me know.   ;D  This lot Debugger thing is pretty darn useful.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Leeahna on 2008 September 23, 09:41:34
I've made a bunch of socialite townies with the townie/npc maker and was adjusting them by making them selectable with Inge's Cat. When i upgrade them to pre-FT i'm not able to give them their 2nd aspiration or assign the other points. They do get 5 points but the box to assign with is greyed out. Any way to get around this?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: ingeli on 2008 September 23, 10:39:54
Move them in temporarily and then make them socialite again, using the cat.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Leeahna on 2008 September 23, 14:44:29
Baa, this worked. Found out my cat although AL compatible was outdated and a new niftier version is available that can make socialites and the works. Also baa to IngeJ. for making this.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Nauthiz on 2008 September 28, 10:18:47
"Fudge Astrology" makes my game crash on saving in AL. No errors, it just saves and saves forever, until I hit reset button.

I installed AL yesterday, quickly whipped up my simself (to investigate the new EP personally ;)), put her at Belladonna Cove apartments and started to correct her stats - university degree, one true hobby (I hate insects!), and finally, astrological sign. The former work fine, but the latter is not. I changed the sign in SimPE without any problems, but the batbox is more handy...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 September 28, 10:22:59
Cannot reproduce issue, fudging astrology has worked fine for me in AL. There is no reason why it should freeze forever, so the issue is probably unrelated.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Honeywell on 2008 October 05, 16:00:26
I'm in the process of building an apartment lot and somehow I have invisible cabinets, appliances and closets.  Re-zoning the lot from apartment to residential and back hasn't made the objects reappear in build mode or when renting.  Can I use the Stuck Object Remover to delete the invisible objects? 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 05, 16:32:00
You need to be in live mode to use the stuck object remover, so no.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MaximilianPS on 2008 October 06, 14:07:48
How can i made a mass-portrait-regeneration ? ;D
i've many sims on ts2enh. without tumbnail, but refreshing one by one is a bloooodymess ..


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: lordrichter on 2008 October 10, 17:02:55
Can anyone explain what a "Buggy Painting" is and why I should care?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 10, 17:10:49
I don't recall seeing that lately, so if it's a Debugger option, it's not something that is normally-appearing and therefore you should push the button.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2008 October 10, 18:20:26
Several times I have seen something like "nuke stuck diners".  Of course I always click it when I see it since no one is ever eating. What is this and why is it showing up? So far I have always seen it on a residential lot, but I don't often click the batbox when I'm on a comm lot unless I am experiencing problems.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2008 October 10, 18:54:27
I've seen plates get stuck where the sims can't clean them up, and you can't delete them even with moveobjects on.  Maybe the 'nuke stuck dinners' is for that?  I usually end up putting the plate on the floor and burniating it; never thought to check the batbox.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2008 October 10, 20:30:18
I'm pretty sure it was diner, not dinner. And every time I have used it, it has deleted 4.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Crash on 2008 October 17, 13:00:34
What's this new 'fixing borked apartments' option (don't remember the exact phrase) and what does it do? When it suddenly appeared on the batbox menu, I accidentally clicked on it, so I'd like to know if that was a VBT or a good thing?  :-[


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 17, 13:11:42
It will fix all the cases of "Bad Residency", such as townies living in apartments which have been deleted, etc., which would prevent them from occupying a new apartment, causing MOAR of them to spawn to populate apartments. As it is a highly computationally-intensive procedure to even detect the condition, the option is thus always present and cannot run as an "instant, although usually, nothing is found and you get "0 items fixed".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Crash on 2008 October 17, 13:31:32
Well, the really weird thing is, I did get alot of 'items fixed' messages. And it's a completely new hood, where I haven't had anyone rent an apartment in yet. It just seemed like a VBT.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 17, 13:37:00
Was it an EAxis premade? If so, that would be why there is so much crud.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Crash on 2008 October 17, 13:38:47
Ah, yes, I had a blonde moment there - I was just about to edit my post. It's HP's Mega hood, so yes, you are correct.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 October 20, 17:22:30
I have a question about the whole upgrading pre-uni sims.  Is it normal that they get a bunch of stupid uni-related memories dumped into thier memories at random?

It makes the memories look really crappy with all these fake "made dean's list" and "graduated Suma Cum Laude" memories shoehored in between things like "got married," "got a promotion," and "had a baby".  Apparently these memories are not considered "corrupt" since I have no option to delete them, but they are clearly out of order with the rest of the sim's memories.

Also, they don't appear immdiately after upgrading the sim, but instead spring up at some later point seemingly at random?

It is annoying enough that I will not be using this upgrade pre-uni feature.  Instead, I'll either use the sim modder or the "Mirror of Locks and Wanting" (wich is the least cheaty option since it is earned) to add slots and locks to my sims.  These methods don't come with all the perks of being a graduate, but they also don't come with annoyingly missplaced fake memories.  And really, it seems pretty cheaty to me to get an instant Suma Cum Laude grad without having to play the sim through uni; I think it would be a nicer feature if the upgraded sim became a graduate, but with no honours.

Oh, other than that I love the Lot Debugger and use it for every single sim.  My favorite feature is being able to wipe the stupid "Mystery Sim" memories from newly created unmarried adults.   8)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 20, 18:09:55
I have a question about the whole upgrading pre-uni sims.  Is it normal that they get a bunch of stupid uni-related memories dumped into thier memories at random?
It makes the memories look really crappy with all these fake "made dean's list" and "graduated Suma Cum Laude" memories shoehored in between things like "got married," "got a promotion," and "had a baby".  Apparently these memories are not considered "corrupt" since I have no option to delete them, but they are clearly out of order with the rest of the sim's memories.
I wasn't aware that it shoehorned them. They are specifically only generated when they would not torch continuity. They will not be generated if your sim has any "Grow Up", "Engagement", "Graduation", or "Had Babby" memories. Therefore, they won't be shoehorned in between things like "got married". If your sim has gotten engaged (not even married yet), no memories will be added. The memories are only generated on a sim where the continuity would fit. If you are getting them erroneously appearing, take a screenshot so I can see what the hell you did.

These methods don't come with all the perks of being a graduate, but they also don't come with annoyingly missplaced fake memories.
Again, if they're being "misplaced", you are doing something VERY WRONG. The only sims that should be eligible for this are pretty much "blank template" sims: Ones that haven't ever grown up, gotten engaged, or otherwise done anything would break sequence.

And really, it seems pretty cheaty to me to get an instant Suma Cum Laude grad without having to play the sim through uni; I think it would be a nicer feature if the upgraded sim became a graduate, but with no honours.
It's that way because if you DID play through Uni, this is pretty much what you get automatically. The entire point is that the Upgrade command is designed to fix pre-Uni sims that never had the chance and never will, thus condemning them to permanent second-class status, making them equivalent to those that did: A subpar upgrade would still relegate them to second-class citizenship. It is not intended to be used as a cheat at all. In fact, I'm not even sure how you managed to break it, so I'm going to attribute it to how much you SUCK.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: spinningplates on 2008 October 20, 19:18:18
When I upgraded a fresh-out-of-CAS adult sim to post-uni status, and then tried to get him a job, it told me that he couldn't get a job until his grades improved (teen message).  I found a work-around by reverse-aging him to a teenager, then adjusting his grade to an A, then growing him back up.  But I was wondering if there was something I was doing improperly at the first.

Thanks for your help.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 October 21, 00:59:47
(http://www.moreawesomethanyou.com/cats/kittenkiller.jpg)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: spinningplates on 2008 October 21, 13:20:10
Well put.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: EsotericPolarBear on 2008 October 21, 15:02:14
I haven't seen that image in months and now it's in every thread...making up for lost time, Pes?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2008 October 24, 07:26:35
I only have one Sim on the lot. This error occurred shortly after move-in. He was just standing there, not doing anything when this error popped up. Even though it says "Hit Break Point Primitive", I did not force an error.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2008 November 03, 17:47:51
Ok, turns out Pes was right.  (I know, I know; he's terribly surprised.)  The "bug" I was expirencing does not affect married sims (or, I suppose, sims with children), just single sims; specifically that idiot Julien Cooke who I was doing some other testing with.  I took some screenshots of his messed up memories but I havn't bothered to upload them to photobucket yet.   :P

The main problem I guess is that I had no idea any memories were going to be added to any sims, so I was quite shocked and confuzzled when they started appearing.  I really don't know why the memories have to be added at all to any sims, since only single childless sims are saddled with them.  But at least now I know that this was an intended feature as well as how it works.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Insanity Prelude on 2008 November 26, 03:20:44
Does anyone have some kind of summary of what all the options do? 44 pages is a lot to hunt through, and I'm curious, but not so curious as to actually try them...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Pandaah on 2008 November 26, 14:30:24
Did you try the first post?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 November 26, 18:15:49
Heh, not too much help: I never update the manual, heh. Most options do pretty much what they say they do.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: lordrichter on 2008 November 27, 02:17:13
One thing that is not always clear is whether a particular fix is for a serious problem, a minor problem, or is just a useful tool.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: mitchellcjs on 2008 November 27, 02:30:16
This is an item that has built-in fixes, of the serious and non-serious varieties, and built-in features, obviously of the non-essential variety.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Insanity Prelude on 2008 November 28, 01:30:34
Mainly I was wondering, wtf is "frobnication?"


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 November 28, 05:19:22
Mainly I was wondering, wtf is "frobnication?"
Frobnication is the process of frobnicating (http://catb.org/jargon/html/F/frobnicate.html). In the context of Sims, it allows you to manipulate attributes of Sims and objects in extreme raw, totally unsafe form. If you don't know why and how you want to do it, you don't want to do it. That's why it's buried in the Specials.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2008 December 14, 09:47:30
My sim was having a yard sale.  I obviously didn't want him to restock anything so when an item sold, I either deleted it, or used the lot debugger option to clear stock signs en masse.  After a while I noticed I couldn't place things on various squares and had to go around with the stuckobjectremover to clean up.  Surely the 'clear stock signs' option shouldn't leave invisible junk behind?

Yard sales turn out to be good for building a reputation btw  The grumpy old fart is now very popular!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2008 December 14, 12:24:52
Removing the restock signs does not actually remove the object ghost. That option is only there for removing the restock signs themselves, which occasionally get LOST IN SPACE.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Carida on 2009 January 01, 18:46:27
Hello,

I'm not sure if this is the right place to put this but here goes.

I was wondering if an option to remove all platinum can be added? As in my sims are usually platinum within toddlerhood and thus are very boring and I can't make them as miserable as I'd like. And this is from the aspiration points with the secondary aspiration and all that.

This is not the platinum you receive as a result of gaining your life time want. Its the one you receive from getting all your aspiration points.

Well if it cannot be done I understand, thanks for reading.

-C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2009 January 01, 20:40:04
Already exists; there's an option to toggle the platinum bit under the wants menu.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: spaceface on 2009 January 01, 20:51:10
Carida, if you want your toddlers to be miserable, just do not fulfill any of their wants. It is as simple as that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Carida on 2009 January 01, 21:07:50
Thank you both for your answers.

Hmm I've searched the box extensively and never found it but I'll look again! Miserable toddlers here we come.

Thank you again,

-C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 03, 14:48:50
The hell? How the fuck do you fill a toddler's LTA meter in *4* days? That's not even possible by the numbers for accumulation given!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Carida on 2009 January 04, 07:00:03
I've already had two permanent platinum toddlers.

Perhaps its a problem in my game? Or perhaps I"m just talented. Who knows.

-C

Edit: I also have the Timeclock installed which slows down time to whatever you prefer. I generally prefer slowing it down to 50% which gives me extra time to get everything done. No idea otherwise.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sette on 2009 January 04, 09:11:42
The hell? How the fuck do you fill a toddler's LTA meter in *4* days? That's not even possible by the numbers for accumulation given!
I've already had two permanent platinum toddlers.

Huh?  Sims don't get an LTA until they are a teen, thus cannot get PermaPlat.

Perhaps its a problem in my game?

Either your game is borked, or you are paying too much attention to your tykes, thus, not allowing aspiration decay.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Carida on 2009 January 04, 09:30:35
Could be either or to be honest. I've already had three games go up in flames.

But thinking of these specific toddlers, after they were taught to walk, talk, potty, they were pretty much left in their room to amuse themselves how they like and only sought out to be changed. So it could be that the game was broken.

At this point, both toddlers are gone as I've started fresh hoping that such doesn't occur again.

I had this happen with a whole family. Toddlers, adults, teens. All perm platinum. And it won't go down. At this point I won't choose a second aspiration just to keep it from happening. Also seems to be the only way it doesn't.

-C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sette on 2009 January 04, 10:19:42
Could be either or to be honest. I've already had three games go up in flames.

But thinking of these specific toddlers, after they were taught to walk, talk, potty, they were pretty much left in their room to amuse themselves how they like and only sought out to be changed. So it could be that the game was broken.

At this point, both toddlers are gone as I've started fresh hoping that such doesn't occur again.

I had this happen with a whole family. Toddlers, adults, teens. All perm platinum. And it won't go down. At this point I won't choose a second aspiration just to keep it from happening. Also seems to be the only way it doesn't.

-C

In an earlier post you stated you wanted 'miserable children', so don't teach them to walk, talk, and so-on.

As for the strategy of "I'm-not-going-do-this-or-that-ingame-because-it's-broken", it stinks.
If you've blown up three games already, and perhaps a fourth, are you not ready to learn how to NOT blow it up?
Your game is buggy, so fix it.  A MATY member claimed It had a NH into it's 12th. generation.
Personally, I'd rather have 12 gens. rather than start over every time my NH is getting well established.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2009 January 04, 10:37:08
Edit: I also have the Timeclock installed which slows down time to whatever you prefer. I generally prefer slowing it down to 50% which gives me extra time to get everything done. No idea otherwise.

Is that TimeClock updated for your most recent EP?

There was someone else a while ago complaining that her toddlers were hitting Platinum Life Time Aspiration, she had also extended the time her sims spent as toddlers.  In her case it was a problem of satisfying too many wants - if she let her toddlers be miserable (or if she hadn't extended the toddler stage) then they wouldn't have hit permaplat as toddlers.

Part of the problem would also be the gain x skillpoint, gain x+1 skillpoint wants that toddlers can now roll, so they sit there continually skilling and gaining aspiration/LTA.  Perhaps you could try giving them only non-skilling toys, and don't teach them to walk or talk.  They earn LTA for learning to walk/talk/potty even if they don't currently have a want for it.  If they currently have a want when they learn these skills, they get an additional LTA boost from the aspiration boost for satisfying the want.

Huh?  Sims don't get an LTA until they are a teen, thus cannot get PermaPlat.

Since Free Time sims can hit permaplat in three ways.  Hitting their LTW (which they don't get until teens), maxing out their LTA meter (introduced in FT), or from a genie wish.  Carida's problem is that her toddlers are hitting permaplat the second way.  It is possible to do so if you extend the toddler stage, satisfy their wants, and keep their aspiration high most of the time.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sette on 2009 January 04, 12:09:45
Since Free Time sims can hit permaplat in three ways.  Hitting their LTW (which they don't get until teens), maxing out their LTA meter (introduced in FT), or from a genie wish.  Carida's problem is that her toddlers are hitting permaplat the second way.  It is possible to do so if you extend the toddler stage, satisfy their wants, and keep their aspiration high most of the time.

Oops, I confused LTW with the new LTA, and I've learnt something new.  I guess I've been spending too much time debugging my installation instead of actually playing.  I didn't know an infant can go PermaPlat with FT, and it's a stupid feature.
For me, once a Sim gets PermaPlat, some of the fun disappears.  I find the Sim can spend the rest of their days partying and socializing, and ignore all other SWAFs.  Unless there's a business involved, the incentive to maintain the Sim is gone.  It's like playing out an Elder waiting for death.

I wonder if there are any people who know how to write something to put into the game that may imped, or prevent, this pre-teen permaplat annoyance?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2009 January 04, 13:00:59
The two people that I can recall complaining about it were both using mods that changed the way time works in the game.  One of them had extended the number of days spent in each life stage.  The other is Carida, who is using the time clock set at 50%.  If they weren't messing with the time or the number of days in the toddler lifestage then their toddlers wouldn't be permaplatting.  As Pescado said, there simply isn't enough time in the toddler stage under normal gameplay to max out the LTA that early.

I believe there are mods about to deal with the permaplat issue, but I don't know for sure as I don't use them.  You could go ask in the WCIF thread if such mods exist.  Don't be surprised if someone with your "sense of humour" replies with an unhelpful "yes".


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Sette on 2009 January 04, 13:42:40
I believe there are mods about to deal with the permaplat issue, but I don't know for sure as I don't use them.

Heh, I just spent the time since my last post searching for a hack for this annoyance, but no luck yet.  I sure I'm not the only person who doesn't agree with infants getting permaplat.  I'd want to prevent it from occurring pre-adult, and preferably Awesome.  I'm having a hard enough time debugging (only one left) so I can keep my non-Awesome InSim multi-tool, but I've got Inge's mods downloaded just in case I admit defeat.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Roux on 2009 January 04, 14:19:17
Edit: ask in WCIF!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2009 January 04, 14:39:50
Roux, I wanted him/her to go to the WCIF thread, because he/she deserves some payback there.

When he/she asks "Is there a mod that ..." someone can reply
Yes.

And then when he/she complains about the unhelpful nature of the answer he/she can be told to:
get a fucking sense of humour.

After all, if they think it's funny when they do it to others then they should find it funny when someone does it to them.  We'd be providing them with lulz.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Roux on 2009 January 04, 15:19:41
Yeah, you're totally right, Kyna. Apologies for not doing my part to contribute to lulz... I'll modify my post as penance. :)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 04, 17:10:58
Edit: I also have the Timeclock installed which slows down time to whatever you prefer. I generally prefer slowing it down to 50% which gives me extra time to get everything done. No idea otherwise.
Uh, what? There's no such thing, and it's not possible to "slow down time" without massively borking the game, because the game is locked to 1800 ticks per hour. Any attempt to change this will massively break the game, which is no doubt what you're seeing: Trying to "slow the game down" would cause time to repeatedly loop itself several times as it is repeatedly set back.

In short, DON'T DO THIS.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Carida on 2009 January 05, 13:29:49
Thank you Kyna for your responses. They are very much appreciated. I'm going to try that.

And thank you Pescado, as I wasn't aware that the timeclock would actually break the game. Since it was never stated in its readme.

And actually no, the timeclock as not been updated for anything as far as I know since it seemed that it was never needed to be updated.

And I'll remove it then, if that's the key that's been breaking my games all along. And yes, actually Sette, I would like to learn so that my games do not go up in flames, since I would prefer not to put hours into it, only to find then that its unplayable.

Thank you all again.

-C


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2009 January 05, 13:58:35
Carida, if you're using Merola's time clock, I had a look on MTS2 and it appears that that mod hasn't been updated since September 2005.  Personally I wouldn't use a mod that old unless the creator was still around to say "This mod is still good, it hasn't been broken by any EPs, and it still works as designed with no unintended side effects".

Every time you add a new EP to your game you need to check that the mods you use are compatible with your latest EP.  Every EP has introduced new features which has broken some mods so that they no longer work, or so that they cause unintended side effects.  An unintended side effect of the time clock you have chosen to use is that with FreeTime (or a later EP) you get your perma-plat toddler problem.

The first step in preventing breaking your game is to ensure that all your mods are up to date and compatible with the EPs you have installed.  Go back to where you got your mods and make sure you have the latest version of them installed.  If the creator hasn't stated that the mod is still compatible with your latest EP, then get rid of it.  Some outdated mods may appear to work fine on the surface (and people may have posted "this still works fine in my game"), but under the surface these outdated mods could be corrupting your game data.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2009 January 06, 00:59:36
I noticed a new option to "clear boring" gossip.  Does that do what I think it does?  lol  What I mean is that I would guess that it clears all gossip memories of "moved in" and "met sim".  Am I right?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 06, 01:23:32
It clears all 0-strength gossip, things that wouldn't be chosen anyway, and thus are unnecessary.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 January 09, 11:53:33
I don't have an option to make a sim into a vampire with the batbox any more.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Gastfyr on 2009 January 11, 09:23:06
I don't have an option to make a sim into a vampire with the batbox any more.
After reading your post, I noticed I also don't have the option.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2009 January 11, 15:08:56
I don't think the vampire option was ever on the batbox -- the FOJ didn't add it because TwoJeffs' College Adjuster already had the option to make a sim a vampire on it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 January 11, 20:15:38
Ah ha, thanks. I've just downloaded the college adjuster again - thinking of actually playing uni for the first time in a long time - so I'll check it out. My sim did actually go and look for the vamps, the game eventually created Countess Gladys so all is well.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 16, 17:23:25
I don't think the vampire option was ever on the batbox -- the FOJ didn't add it because TwoJeffs' College Adjuster already had the option to make a sim a vampire on it.
There is no point in making a Batbox option for this because it is already a shiftclick option. I consider it pointless to duplicate functions that already exist in the game.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 January 17, 02:20:02
There is no point in making a Batbox option for this because it is already a shiftclick option.

D'oh!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Scratch on 2009 January 17, 07:32:55
What be "Nuke/Stuck SFX" ?? Sound Effects?

All my lots seem to have it... clicking on it doesn't seem to do anything and the option never goes away...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2009 January 17, 08:26:08
Nuke stuck special effects on Sims such as smart milk glow, waves around Sims who went swimming, Zzz coming from Sims who are awake, etc.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2009 January 17, 15:02:27
I agree with Scratch -- it doesn't seem to do much.  I've used it to try and kill the Zzz's, and it doesn't.  Also doesn't do anything to showers that are still running, but not broken, after the sims use them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2009 January 17, 17:41:47
I haven't had any stuck effects since it has become available, so I haven't tried it out. Here's the original thread:

http://www.moreawesomethanyou.com/smf/index.php/topic,14057.0.html



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 17, 19:29:26
I agree with Scratch -- it doesn't seem to do much.  I've used it to try and kill the Zzz's, and it doesn't.  Also doesn't do anything to showers that are still running, but not broken, after the sims use them.
It only nukes effects on the current sim, not objects or other sims.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: seelindarun on 2009 January 18, 23:37:37
I have some 15 households, and about 75% have the zzz's due to a hard reset while they were asleep.  The stuck SFX option doesn't do anything.  It's not unbearable, since so far it has resolved itself in every case, after the affected sim has had a good night's sleep.  However, I have many, many opportunities left to test, if you want to fiddle with the box option further.

ETA: I don't even know if the option was touched at all in the update, but Nuke Stuck SFX still doesn't work for Zzzs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Khaleesi on 2009 January 23, 08:50:27
I'm having an issue with the LTW cycling and refreshing. I'm only getting options for job-related LTWs from Free Time when I cycle. I still get the generic "Reach Golden Anniversary" and "Max 7 Skills" wants mixed in. The only other hacks I have installed related to LTWs are the uni LTWs hack and the LTW variety hack. Are either of these known to conflict with the debugger?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 January 23, 09:48:55
I'm having an issue with the LTW cycling and refreshing. I'm only getting options for job-related LTWs from Free Time when I cycle. I still get the generic "Reach Golden Anniversary" and "Max 7 Skills" wants mixed in. The only other hacks I have installed related to LTWs are the uni LTWs hack and the LTW variety hack. Are either of these known to conflict with the debugger?
No, all these are Awesomeware. Awesomeware never conflicts with other current Awesomeware. However, it is possible to invalidate an LTW by having already satisfied it. You can't Max All Skills if you already did it, etc.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Khaleesi on 2009 January 25, 01:12:24
I understand about filling LTWs but these are with sims fresh out of CAS. The log debugger only cycles through the FT LTWs and I was just wondering if anyone knew why that was. Sorry to be a bother.

ETA: Well I updated all my awesome hacks and tested out the debugger again just in case I missed updating one when I installed AL. The debugger still wouldn't give me any job LTWs except FT ones. I removed the ltwvariety hack and the debugger works fine again.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jack Rudd on 2009 January 26, 00:25:02
ETA: Well I updated all my awesome hacks and tested out the debugger again just in case I missed updating one when I installed AL. The debugger still wouldn't give me any job LTWs except FT ones. I removed the ltwvariety hack and the debugger works fine again.
That's probably ltwvariety working as intended, then. It gives sims fewer LTW options by design.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: talysman on 2009 January 26, 00:38:57
ETA: Well I updated all my awesome hacks and tested out the debugger again just in case I missed updating one when I installed AL. The debugger still wouldn't give me any job LTWs except FT ones. I removed the ltwvariety hack and the debugger works fine again.
That's probably ltwvariety working as intended, then. It gives sims fewer LTW options by design.
That doesn't make any sense, because why would it limit sims to just Freetime career LTWs?

However, you might be correct if Khaleesi is only trying the debugger on one or two test sims. Khaleesi: Reinstall ltwvariety, verify it's only giving FT careers again, then trying changing the interests of those sims. Do the LTWs change? Try changing the personality, too. Any difference?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Khaleesi on 2009 January 26, 07:39:30
Yeah it's working as intended. I'd never realize it restricted the possible LTWs with the lot debugger however. It was my fault for not realizing the full scope of the hack. I'm keeping it out for now.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2009 February 13, 21:36:36
Toggle LTW satisfaction (not sure of the exact wording) doesn't seem to stick for me. The option will toggle and the word will gray out, but then their aspiration doesn't drop when a fear is satisfied. So I'll check the box again and find the default setting is back in place.

Is it because my current Sims went platinum via aspiration fulfillment instead of LTW fulfillment? If so, can the option on the batbox be applied to both types of platinum states?

I like the idea of being able to revoke perma-plat status on an individual basis, but just can't get it to work.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: phyllis_p on 2009 February 13, 21:44:35
Toggle LTW satisfaction (not sure of the exact wording) doesn't seem to stick for me. The option will toggle and the word will gray out, but then their aspiration doesn't drop when a fear is satisfied. So I'll check the box again and find the default setting is back in place.

Is it because my current Sims went platinum via aspiration fulfillment instead of LTW fulfillment? If so, can the option on the batbox be applied to both types of platinum states?

I like the idea of being able to revoke perma-plat status on an individual basis, but just can't get it to work.

I've never been able to get that one to work, either.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Faizah on 2009 February 14, 06:06:39
The platinum aspiration is pretty much permanent from what I've seen. LTW satisfaction can be toggled, aspiration satisfaction can not. Which is annoying sometimes, because my born in game sims all manage to get there before leaving uni.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Avalikia on 2009 February 14, 22:37:37
It would be pretty sweet if it's possible to make something like that.  Unfortunately I suspect removing permaplat due to aspiration fulfillment would be more complicated than that - wouldn't the Sim regain permaplat almost immeadiately because that meter is still full?  It's quite not the same simple yes/no switch applied to LTW fulfillment.  I suspect that a better method would be a hack that  alters how fast they gain aspiration satisfaction in the first place, since it's ridiculously easy to get it really high, really fast.  Even the born-in-game sims in my stone age neighborhood are consistantly becoming permaplat by at least early adulthood (often in conjuction with marriage/first woohoo/first child stuff, though sometimes before) despite the rather extreme handicaps I play by in that neighborhood.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Keldaryth on 2009 March 08, 10:35:19
Whee - thankies for this. I'm having a few issues with the party control thing though - I'm getting a jump bug when any of my sims try to throw a party (new neighborhood so I don't think I have too many sims just yet) - they go to call, and then hump back without the phone and the party never eventuates - but I don't get the option to nuke/fix the party controller...

Is this something the hack should cover or am I screwed in the not nice way?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: gynarchy on 2009 March 08, 15:37:41
You've checked for outdated/conflicting hacks and pulled your downloads to see if the problem still occurs?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Keldaryth on 2009 March 09, 06:44:56
Currently no hack conflicts, and I just double checked them for date. I haven't pulled all my downloads yet so that seems likely. It's probably time I did a cull anyway given how long it takes my game to load! Thanks!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 March 09, 07:26:07
The described error is unrelated to the Lot Debugger, although you can try to send an error log anyway.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kazebird on 2009 April 23, 21:11:52
Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.

Please don't kill me for suggesting change Mr. Pescado.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: rosess on 2009 April 24, 02:17:23
Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.

Please don't kill me for suggesting change Mr. Pescado.
Jonesi made some half-wall shelving (http://blackpearlsims.com/showthread.php?t=12121&highlight=jonesi+half+walls) that works nicely to hide the batbox.  I usually leave the sides open, but I believe the shelving is click-through, so you can finish off the sides and still access the batbox functions.  Search for recolors - there are some stone textures out there somewhere that are very useful.

It would be great to have a recolorable (or repository) cover that was click-through to use over any testing box.  If someone had an end table that fit well, would it be possible just to make it click-through in SimPe?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2009 April 24, 04:17:52
Creative places to hide your batbox and various hack objects so that they are easily identifiable, don't screw with your aesthetic, and aren't strewn all about the house, making them hard to locate:
  • The basement
  • In a cubby behind the stairs
  • Under the roof
  • A faux phone booth or bus stop
  • As part of your anti-trashcan kicker solution. Make a structure streetside that will hold your trashcan, incorporates a lowered wall or bit of foundation for hack hiding, and possibly the mailbox. Without mailbox, a 1x3 is needed. With, 1x4. Use a combo of half wall/shortened walls and fencing to section it off. Apply gate and lock to household only. Disallow pets.
For all methods, liberal use of moveobjects on, boolprop snapobjectstogrid false, and OSMPs where applicable is suggested.

I'm fond of basement/roof, but use cubbies and phone booths on community lot. Set a camera view by clicking CTRL + #(4-9), making the hack-hidey area easily accessible.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: BobbyTH on 2009 April 24, 04:21:47
Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.

Please don't kill me for suggesting change Mr. Pescado.
there is a DOS patch you can use on it to make it look like a flower vase it call "Lot Debugger as glass vase patch.zip",unless i renamed it my self sometime ago,but it sould be available  on the site somewhere here,it's quite easy enough that anyone can patch it themselves,if you look ,you shall find ,now that you know what to look for...Hope this helps...Bobby Out!


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 April 24, 04:38:45
Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.

Please don't kill me for suggesting change Mr. Pescado.
there is a DOS patch you can use on it to make it look like a flower vase it call "Lot Debugger as glass vase patch.zip",unless i renamed it my self sometime ago,but it sould be available  on the site somewhere here,it's quite easy enough that anyone can patch it themselves,if you look ,you shall find ,now that you know what to look for...Hope this helps...Bobby Out!

There you go, should be easy for anyone to do now.  ::)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: morriganrant on 2009 April 28, 09:00:03
Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.

Please don't kill me for suggesting change Mr. Pescado.
there is a DOS patch you can use on it to make it look like a flower vase it call "Lot Debugger as glass vase patch.zip",unless i renamed it my self sometime ago,but it sould be available  on the site somewhere here,it's quite easy enough that anyone can patch it themselves,if you look ,you shall find ,now that you know what to look for...Hope this helps...Bobby Out!

http://www.moreawesomethanyou.com/smf/index.php/topic,10943.0.html


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 28, 12:31:24
Good one.  This is especially good for smaller apartments, where you have to have your batbox in a rather small space and may not have the basement or under the roof options available.  It seems (in my game at least) that the batbox has to go in the playable's actual apartment, and not in the common areas (makes some sort of sense, but it does take up space). 

Next time I build apartments, I'll have to build in a 3 square cubby for this sort of thing (I generally keep batbox, lotsynchtimer, and clothingtool on the lot).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: phyllis_p on 2009 April 28, 13:51:32
Good one.  This is especially good for smaller apartments, where you have to have your batbox in a rather small space and may not have the basement or under the roof options available.  It seems (in my game at least) that the batbox has to go in the playable's actual apartment, and not in the common areas (makes some sort of sense, but it does take up space). 

Next time I build apartments, I'll have to build in a 3 square cubby for this sort of thing (I generally keep batbox, lotsynchtimer, and clothingtool on the lot).

In small apartments, I use moveobjects on to put the bat box under the kitchen table or the desk.  I'm stuck with putting the lot sync timer next to the bed, however.  I've tried using moveojbects to put both in the closet, but it gets tricky clicking in exactly the right place to use them.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 28, 14:15:18
In small apartments, I use moveobjects on to put the bat box under the kitchen table or the desk. 

Very clever.  I'm glad I thought of using moveobjects on.  Yup.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jsalemi on 2009 April 28, 14:21:40
Hmm, i've not had problems adding the batbox to common areas (before sims move in, of course).  It's the sync timer that has to be in each individual apartment, AFAIK.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: SnootCB on 2009 April 28, 17:17:08
The box fits nicely in closets.  I generally stuff the debugger and clothing tool in a closet or behind the stairs if the lot doesn't have a foundation or roof that they can be hidden under (or in a apartments where objects can't be placed in the common areas).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 28, 17:32:16
Hmm, i've not had problems adding the batbox to common areas (before sims move in, of course)

Well, there we seem to have hit on the crux of the matter, from my point of view.

For apartments now, I generally put the synchtimer in a corner of a hallway, beside the bed, or stuffed into the bathroom between the terlet and the shower.  It does not, in my view, add much of aesthetic value to the bathroom.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: phyllis_p on 2009 April 28, 17:55:40
I used to go to great lengths to hide the bat box and sync timer on residential lots, but I got tired of it.  Now I put them in one of the back corners of the lot.  I figure they're like underground utility boxes or somesuch, and if everyone has them, then they become a normal feature of neighborhood landscaping.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: MaryH on 2009 April 28, 18:37:49
I find that I have to have all three together in one area or I'll lose them, surer than shit.

So they're all on the front lawn, where I can access them easily. I don't even know if the occupants even notice they're there (except when one of them is in the way)..has anyone found out if they have a negative or neutral effect on the overall attractiveness grade for the lot?

It doesn't seem to go down or up with them installed. Like they're almost invisible. But then, I'm sure Pescado did design them to be that way. He's smart like that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 April 28, 18:47:12
Good one.  This is especially good for smaller apartments, where you have to have your batbox in a rather small space and may not have the basement or under the roof options available.  It seems (in my game at least) that the batbox has to go in the playable's actual apartment, and not in the common areas (makes some sort of sense, but it does take up space).
This is a not true-ity. I always put the Batbox inside the common area so that it does not need to be needlessly duplicated in every apartment.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 28, 18:57:45
Good one.  This is especially good for smaller apartments, where you have to have your batbox in a rather small space and may not have the basement or under the roof options available.  It seems (in my game at least) that the batbox has to go in the playable's actual apartment, and not in the common areas (makes some sort of sense, but it does take up space).
This is a not true-ity. I always put the Batbox inside the common area so that it does not need to be needlessly duplicated in every apartment.

Yes, I've sussed it now.  I was having problems because I moved sims in before placing the batbox.  Can be solved with a little "dormspecifictools" work, I would think (barring moving out my sims, yet again, and moving them back in).


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Jelenedra on 2009 April 28, 19:05:51
I find that I have to have all three together in one area or I'll lose them, surer than shit.

So they're all on the front lawn, where I can access them easily. I don't even know if the occupants even notice they're there (except when one of them is in the way)..has anyone found out if they have a negative or neutral effect on the overall attractiveness grade for the lot?

It doesn't seem to go down or up with them installed. Like they're almost invisible. But then, I'm sure Pescado did design them to be that way. He's smart like that.

That's why I love Ambular's trailer gimmicks. They all come with a little storage shed for that stuff. Also, foundations are my favorite place to stash them. Then balconies. Then roofs.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: phyllis_p on 2009 April 28, 20:11:30
Good one.  This is especially good for smaller apartments, where you have to have your batbox in a rather small space and may not have the basement or under the roof options available.  It seems (in my game at least) that the batbox has to go in the playable's actual apartment, and not in the common areas (makes some sort of sense, but it does take up space).
This is a not true-ity. I always put the Batbox inside the common area so that it does not need to be needlessly duplicated in every apartment.

But Sir, this requires planning ahead  :D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Zazazu on 2009 April 28, 22:11:05
The box fits nicely in closets.  I generally stuff the debugger and clothing tool in a closet or behind the stairs if the lot doesn't have a foundation or roof that they can be hidden under (or in a apartments where objects can't be placed in the common areas).
Yes, this is what I do in apartments if I don't have an option for a stair cubby hole. Forgot to mention that. Just set an aerial viewpoint shortcut.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 April 29, 07:07:41
I'm too lazy for any of these shenanigans, I just line them up in front of the house.  :D


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 29, 12:53:41
I'm too lazy for any of these shenanigans, I just line them up in front of the house.  :D

Yeah, for houses that's fine, no worries.  I stick batboxes in the shrubs outside and pretend the thing is a central air unit.  For apartments I now have batboxes installed under desks.  Lotsynchtimers are now doubling as floor lamps (thank you "moveobjects").  Clothingtool stows nicely under the bed, dresser, or night table.

Unrelated question:  Why can sims have a 1 square night table/elixir bottle/lamp, etc. next to the bed and have no problems, but put a damn snapdragon there and they wave their arms and complain that they can't get out of bed?  What's blocking them?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: phyllis_p on 2009 April 29, 14:02:03
I'm too lazy for any of these shenanigans, I just line them up in front of the house.  :D

Why can sims have a 1 square night table/elixir bottle/lamp, etc. next to the bed and have no problems, but put a damn snapdragon there and they wave their arms and complain that they can't get out of bed?  What's blocking them?

Well, the snapdragon is, d'uh  :D

*Sorry, being unhelpful, aren't I. Heh heh.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Magicmoon on 2009 April 30, 18:37:54
You can put a nightstand under the snapdragon and they can get out just fine.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 April 30, 20:48:08
Baaaa!  Will try that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: rufio on 2009 May 01, 01:01:00
If there's a snapdragon right next to the bed, do they actually ever need to get out of it?   :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: kazebird on 2009 May 01, 01:41:32
I am not sure, but I know if a sim is stuck in a bed with no way to get out, they cannot die of most deaths including fire. I don't even think they would even need snapdragons, because you can't go into any failure state on said bed (except maybe hygiene). It would be a miserable existence, but they would not die of starvation.

Just another way to torture any unwanted townies...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: rufio on 2009 May 01, 01:56:47
Actually, I think I heard about using that strategy to trap the nanny on the lot so could leave while there were children at home - lure the nanny into the bed and then surround it with walls, and the social worker never comes at that point, apparently not even if you starve your spawn.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 May 01, 07:23:54
A nanny on the lot suppresses the SS from ever coming, yes. If you lock a nanny into a bed, the nanny can never leave since control is never returned to the nanny until it can leave the bed, so the SS will never come. The presence of enough mixed snapdragons will keep the nanny from ever desiring to even LEAVE the bed, as an "Evil" snapdragon will periodically deplete its energy while the "good" ones refill all the other motives lost to decay and the evil snapdragons, creating a permanent Sleeping Beauty nanny.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: witch on 2009 May 01, 08:01:18
That is diabolically clever.

*witch sweeps a bow


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: jolrei on 2009 May 01, 13:18:51
If there's a snapdragon right next to the bed, do they actually ever need to get out of it?   :P

The point is not whether the bloody creatures NEED to actually leave the bed.  The point is my need to torture them in interesting ways, which requires that they occasionally be able to go to places where there is better potential for lulz.  The fact that I occasionally reward them by allowing them to sleep or woohoo is not to be construed as my personal desire to have the nitwits lying around in bed all day, especially when they lie there and complain about it.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Darby on 2009 May 02, 17:41:11
A nanny on the lot suppresses the SS from ever coming, yes. If you lock a nanny into a bed, the nanny can never leave since control is never returned to the nanny until it can leave the bed, so the SS will never come. The presence of enough mixed snapdragons will keep the nanny from ever desiring to even LEAVE the bed, as an "Evil" snapdragon will periodically deplete its energy while the "good" ones refill all the other motives lost to decay and the evil snapdragons, creating a permanent Sleeping Beauty nanny.

That is quite the brilliant and chuckle-inducing idea!   :D  What happens to the nanny's van, though?  Any borkage potential here? 


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 May 02, 22:02:43
There is no nanny van. Nanny vans only appear to pick up and drop off the nanny, they don't hang around while the Nanny is there.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Darby on 2009 May 03, 00:36:50
Oh duh.  I use nannies so rarely, I forgot.   :P


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Count Four on 2009 May 08, 15:13:03
... The presence of enough mixed snapdragons will keep the nanny from ever desiring to even LEAVE the bed, as an "Evil" snapdragon will periodically deplete its energy while the "good" ones refill all the other motives lost to decay and the evil snapdragons, creating a permanent Sleeping Beauty nanny.

I really should come around here more often.


Title: lot debugger
Post by: LynnMar on 2009 May 11, 01:02:24
Hi,  yes Suinge said that you had a witch alignment in your new lot debugger but when I read it,  it did not say anything about the witch alignment.  I sure would like to have that.   thanks   :-*


Title: Re: lot debugger
Post by: J. M. Pescado on 2009 May 11, 01:42:11
It's there: Make Me.../Witch.../Good, etc. If your sim is already a witch, you can still access the function for alignment-shifting by shiftclicking.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Exiled on 2009 May 15, 05:16:15
I'm sure I used the Pre-Uni Upgrade option on Peter Ottomas, but at some point, he reverted back to four wants, and I didn't get the PUU option on him again.  I used Twojeff's Sim Blender to readd the want locks manually, but is this a sign that the neighborhood is slowly becoming unplayable?

On an somewhat-related note, I didn't know about the corruption of Samantha's twins and let them be born.  Would killing them do the trick, or do I need to do Deleted 2 on them?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 May 15, 07:08:46
I'm sure I used the Pre-Uni Upgrade option on Peter Ottomas, but at some point, he reverted back to four wants, and I didn't get the PUU option on him again.  I used Twojeff's Sim Blender to readd the want locks manually, but is this a sign that the neighborhood is slowly becoming unplayable?
If this happens, then you need to use "Fix Want Slots And Locks", which will correct issues of inconsistencies in want slots. Upgrade PreUni is only for assigning a sim's uni attributes.


Title: Re: lot debugger
Post by: FrickinIdjit on 2009 May 21, 02:57:35
I know you're busy with the latest botchery but, if you don't mind, could you please add an option to Nuke those damned butterflies and fireflies?  I don't know how many times they've interfered while I was trying to build an addition.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 May 21, 15:01:24
There's a Stuck Object Remover for that.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2009 June 20, 07:12:47
When you use the randomiser, you get a message saying the batbox is fixing or deleting things as it exits to the 'hood screen.  What is it doing?  Is it fixing problem on the lot or in the 'hood?  What is happening when you run it several times in succession and get more fixes the second time than the first?  Recent experience on a lot had 5,23,8,26,18 fixes (numbers not all exact btw).

I also notice that "delete gossip from dead" is still an available option after I've done it once.  It isn't an option that is always there, so I'd have thought one click should eliminate the problem.  (no dead sims on the lot, so it's not new gossip)


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 June 20, 07:14:46
When you use the randomiser, you get a message saying the batbox is fixing or deleting things as it exits to the 'hood screen.  What is it doing?  Is it fixing problem on the lot or in the 'hood?  What is happening when you run it several times in succession and get more fixes the second time than the first?  Recent experience on a lot had 5,23,8,26,18 fixes (numbers not all exact btw).
The randomizer's "message" just indicates the random number it advances the sequence by. There is no pattern to it, every time you run it, it will basically generate X sims, where X is the number reportedly fixed, then discard the results by quitting without saving. The generator, however, remains advanced and will therefore not be locked in the first spot of the sequence.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2009 June 20, 07:42:29
And all this time I thought it was fixing buggy things as well as randomising.  well duh!

How about the gossip thing? Why doesn't the option disappear after it's been clicked once?

PS - my PC won't run sims3 & I'm not sure I want it either, so I'm hoping you're not giving up on Sims2


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 June 20, 10:33:09
How about the gossip thing? Why doesn't the option disappear after it's been clicked once?
Because detecting whether or not gossip exists to be deleted somewhere in the neighborhood is computationally expensive and risks overrunning the allowed instruction count. This is also why it is not an "instant" action, and instead must be queued.

PS - my PC won't run sims3 & I'm not sure I want it either, so I'm hoping you're not giving up on Sims2
Well, not giving up. There will be more Awesomeland yet. But a PC that runs TS2 should be able to run TS3 better, as TS3 is more stripped and has less stuff.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2009 June 20, 11:11:15
OK - so the fact the button shows says there is a problem, but the fact that it reappears sometimes means it didn't get fixed because of time constraints.  Is that it?

I have an oldstyle PCI graphics card which is dealbreaker for Sims3 I believe.  So it's new PC time later this year.  Son half-promised to build me one out of his & his cousin's leftovers. 



Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: Kyna on 2009 June 20, 11:17:13
I have an oldstyle PCI graphics card which is dealbreaker for Sims3 I believe.  So it's new PC time later this year.  Son half-promised to build me one out of his & his cousin's leftovers. 

I am running TS3 on an oldstyle PCI graphics card (ATI Radeon 9550).  Yes, all graphic settings are on minimum.  Some advice: save early, save often, and remember you can rename your backup if your save game gets corrupted.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: cwykes on 2009 June 20, 11:34:53
Maybe your card is better than mine.  I've got a radeon 9250 (one of the PCI ones) which is definitely under minimum spec if I'm reading the list right. I'm still not really tempted though.  Minimum graphics sucks for a game that's main selling point is lookinga nd playing better than the old one.  Then there's securom.  I decided I'd vote the effective way on EA's copy protection stance and not buy Sims 3.  I plan on holding out longer than a few months...


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pandora on 2009 October 22, 14:56:28
Hi,

I have a problem after using the lot debugger. I turned my sim into a witch. Now I want to visit the magic lot, but there were suddenly 8 magic castles and all lots are empty when one visits them :( What am I to do now?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 October 23, 02:03:15
The Magic Lots are usually empty, but there should not be 8 unless your neighborhood has been misinstalled. The Lot Debugger cannot create lots and so this is a bad thing.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: pandora on 2009 October 23, 15:12:44
I deleted the 2 suburb-files of the magic world. They were recreated, now I still have 2 magic hoods shown in the menue and each castle-lot twice and all empty when one visits them. noooo, i want them back! :(


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2009 October 23, 16:23:36
DOING IT WRONG.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: M.M.A.A. on 2012 April 20, 03:52:31
*No necromancy meant*

Just a question about the randomizing thingy: Does it also randomize sims genetics? So that I would not end up with children all looking identical, or or does it only work for personalities? Or is it both?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2012 April 20, 13:34:52
"Looking" identical never happened. The personality thing is what was always identical.


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: M.M.A.A. on 2012 April 20, 21:02:25
"Looking" identical never happened.

I am aware of that, there are some extremely minor differences in their appearances, even if they're twins, but does it have the exact same effects as that of rolling the pacifier?


Title: Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
Post by: J. M. Pescado on 2012 April 21, 18:14:23
They are basically the same thing, yes: Both just randomly cycle the generator (which is why it then quits without saving to avoid committing the piles of NPCs), to flush out the personality generator so that it will have cycled a random number of times instead of 0 times.

Basically, every time the game generates a sim personality, it follows a sequence: A, B, C, D, E, F, etc. If you never cycle the generator, it will always take the first personality, personality A. This personality will be the same given the same input (same two parents, generating 25-point No-Parents, etc). So, unless you spawn multiple babies in a single sitting from the same couple, every single baby generated will likely be personality A, maybe B if another fambly gave birth in the same sitting.

Appearances are completely unaffected and will always be the randomly generated combination of the parent sim facial features.