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251  TS2: Burnination / The Podium / Re: Baby personalities? on: 2007 June 06, 19:29:59
The debugger doesn't conflict with InSim.

Make sure that you have the game off of pause. You can have the game paused if you wish, then have a Sim click on the debugger and choose the option. THEN UNPAUSE. The first thing you see is a warning letting you know that it will exit the lot without saving. Then, depending on the speed of your computer and the random number rolled, there will be a lag from a few seconds to a half minute. Then you get another pop-up stating the number "fixed" which is just the number rolled, and it will exit to the neighborhood screen.

Which part of the process does your game get stuck on?
252  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31 on: 2007 June 02, 21:09:01
Squinge has a 'don't walk away while cooking' hack that stomps that problem (and any other stupidity while they're cooking).

I'm using it. The only time the problem happens is those few seconds of time when the icon drops out of the queue (Maxis design). During this period of time is when a Sim might normally wander away from the stove. A few moments later another icon will appear in their queue to call them back to the stove. Squinge's hack keeps them there during this timeframe, unless the sleepclock kicks in. Then the 'call back to stove' icon appears in the queue after the 'go to bed' and 'buy' icons.
253  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31 on: 2007 June 02, 16:55:17
Sims who are in the middle of cooking get whisked off to bed while the pot is on the stove.

I've been watching and I found out that when they cook they have an icon in their queue. But while the pot is simmering, or the item is in the oven, toaster, or mic, the icon drops out of their queue momentarily. Then when the food is done, the icon comes back into their queue, they retrieve their food and sit down to eat.  This is how a normal Sim cooks when they don't 'walk away from the stove'.

The problem I'm having is that the sleepclock will call them to bed while they are in that time frame that doesn't have the icon in their queue. So they run off to bed, leaving the food to start a fire. If I catch them in the act, I can cancel the sleep call, but the food will always be burned by the time they walk back to the stove because they ran away from it toward the bed.
254  TS2: Burnination / The Podium / Re: Flirt = Affair? Wtf? on: 2007 June 02, 02:04:33
I understand getting the affair memory if your playable initiates the flirting action, directed or not. However, getting the memory when a townie does it? Huh-what? It isn't Francis's problem that Eva Cooper, who he's just hung out with a couple times, grabs him to make out with him.

Actually, it is his fault. Sims may reject or accept any flirt initiated by another Sim. If they accept the flirt, then they are guilty. Rejected flirts don't cause the cheat memory.
255  TS2: Burnination / Oops! You Broke It! / Re: Fitness tracker error on: 2007 June 02, 00:16:14
Mine haven't thrown any errors. I always play with testingcheats enabled and almost every residential lot has one in the kitchen. But I haven't any idea whether the clocks keep time correctly or not. They are really too far away for me to see those types of minute details. If I want to know the time, I look at the control panel.

Maybe I downloaded them after they were already updated. I also picked them up on a free rotation.
256  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2007 June 01, 16:06:50
For as long as I can remember, I've had 'No Force Watch Fight' in my game to allow for canceling of fight watching for those Sims who had pressing needs.

Recently I noticed that it showed up as a conflict with The Fight Club, so I assumed that you added the ability and removed the other from the game.

When I see a Sim watching a fight that needs interrupted, I first give them a command, then cancel the 'watch fight' interaction so they will move on to the new command rather than get caught up in watching the fight again.

But since I removed the redundant mod I have to keep giving them commands 2-3 times before they will stop watching and move on. The command after 'watch fight' keeps dropping out of queue. They will briefly stop watching the fight, take a few steps, then the command drops from the queue and they start watching the fight again.

Oh, and I love the fun increase that fight fans receive now!
257  TS2: Burnination / Oops! You Broke It! / Re: Fitness tracker error on: 2007 June 01, 14:25:05
I can't see your list. 

Looks like Pescado thought that I posted the error log that I referred to, and then removed the link once he downloaded it.

Here it is: I'm not sure about the 2 question mark ones. What do they do? Also, before I got Seasons, I read in a thread somewhere that 'Windkeeper's Fire Alarm clocks' were causing some problem in people's games. I don't remember what the problem was, and couldn't find the thread again, so I kept them in the game and told myself to watch for problems. I just don't know what I'm watching for. Tongue

By the way, I haven't done the binary search yet. Procrastination is my friend.

CEP
Atavera_FloorBlanket_V2_1.package
Inge's TeleporterShrubPlus.package
Inge's DaysLeftShrub.package
Inge's StayThingsShrub.package
InSim
Jfade's djsjuicertweaks.package
Jfade's djspetenabledglsobjects.package
? Jordi's garagedoorfix.package
? Jordi's live package
Monique's Child Support Mod
Monique's Computer
Roddyaleixo's invisible driveway
Squinge's DateCounter.package
Squinge's AnyLTWforallaspirations.package
Targas_Ascension_Squared.package
Targas_Ascension_V2.package
Targas_Ascension_Elevator.package
Windkeeper's Mailbox (as modified by Pescado)
Windkeeper's Fire Alarm clocks
258  TS2: Burnination / Oops! You Broke It! / Re: Fitness tracker error on: 2007 May 31, 21:49:55
I took your list and removed everything that I don't have, so the list now contains just what we have in common. Unfortunately, none of them look suspect.

You should probably replace Wintermuteai1's Insanity hack with Pescado's wfsanity unless you have a good reason why you want that one instead. I've had some of his stuff cause problems in the past and when I report it, it goes unnoticed.

Also, take into consideration that the errors that we are having may not be identical nor caused by the same thing. I never got to see your error log, and mine has already been deleted. Besides, I find that if I don't use any of Squinge's autonomous items, I don't get the error, yet Squinge says it works for everyone else and can't reproduce it.

I'm playing the game right now to make notes of other things that aren't working quite right whether they throw an error or not. Then tonight (hopefully) I'll do a binary search and try to fix all the problems at once. I'll report what I find when I get done.

Right now I'm looking at an error that I haven't seen before. I don't understand it, but this part cracks me up:

Tree: id 583 name 'Brain - Remove Obj from Sim'

The Sim that threw the error was a Vampire, not a zombie, but I doubt it refers to that anyway since I've never seen a Sim's brain removed before.
259  TS2: Burnination / Oops! You Broke It! / Re: Fitness tracker error on: 2007 May 31, 10:13:13
I don't have any of those that you listed. Very few hacks are non-MATY, and none of them mess with fitness with the possible exception of Squinge's objects.

Besides these, the only thing I have that involve fitness, is fitness4all, and skillinator. Oh, and I downloaded a TV that lets them workout autonomously, but I haven't put it on any lots yet.

The problem didn't start until Seasons was installed. And even though I use ACR, I've never used the morning after pill, so that didn't start my problem.

(Mine complains sometimes about fitness tracker, other times the skill tracker).
260  TS2: Burnination / Oops! You Broke It! / Re: Fitness tracker error on: 2007 May 31, 09:11:54
I've been trying to track down a similar error, although I didn't compare your error log to mine as it was already deleted. These are on my suspect list. Do you have any of the same?

  • Argon Fit fixes
  • Squinge's autonomous Career Aspiration Items (lie detector, punch bag, etc.)


Specifically the lie detector throws errors since Seasons. I posted my error log to him and he didn't recognize the problem and said he couldn't reproduce it, but that his best guess was comm-skilling. He recommended I use his instead of JMP's so see if that helped, but if Pescado doesn't recognize the code either, we need to keep looking.

I really would like to keep Squinge's items in the game because Sims will use them on their own. I don't use them in a cheat manner, but if a Sim earned that award, then they are given the autonomous version by Squinge so they can use it on their own, and the regular version so that Macrotastics can use it.

Oh, and nothing shows as a problem with the Hack Conflict Finder.
261  TS2: Burnination / The Podium / Re: Weather Question (Going Outside) on: 2007 May 30, 15:55:09
So does the hall tree have any function in the game other than forcing your Sim into outerwear by clicking on it?
262  TS2: Burnination / Planet K 20X6 / Re: May "More Awful Than You": Buttugly Brokeass Furniture on: 2007 May 30, 15:38:48
Whoa, it's not just any hay stack. It's Romanian hay stack! Shocked

Oh, that explains why that one looks like it's been "pinched off".
263  TS2: Burnination / Oops! You Broke It! / Re: default pajamas furbed on: 2007 May 30, 14:53:17
The link helped me. I was suddenly missing my adult swim trunks. Sims wearing these only had a floating head and no body. Now I know what caused the problem and how to fix it. Thanks for posting that link.
264  TS2: Burnination / Planet K 20X6 / Re: May "More Awful Than You": Buttugly Brokeass Furniture on: 2007 May 30, 13:38:53
Well, if we are to have a barn theme, complete with pitchforks twice the size of the Sims that would use them, we have to add these gems:



http://www.modthesims2.com/showthread.php?t=234012
265  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Townie Resurrect Dialog (Updated 12/28/2006) on: 2007 May 30, 12:14:11
Yesterday was the first time since installing this mod that I have had death/near death. I have not yet tested this scenario in a clean game to be positive that this is causing the problem. I'm not even sure how to test it in a totally clean game because I would just have to wait and hope that a similar scenario occurred. I could put Lot debugger in and smite a Sim over and over, but so far smitten visitors don't die but go home instead.

I'm playing a Uni hood with 2 dorms, one male, one female. No townies/dormies.

I'm playing the male dorm in the winter. Some of the females come over. A couple woohoo in the outdoors hot tub, but when they emerge there is a fight going on which they choose to watch and soon the visiting female drops dead. I assume she froze to death as I had to keep canceling freeze on her boyfriend just so he could beg for her life.  He pleads and is successful. No dialog boxes appear that are related to this mod, but I didn't expect them to since she was saved, not resurrected.

But then I notice her in the lineup, like she is part of the family. I spawned InSim's selector and chose "group unselectable>visitors" and she disappeared from the lineup. So I guess she was just selectable rather than moved in? When I went to the female dorm, she was there.

Two days later, the same female is visiting again and gets struck by lightning, which again kills her. Same guy pleads again and wins. Again she is in the family line-up and de-selecting visitors fixes the problem. But before I made her unselectable, I tried to fix her appearance in the mirror so she wouldn't stay scorched. But I couldn't give her any commands to do things unless it was something a visitor could normally do. For example; only 'get a snack' was available on the fridge. She could watch fish, but not feed them, and could 'practice speech' in the mirror, but not 'change appearance'. Which is odd if you think about it because if I use InSim to make a Sim selectable, they can do anything a householder can do. So I guess the game was still seeing her as a visitor. Oddly enough, she looked normal, rather than scorched when I played the female dorm again.

So one of two things. Either the game works this way and I never noticed it before because all successful saves have already been family members, or one of my mods have caused this. I wonder what would have happened if I had saved the game while she was still in the family line-up?

I am using the original version of this mod. Any ideas?
266  TS2: Burnination / The Podium / Re: Permanently repulsive Townie on: 2007 May 30, 11:18:01
I've had the Romance Mod as long as I can remember, and that turns out to be the problem.

A family member pointed out that my memory is faulty (that's not new news!) It turns out that the last time I had zombies was back when Uni first shipped, it wasn't ACR, but Lizzlove's Bed and the earlier Casual Romance mod. Back in those days I had just found MATY and was picking and choosing mods. I passed up a lot of mods back then because I couldn't find all the documentation and some of the mod names sounded "cheaty". So if Romance mod nixes the zombie attraction, I must be referring to pre-Romance mod days, even though my memory thought that not much time had passed since I had zombies. Definately time to bring them back. I've just been wanting to build my hood large enough before I released the hoards on them.

Sims by default have no awareness of zombieness. The Romance mod is what fixes this, along with tons of other romance-related brokenness, and if you don't have it, you = suck.

Well, my memory = suck, but at least I am More AwesomeTM now than I used to be!
267  TS2: Burnination / The Podium / Re: Help with Custom TV Channels and Seasons/Celebration Stuff on: 2007 May 29, 22:20:56
Yea, the Pets channel. That was weird and I wasn't sure what to do with it. It isn't actually a channel that the Sims could choose on the TV and there is no corresponding files for it, with the exception of 2 commercials. Also, while there was an entry at the beginning of broadcast.ini that showed it to be channel 8, there was no corresponding folder info for it at the bottom of the file. So I ended up just skipping it in the line-up. I figured that a Pets commercial would kick in eventually, but I really never noticed as I don't really watch what they are watching. I hear the "South Park theme song" start playing and I know what channel they are watching. I don't really pay attention to the commercials. So that is why I forgot about what I did with the Pets channel.

I can't understand why the broadcast.ini is being overwritten. Is it actually being overwritten, or is a new broadcast.ini being made and exisits along with the one you made? If it is the latter, then you mispelled broadcast.ini when you were making the file.

If it is actually being overwritten, I don't know why. It is only overwritten whenever a new EP is installed. Try write protecting the file. The confusing part is that if the broadcast.ini in Program files is remaining custom, then if it overwrites the one in MY Docs should pull it from that one.

Wait! You said something about having Celebrations. If that is considered the "Last" pack, then the broadcast.ini that you want to overwrite would be located in that folder. Do a search in the Celebrations folder for broadcast.ini and try overwriting that one.
268  TS2: Burnination / The Podium / Re: Permanently repulsive Townie on: 2007 May 29, 18:22:49
I've had Sims attracted to Zombies before, so that doesn't work for me.
Either you don't have Romance Mod (you suck!), or your sims are necrophiles.

Cool! My Sims are necrophiles! Maybe that explains why weird stuff happens like Grand Vamps stalking that one family in the daytime. I had no idea that Sims weren't supposed to be attracted to Zombies. I've only had a few in the game (back before Zombie Apocolypse) and two of them had ongoing love lives with normal Sims. There were even attraction bolts for those zombies in their panel. The female zombie was a slut who jumped into bed with everyone (early ACR days). Looks like I'll have to put some back into the game to see if they are still working like this.
269  TS2: Burnination / Peasantry / Re: The Compressorizer! Mass DBPF Compressing Program on: 2007 May 29, 17:55:36
Perhaps my understanding of the actual string storage is not complete, but the code for the DDO works with basically every other file you can throw at it *except* the compressorised ones. Smiley

It's not choking on every compressed file. I'm throwing approx 50 errors now that the Downloads folder has been compressed, but there are 19,353 files in there, most of them package files, which the program is handling just fine (or so I assume since they are categorized correctly when the program finishes scanning).
270  TS2: Burnination / Peasantry / Re: The Compressorizer! Mass DBPF Compressing Program on: 2007 May 29, 03:33:53
Amberdiceless mentioned in Delphy's Download Organizer thread that some have reported that this compression program is causing errors with his program.

http://www.modthesims2.com/showthread.php?t=227925

Anyway, I compressed my hair folder before running his program and a handful of files (10) error-ed that had not error-ed before compressing. All the files that threw an error were in the hair folder (3898 files). I have now finished compressing my entire downloads folder and a great many new errors are now occuring with his program, files that scanned fine before compressing. Once a file throws an error with his program, that same file will always throw the error.

My next experiment will be to take all the files that are erroring, replace them with my backups, and then compress them again to see if the same files will always error when compressed.

ETA: By the way, my game is running fine, even the files that are showing errors with his program. Two of the hairstyles that have started throwing errors in his program are in use in the game and are working fine.
271  TS2: Burnination / The Podium / Re: Permanently repulsive Townie on: 2007 May 28, 12:57:24
I color binned every last downloaded hairstyle that I had. Now when I want a Sim to be repulsed by certain townies, I make the Sims have a turn-off of custom hair and assign a custom hair to the townie.

It's not as cool and complicated as Pescado's method, but it does the trick, most of the time. There are always a few Sims who find some redeeming quality in the townie.

I've thought about (but haven't tried) making changes in SimPe to make the townie have permanent cologne or stinky. I don't use cologne for my Sims because it wears off. I don't want happily married couples to suddenly find their mate less interesting because their perfume wore off.

Besides, on the stinky turn-on; I don't think that it actually works as a turn-on when a Sim smells bad. I *think* that they consider a Sim a turn-on if they have very low neatness (and therefore is a stinky Sim by nature). Have you ever noticed that Sims who are turned on by stinkyness still complain when another Sim hasn't bathed?

Also, townies that I don't want my playables to fraternize with are left with no gender pref to add to the chances that they won't interact with my Sims. But if your Sim flirts first, then they may get a gender pref from that.

I've had Sims attracted to Zombies before, so that doesn't work for me.
272  TS2: Burnination / The Podium / Re: Help with Custom TV Channels and Seasons/Celebration Stuff on: 2007 May 28, 12:39:28
Seasons DID change the channel lineup by adding 4 new channels, one for each Season's weather, although Sims actually only watch one of these at a time, depending on what season it is whenever they choose the weather channel.

First, you have to change the broadcast.ini in TWO places. First in the My Documents area in the config folder, and then again in the main program on your C: drive, in the Seasons directory. These must match.

Broadcast.ini should contain one line describing the channel, and then it must also contain the description and folder info for that channel. In addition, you must have a folder with each channel name in the movies/broadcast folder in My Docs.

I have included my modified broadcast.ini. You will not be able to use mine unless every channel is exactly the same. Since I no longer use the mechanical skill channel, I know that they are not duplicates.

You will notice that the first 11 stations are Maxis stations and already have corresponding folders in your Movies/Broadcast folder. Your broadcast.ini should look the same as mine up to this point. If it doesn't, you should change it. Also notice when you scroll down, you will find descriptions of each of these channels, letting the program know where the files are located. These should also be the same as mine.

Now you can start adding your downloaded channels. Make your first channel #12, where mine says MTV. Now you must also add the info about it. In this case it is:

[tvstation_mtv]
Folder=Broadcast/TvMTV
CommercialInterval=90
CommercialFolder=Broadcast/Commercials

Yours should say [channel name] instead of MTV. On the next line, you must tell it which folder contains that channel info. It should be in your Movies/Broadcast folder, then the next part would be the name of the folder. Your downloaded channel would be in that folder. The last 2 lines about the commercials should remain as they are.

Now make an entry for each new channel you added. In the top part of the Broadcast.ini you just add the next number in line for the next channel, and the bottom part should contain info where the channel is found.

After you get all done making changes, Broadcast.ini should be copied to BOTH your config folder in My Documents AND to C:\Program Files\EA GAMES\The Sims 2 Seasons\TSData\Res\UserData\Config.

Also, if you are missing any of the EP's (I have all except stuff packs) then the file will be slightly different depending on which EP's are missing that came with extra channels.

If you are still confused, I will try to help further.
273  Awesomeware / The Armory / Re: No Unneeded Coats on: 2007 May 28, 09:01:44
I noticed that if a Sim is outside and wearing outerwear, and you issue a skillinate command, the Sim runs indoors and starts skillinating without removing their coat. However, I haven't had anyone get overheated or even have a red thermometer from this action. Does wearing a coat inside have no adverse affects?

It must be really warm on snow days. They play in the snow with their everyday clothes, even though all of their visitors come over dressed in coats. There have only been a few times that they actually put on a coat, and so far there has never been snow on the ground at the time. Would it be more appropriate to check for either low temperature OR snow? The snow check would be only for aesthetics since none of my Sims have actually frozen playing in the snow without their coat on. It just looks better for Sims engaged in a snowball fight to be actually wearing winter clothing.
274  TS2: Burnination / Planet K 20X6 / Re: May "More Awful Than You": Buttugly Brokeass Furniture on: 2007 May 28, 08:42:56
If you have the tiger bedding, you need the appropriate bed:
http://www.modthesims2.com/showthread.php?t=233431


Why should your Sims be the only one to have nightmares? Now your pets can have them too with this new doghouse!
http://www.modthesims2.com/showthread.php?t=233742


275  TS2: Burnination / The Podium / Re: the podium phone. on: 2007 May 28, 08:21:34
Also, using Squinge's hack doesn't help. The podium Sim actually does stop using the phone, but still uses up the same amount of time before helping a customer. Instead of phoning, the Sim is messing with podium stuff (papers? menus?) instead.

My original plan was to have Squinge's hack in for those restaurants that are not Sim-owned so that MY sims who are on a date could get seated faster. Unfortunately, the amount of time that passes is the same with or without his hack.
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