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TS2: Burnination => The Podium => Topic started by: bowrain on 2007 May 01, 14:51:50



Title: SimPE and supernatural creatures
Post by: bowrain on 2007 May 01, 14:51:50
Sorry if this is a stupid quesion, but I'm a newbie and I have a few question to ask:

1. Is it possible to extract/clone a supernatural creatures (vampires, plantsims, etc) and keep their supernatural flag/tag?
2. Is it possible to make certain sim to a werewolf/plantsim/zombie/any other creatures with SimPE? maybe they have certain flag or something? I know it can be done with inSIM but I want to avoid using it...

thanks


Title: Re: SimPE and supernatural creatures
Post by: ZiggyDoodle on 2007 May 01, 22:13:34
I have no idea, but you do have two options:

No. 1.  Ask the question at the SimPE forum, which is the more appropriate place.

No. 2.  Download the updated SimPE and give it the old college try.



Title: Re: SimPE and supernatural creatures
Post by: Venusy on 2007 May 01, 22:16:32
You can use the Lot Debugger to make your own zombies and werewolves, and the College Adjuster can create vampires. Don't think anyone's made a non-InSIM one for plantsims though.


Title: Re: SimPE and supernatural creatures
Post by: J. M. Pescado on 2007 May 02, 01:30:39
The Lot Debugger can inflict Plantsimism. It is not possible to package a sim as an odd creature, because all odd-creaturedom bits are set as bits on the sim itself, which does not exist as a bodyshop template. However, extracting a sim afflicted by one of these conditions may retain the visual appearance, so you'd have a hairy sim, for instance.


Title: Re: SimPE and supernatural creatures
Post by: bowrain on 2007 May 02, 08:49:10
oh so there's no way to do that in SimPE? or you don't know how? ???

I just asked there too because ZiggyDoodle told me to do so ;) but not sure if I'll get sufficient answer there... the reason I asked here first because I know people here are way more knowledgeable than the ones in other sites.......

So if you guys don't happen to know the way to do that, ok then, you're all still awesome anyway:D


Title: Re: SimPE and supernatural creatures
Post by: J. M. Pescado on 2007 May 02, 10:12:51
It is not possible, in SimPE or otherwise, because sims cannot be supernatural until they are sims!


Title: Re: SimPE and supernatural creatures
Post by: bowrain on 2007 May 02, 10:55:11
I think I found something (mind you this is coming from a noob's mouth lol), the "PersonData Flags 1" value is different from each creature, here's I put the list of the value in hexadecimal and decimal :

werewolf    0x20     32
vampire      0xc       12
zombie       0x1         1
servo         0x0         0
plantsim     0x100   256
alien          0x0          0
normal sim  0x0         0
BUT it also could be not it (which is more likely :)) because a normal sim, servo and alien have the same value... I'm very very sorry if it's totally wrong :-[


Title: Re: SimPE and supernatural creatures
Post by: Gwill on 2007 May 02, 11:40:41
It's not possible to package a character intact with it's weirdness.  You coul package an empty lot containing the character, and do some major cleanup work with SimPE; removing all ties to other sims and deleting all memories of other sims.

Aliens are not special.  Aside from the skintone there is nothing that makes them different from other sims.  The game does not treat them any differently than other sims.


Title: Re: SimPE and supernatural creatures
Post by: bowrain on 2007 May 02, 12:21:09
Actually I'm talking about my 2nd question about how to change certain sim to a creature...

But thanks for giving me the answer of my first question :D


Title: Re: SimPE and supernatural creatures
Post by: Gwill on 2007 May 02, 13:01:35
If I remember correctly, Servos have a NPC-flag of some sort.


Title: Re: SimPE and supernatural creatures
Post by: J. M. Pescado on 2007 May 02, 13:38:42
Servos are identified by their original-GUID.


Title: Re: SimPE and supernatural creatures
Post by: bowrain on 2007 May 02, 13:59:10
hey, I tried change the value of persondata flags of normal sim to werewolf's value and she indeed become a werewolf :) BUT she doesn't get the look, she did the transformation every night , she do the limping walking style and she can't change her look on the mirror at night but her looks actually stays the same... Also tried to change a guy to a vampire, and got the same result, he acts like a vampire but without the looks ???

well, it's still an improvement anyway ;D

EDIT: I GOT IT!!! I don't know how but I get the looks to change by pressing ctrl+shift+c and then esc... (open the cheat box and close it) ;D ;D ;D the looks change to werewolf, I even tried plantsim and he indeed have the looks of a plantsim with only 3 needs... not the leaf cloth though, but I can live with that :D

So I take that we wouldn't be able to change a sim to a servo and alien, would we?


Title: Re: SimPE and supernatural creatures
Post by: Sleepycat on 2007 May 02, 21:10:07
Why don't you just use the Lot Debugger (or InSIM) to make them into vampires/werewolves/zombies/plantsims? it'd certainly be much easier and you could do it quickly in-game and it would be done right


Title: Re: SimPE and supernatural creatures
Post by: Gwill on 2007 May 02, 21:41:16
I'm wondering the same thing.  Why mess with SimPE when it's easier to do in game?

Changing a sim into an "alien" would just be a matter of changing the skintone in SimPE, or using sim surgery to change the sim.
Like I said earlier; alien sims are not alien in any way.


Title: Re: SimPE and supernatural creatures
Post by: bowrain on 2007 May 03, 03:08:18
haha, I have several reason why I do it with SimPE:

1. I was very curious as to what string actually identify certain creatures
2. I'm avoiding any hacks as they messed up my game once that I had to reinstall everything including the base game, I know it was my fault not keeping them up to date but I don't think most hacks worth the hassle of checking the update when an EP comes out
3. I tested all of this with my test sims in a test neighborhood, so if I messed up something I can just delete the whole neighborhood and start over again

ok, I think it's all good now, thanks for all your help :D


Title: Re: SimPE and supernatural creatures
Post by: Gwill on 2007 May 03, 06:31:59
The lot debugger is hardly a hack.  It's just an object that lets you take simple shortcut and fix things maxis breaks on their own.  It's not a hack; it's a tool.  And it has a lot less potential for messing up your game than fiddling with things unknown in SimPE.
Insiminator on the other hand...