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TS2: Burnination => The Podium => Topic started by: Simsbaby on 2007 March 02, 18:47:48



Title: Die Dreadful Dog
Post by: Simsbaby on 2007 March 02, 18:47:48
I have a pest problem in Riverwater Hills or whatever the name is, I really annoying dog keeps on coming around and attacking my sims, and destroying the plants. I have no idea how to get the pest to go away, and would love to be rid of him. Is there any way to kill this stupid dog?


Title: Re: Die Dreadful Dog
Post by: gynarchy on 2007 March 02, 18:50:17
Put a fence along the front edge of the lot and disallow pets on the gate. It won't stop pets from coming over but it will keep them out of your yard.


Title: Re: Die Dreadful Dog
Post by: LFox on 2007 March 02, 20:16:33
I think dogs can only die of old age but you could always try applying a flamethrower to it to see if that does the trick.  Or fence the pest in a little cage.


Title: Re: Die Dreadful Dog
Post by: ZiggyDoodle on 2007 March 02, 20:32:32
Quote
Riverwater Hills

 ;D


Title: Re: Die Dreadful Dog
Post by: MsMaria on 2007 March 02, 20:45:00
Is the dog white? Named Rascal? I've been playing Riverblossom for a few minutes now and the dog has already dug holes and scared off approaching visitors. I've resorted to deleting  him every time he shows up. :-\


Title: Re: Die Dreadful Dog
Post by: Simsbaby on 2007 March 02, 21:17:40
No, this stupid mutt's name is Santiago. I'm going to see if I can move him in and have him die of old age.


Title: Re: Die Dreadful Dog
Post by: Strangel on 2007 March 02, 21:22:32
Build a ditch and drop him in.

...its what we do with Meadow Thayer and Marsha Bruenig.  ;D


Title: Re: Die Dreadful Dog
Post by: witch on 2007 March 02, 21:36:01
I had a Tucker in my Pets custom hood. Turned up hourly.


Title: Re: Die Dreadful Dog
Post by: Lorelei on 2007 March 03, 01:06:29
If you're tenderhearted, build an enclosure around it with a food bowl, bed, toy, and then leave off the door. Check back in a few Sim months, and it may have learned that your place is no fun to visit.

No, just fence your yard. Also, Sims 1 had Stray Away signs, surely some enterprising soul has recreated these for Sims 2?


Title: Re: Die Dreadful Dog
Post by: Inge on 2007 March 03, 01:19:22
I've got a stray away sign at dinnerbell, and I also have a birthday cake that can age pets or sims up instantly up to and including dying of old age.   http://simlogical.com/dinnerbell/index.php


Title: Re: Die Dreadful Dog
Post by: Lorelei on 2007 March 03, 01:25:57
Inge to the rescue! :)

Stray Away prevented all kinds of annoyance in TSO. *scampers off to DL*


Title: Re: Die Dreadful Dog
Post by: maxon on 2007 March 03, 01:29:24
Does that mean it's working with Seasons, Inge?  Excellent.


Title: Re: Die Dreadful Dog
Post by: Inge on 2007 March 03, 01:48:27
They're both standalone objects, and the sign in particular has very simple zapping code, which is almost guaranteed not to be made out of date by future EPs.  Backwards compatibility is another matter as I may have used a packed file format not recognised by earlier games.

There is a version of the cake without the no-aging global.  I imagine using the version with the global in it may well run into problems with Seasons - though not necessarily.   And it shouldn't be anyhting that could not be solved by simply removing the download.



Title: Re: Die Dreadful Dog
Post by: MsMaria on 2007 March 03, 01:58:41
Thanks, Inge. :)


Title: Re: Die Dreadful Dog
Post by: J. M. Pescado on 2007 March 03, 02:07:16
I thought TS2 strays were no longer able to cause destruction unless greeted, and that only the wolves could do that? Me, when I find a stray that shows up too annoyingly often, I send it to the pound where it sits in the adoption pool until I adopt it. :P


Title: Re: Die Dreadful Dog
Post by: jrd on 2007 March 03, 02:49:01
The Pets patch was supposed to fix that, right?
Sounds like it didn't make it into Seasons.


Title: Re: Die Dreadful Dog
Post by: Simsbaby on 2007 March 03, 08:47:44
Well, I found out it was a wolf, but now it died of old age and the replacement is a lot less annoying.


Title: Re: Die Dreadful Dog
Post by: starrling on 2007 March 03, 09:50:54
I 'spect you helped it along, though  ;D


Title: Re: Die Dreadful Dog
Post by: J. M. Pescado on 2007 March 03, 10:44:54
Well, I found out it was a wolf, but now it died of old age and the replacement is a lot less annoying.
Wolves can't be less annoying, they are all the same personality and coding.

See Awesomespec v5 for information on how to reduce wolves. Also try the "Wolf Watchers" hack, there are additional ways you can influence their presence or lack thereof.


Title: Re: Die Dreadful Dog
Post by: Hitch on 2007 March 03, 11:42:26
Is there any way to keep strays from opening the doors to community lots and walking in like they belong there?

I don't mind them so much on the street, but they get annoying when they walk into bars and restaurants. We need some health codes.

I have the "no strays" sign, but like I said, I don't mind them too much on the street. I'm sure the APO could take care of the situation, but I'd rather not have to prepare and configure every single lot for something that (I feel) should be handled globally.


Title: Re: Die Dreadful Dog
Post by: miros on 2007 March 03, 11:58:08
On owned community lots, you could just lock them out.  But that's another "per lot" fix.


Title: Re: Die Dreadful Dog
Post by: BastDawn on 2007 March 04, 12:28:23
I use Two Jeffs' Visitor Controller, and I don't have problems with unwanted visitors, animal or otherwise.  The "lady who hates pets" painting is hanging up at all of my downtown lots except the parks, so my community lot needs are handled as well.

http://www.moreawesomethanyou.com/smf/index.php/topic,2271.0.html