302
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TS2: Burnination / Planet K 20X6 / Re: Apr "More Awful Than You" CC Treasure Hunt: Whore Clothes
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on: 2007 May 09, 03:34:51
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Without Panties? She doesn't seem to have anything to put any panties on. Am I looking at this wrong, or are her thighs not attatched to anything?
I thought that the author had used a skin tone that used dark pubic hair. But now that you mentioned it, it really does look like the thighs aren't attached at all. I wonder how it works in game?
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304
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TS2: Burnination / Peasantry / Re: Wardrobe cleaner
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on: 2007 May 03, 11:35:22
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Copied the dll to SimPe but where do the files named src go? The "src" files are where you find bugs. ![Grin](/smf/Smileys/default/grin.gif) Sorry, this still leaves me confused. What are we supposed to do with the folder named SRC?
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307
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TS2: Burnination / The Podium / Re: No face
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on: 2007 April 24, 21:00:23
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I also have this strangeness on one Sim in my game. It happened post Pets patch.
It looks just like the first pic in reply #19.
It started when I was at a comm lot with a Sim on a date. The waitress was bald. I made the NPC selectable, then told her to go to a mirror to give her some hair. Afterwords, her face disappeared. I have done this about a dozen times in the past without problems, so I don't know why it happened this time. Anyway, I have tried several times to change her so she will have a face again, but no matter what hairstyle, makeup, whatever, she remains faceless. But when I actually have her in front of the mirror and it goes to the screen to change the hair, she DOES have a face. When I let her back into gameplay, the face is gone again.
This is a pretty new neighborhood, made with empty MATY templates, so it really shouldn't be ready to explode yet. I do have default replacement skin tones that I have been using without problems since the base game, but no other custom skins.
So far I haven't had any Sims born with the problem, but I have to wonder why more than one person is experiencing this problem, but only recently.
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308
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TS2: Burnination / The Podium / Re: Permaplat: Denied!
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on: 2007 April 24, 09:49:09
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Hmm, I had though that one of the official fixes made it so selling novels would count. I don't have the link, but I have Squinge Earn Money Want Satisfy For Novels in my downloads folder. Perhaps you could search Squingeland for it.
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309
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TS2: Burnination / The Podium / Re: Not so random randomness
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on: 2007 April 21, 19:51:50
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Doesn't the lot debugger help with that? I'm drawing a blank at the moment, but the one that you run before Sims give birth. It generates a random number of Sims then disposes them. That should get you past your present stuck place.
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310
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Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: ReNuYu Orb LTW Hack
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on: 2007 April 19, 19:14:00
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If I cycle through the LTWs until I get to the one I want, does it cost more points for each LTW that is bypassed or is it a one time cost where I can cycle until I find the LTW I wanted?
And to clarify, Reprogram self=the old Maxis way? Or does it allow changing of LTW the new improved way as well as allowing new Turn ons/offs?
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314
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TS2: Burnination / Oops! You Broke It! / Re: Can I fix this?
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on: 2007 April 05, 18:03:28
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Take a look at the difference between hunger satisfaction with the chips and the cookies.... i edited the chips so there is a 25 point(?) gain in hunger.. the cookies are left at a straight set point Sounds like we are heading in the correct direction there. Very good. I was thinking about editing the type motive for the energy drink... an active, shy sim would use it rather than a lazy, social sim at the espresso counter.. that's a work in progress.
My most important use is for playable Sims on comm lots. I want them to choose an energy drink instead of espresso so that they can do what they came for, instead of spending so much time drinking coffee. But as far as comm lot visitors, your idea really would make sense so that every Sim isn't using the vending machine and ignoring the espresso bar. That would spread the Sims around the premises better. You have some pretty good ideas.
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315
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TS2: Burnination / Oops! You Broke It! / Re: Can I fix this?
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on: 2007 April 05, 03:36:21
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Thanks.
Now that I understand what the symbol difference is between literal and incremental, I'm going to play a little with the hunger satisfaction. I'd like a slightly larger boost with the snacks as it barely moves the bar right now. The hunger increase seems about right on the energy drink but I'll have to play with it for awhile before I know whether the energy boost is right or not since that was changed to incremental. I want a boost that is about equal to 2-3 cups of espresso.
I also want to advertise in such a way that Sims with >50% of their energy bar full will not autonomously want to buy the energy drink, but yet I want it more attractive than the espresso bar at a comm lot for satisfying energy. I'd rather them grab a quick pick-me-up rather than spend 2 hours drinking latte, especially now that I am playing with the mod that makes time actually pass correctly on comm lots.
I like the price changes by the way. I've been meaning to change mine but keep forgetting.
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316
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TS2: Burnination / Oops! You Broke It! / Re: Can I fix this?
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on: 2007 April 04, 20:55:23
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Can i change the mesh used through Simpe or will i need to remake the objects with a graphics program? I don't think it should be necessary to "wash" a bag of chips to get rid of them...
Cyberdodo figured out that part, but I don't think the other kinks were worked out yet so I just stayed with modifying my version. I'd like that too. I haven't had a chance to make the latest changes that TwoJeffs taught us. We're working on the same version, right? If you have yours working so far, could you upload it? It will be at least a week before I can do anything involving much thought and I'm afraid that I will forget where I was in the process by then.
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318
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TS2: Burnination / Oops! You Broke It! / Re: Can I fix this?
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on: 2007 April 01, 08:01:04
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OK. We finally got this working pretty much how we want it, but I still have a small problem with it. It seems that every time a Sim cancels the interaction with the machine, it throws an error. Do either of you know what is causing it? I've attached two errors. It happened with a machine on a comm lot. Bartholomew is the active, playable character. He started to buy an energy drink autonomously, but he only had less than $100 on him so I canceled it from the queue. It then threw the error. The 2nd error, Mr. Roboto, was a visitor at the comm lot who autonomously decided to buy an item from the machine (everything except energy drinks can be bought autonomously by visitors). He got caught up in a crowd and was unable to reach the machine. It must have dropped from his queue at that point because it threw an error. He never did buy anything from the machine. So what action is the Sim supposed to take if the interaction is canceled or drops out of queue? Either the creator didn't allow for this to happen, or the command is pointing to the wrong line, but I can't quite follow the logic tree. I'm on a mission now to fix things.... Me too. I changed the runs with scissors to autonomous. I even enabled it for children, but I don't know if that part works yet. I made it more appealing to playful Sims, but I would have rather made it more appealing to stupid Sims. But I didn't know how to do that. [attachment deleted by admin]
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319
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TS2: Burnination / The Podium / Re: Walkbys Walking Pets - The Pets Won't Stop
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on: 2007 April 01, 07:46:38
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Run there. In real life, do you think people passing by stop to psychically know you want to speak to them?
Running, which is only available to active Sims anyway, still isn't fast enough to catch both the Sim and pet. I'll try the double greet>greet Sim and greet pet, hoping both will stay long enough. Greeting the pet allows the Sim to run off the screen while the pet stays.
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320
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TS2: Burnination / The Podium / Walkbys Walking Pets - The Pets Won't Stop
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on: 2007 March 31, 23:17:45
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Whenever walkbys are walking their pets, you can click on them and get the choice of "Greet 'Sim' and 'Pet'". The Sim then stands still like walkbys normally do when they realize that they are going to get greeted, but the pet keeps walking until it walks off the screen. By the time the greeting Sim reaches the sidewalk, the pet is long gone.
Is there a way to get the pet to stop with its master?
So far the only way that I found that works is to pause the game. Find a Sim without anything in their queue, then teleport them to the sidewalk to do the greet. It seems that this is the only way to get there fast enough for their pet to still be on the screen.
Surely there is a better way?
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322
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Awesomeware / The Armory / Re: Business Controller: Business Runs YOU!
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on: 2007 March 30, 04:26:43
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Also verify that your controllers are correctly mounted on the walls and not illegally mounted with move_objects.
Could you please explain the logistics behind the rule "do not mount controllers illegally"? Would it cause a problem if controllers were mounted normally and lights, awards, etc were placed in the same space with 'moveobjects on'? In a business I often find the need to place lights and controllers in the same wall space to have the controllers in a place that is easily clickable without blocking the view of something behind it that I might feel the need to click on, and to save wall real estate which could be used to sell paintings. I hate ceiling lights as I am always clicking on them accidently. I used to use Inge's ceiling light hider, but it seems that some of the light comes from the actual mesh and hiding the mesh diminishes the room light.
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323
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TS2: Burnination / The Podium / Re: LTW's
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on: 2007 March 28, 12:31:38
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If it is true that you can just stick them in the Downloads folder and not have to worry about anything else, then that makes things much easier. *shrugs* ... If anyone can confirm this, then perhaps the same thing would go for my teen woohoo wants hack. That would definitely be useful to know. ![Smiley](/smf/Smileys/default/smiley.gif) Ste That is interesting. This issue warrants further exploration. It may be that they entirely changed how this stuff is read and more things may be open to overriding. If so, an Awesome version may be in the works.
Oooh. New Shinys! I've been holding off on the teen woohoo wants hack because of already changing stuff with Squinge's mods. Looking forward to these!
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325
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TS2: Burnination / The Podium / Re: LTWs
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on: 2007 March 27, 22:08:59
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Huh. It seems the Seasons version of the hack just requires you to drop stuff in the Downloads folder. I'd be more than glad to use the hack if I didn't have to modify core game files. Didn't see that. I only saw the "haven't updated it yet" thread. Interestingly, the file still contains wants.package and wantstuning.package although the intructions do say to drop it all into the downloads folder. Has anyone tried to see if it actually works correctly this way? I don't have Seasons yet, so I can't test it myself.
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