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401  TS2: Burnination / Oops! You Broke It! / Duplicate Catalog Items on: 2007 February 11, 15:44:03
I'm having a problem with 2 or more thumbnails showing the same floor tile or wallpaper in the catalog. But there is actually only one of each in the download folder. It started with a few floors showing duplicates, but some are now showing up to 4 duplicate thumbnails.

It started sometime after using WTF editor from DJS. I used the tool to mass rename all of my floors and walls so that their filename matches the internal name that shows up in the catalog. Somewhere along the line I think that duplicate thumbnails or something like that has been created. I don't know for certain that this program had anything to do with my problem, but I suspect it as only walls and floors are showing duplicate catalog pics. There is also an option within the program   to generate a cache to make it faster when editing walls and floors. I did generate this cache, but it is stored in the program folder with the WTF editor, not in the Mydocs>Sims area.

If I delete one of the duplicates from within the game, I lose that particular wall or floor, so I know that it is not real duplicates in the catalog. Plus I've run a program that searches for duplicate files.

I tried deleting the build mode cache, but that didn't help. I don't want to start deleting caches willy-nilly because some of this stuff, like the CAS clothing and hair, takes forever to rebuild the cache.

So anyone know what I should be doing to fix this problem? Delete a different cache? Delete a particular combination of caches? Something else?

Anyone else had this problem with or without the WTF tool?
402  TS2: Burnination / Planet K 20X6 / Re: Feb MATY "More Awful Than You" CC Treasure Hunt: Pants! on: 2007 February 09, 11:02:40
Click the link MistyBlue gave for ugly yellow. It has 2 more equally hideous pants/outfits on that page. Too bad there isn't bonus points for ties that have been spray painted on, or that bottom outfit would be a sure winner.
403  TS2: Burnination / Planet K 20X6 / Re: Feb MATY "More Awful Than You" CC Treasure Hunt: Pants! on: 2007 February 08, 08:18:44


No extra points because it came from a free site, but this is the original site picture:

http://www.modthesims2.com/showthread.php?t=219392
404  Awesomeware / The Armory / Re: Fire Mod v2 on: 2007 February 08, 07:54:38
There's one thing I would change though...

I finally pulled the last fire mod from my folder because I had started a new neighborhood, which meant that the adult population were skill-less idiots. So every time they invited a few guests over, they would of course have to serve them something to eat to keep them there so they could get to know them. Then of course the kitchen would catch fire and all the guests would leave.

Clean up the mess, invite them back over and repeat fire scenario until someone could manage a few cooking skills.

Is there any way to make this part of the mod optional or just make the visitors run outside to the mailbox until the emergency is over?

The mod is great in older neighborhoods. So I'll be adding in back in once the neighborhood ages. I just started a new hood again because I learned from a tutorial thread here how to get a completely clean hood and am excited to play without townies and SWAF corruption.
405  TS2: Burnination / The Podium / Re: Object "In Use" Fixes (Request/WCIF) on: 2007 February 08, 07:19:52
I think that is caused by having couples that are extremely attracted to each other. It's hard to keep 3 bolt couples from sticking their heads up each other's asses.

I don't let hubbies relax next to their exhausted pregnant wives. It just wastes their time. Even though I prefer free will at most times, I do find these "slackers" something else to do until their spouse wakes up.
406  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Pets) on: 2007 February 07, 09:06:50
I did the whole clean neighborhood thing using the empty templates. But I wanted a few of the special characters. I used the mailbox to spawn a dead tree which allowed me to spawn some of these.

But the Grand Vampyres (sic) are strange. I can only get males. And some of these are dressed strangely rather than having the regular vampire costumes.

Is there a way to spawn a few Countesses?

Also, I removed nostrayrespawn from the game for one load session so that it would generate the original strays for me. Then I replaced it because I don't want more strays after these are "used up".  Does doing this also spawn the Leader of the pack? I ask because in my old hood he showed up on most lots to put my Sims into aspiration failure. But I've been playing several days now without seeing a wolf so I need to know whether I need to add them manually. I saw the skunk immediately in the game, so I know that was spawned.
407  TS2: Burnination / The Podium / Re: Object "In Use" Fixes (Request/WCIF) on: 2007 February 07, 08:48:42
I know exactly what you mean with this. Squinge has a few workarounds. I know that there is one that lets other Sims know that all of the hoses from the bong bubble blower are in use so they won't try to get on that.

There is one that stops stomping of feet when the computer is in use, but I don't remember if that was from here or Squinge. I stopped using it because it is already a part of Monique's computers, which I use exclusively.

I'm still looking for hacks that tell Sims an item is in use for the telescope, hot tub, punching bag, and the musical instruments. I'm sure there are a few other items, but this is what I can remember at the moment.

Bathrooms aren't that bad if you use BYU. By the time it gets done processing the 2nd Sim, the first one is done and doing something else, so the problem only exists if the 2nd Sim has an empty bladder and is already clean, in which case they just keep getting booted out. I temporarily give this 2nd Sim something to do like clean the house or garden just to keep them occupied until the "Love of their life" is again available to them.

This is the link to Squinge's mods. I'd start here:

http://www.insimenator.net/forumdisplay.php?f=151
408  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2007 February 06, 23:38:51
All the motive modifiers were there too, and were all zero as they should be. As far as the rest, I just saw catalog placement, not actual changing of what the object thinks it is.
409  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2007 February 06, 23:18:21
I couldn't find anything within the Categorizer that identifies it as any object type, so there was nothing to change from within that program. The only choices available was where to place the item in the catalog, niceness multiplier, EP needed, and price.

If the Servo Recharger is interfering with the ejection, this is because someone cloned it from a terlet or shower, and then LEFT it categorized while removing all category-related functionality.

That would explain why BYU won't work at her house but does at the comm lot. In the house the bathroom would be ejecting the Sim into the same room as the charger, thus it would think that it was ejecting them into another bathroom. However, at the comm lot the 2 rooms are completely separated from each other, with the bathroom ejecting Sims to the outside of the building and the charger tucked away in a back room.

So if this is the case, a short term workaround would be to make sure that the bathroom doesn't eject Sims into the same room as the charger.

I'll try to test this theory.
410  TS2: Burnination / Oops! You Broke It! / Re: stuff that need fixes (or is there already a fix?) on: 2007 February 06, 19:09:35
I saw the option to do yoga on a coffee table even though it was the first time I had ever even tried to do yoga in the game.  This was a few EPs ago so I don't know if it is still the same. I never do yoga, not understanding the benefits vs the amount of time spent on the activity.

Edit: I know that sim had 10 active because my Sims from Sims 1 would take forever to get out of bed if they had a low active so I made all my original Sims with max active. So I would say high activity may be a factor.
411  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2007 February 06, 18:09:06
It's the servo recharger that's the problem. Don't have it on the same level as a toilet & you're right. My apologies, and I hope this helps other people with the same nifty goodness.

This is good to know! I have a problem with just one bathroom, but since she lives alone with just her 2 servos, I yanked BYU from her house and didn't think any more about it.

So is it the charger, or one of the two controllers? I have the charger, the chore controller, and another controller that allows the servo to double as a security bot. I just can't imagine why these would interfere with BYU though. And no conflicts show on HCDU.

On the comm lot she owns I also have a charger for her servos since I use them as employees. But the BYU appears to work normally there and all are on the same level since it is a one story shop. I don't think I have the controllers there though, but I know the charger is there. I might have the security controller there though because I do remember the servo shocking a customer who tried to shoplift a gnome once.
412  TS2: Burnination / The Podium / Re: Pets patch released on: 2007 February 05, 09:17:00
I actually caused the toddler hair mixup myself once, when I binned all my custom hair. The Sims were wearing the correct hairstyle, but the wrong color. Best I could figure was because the GUID is the same for all colors of the same style. All the Sims that had their hair the wrong color would have the correct eyebrows. I just went to a mirror and changed the hair to match the eyebrows and thumbnail, which was still showing the correct color. Some toddlers would also transition with the wrong hair color.

Every since I put the correct colors on the Sims, I have had no further problems. New toddlers transition to the correct hair color just fine now.

Could something similiar have happened when they patched it?

POST PATCH: I haven't checked all my Sims yet, but I haven't seen the color problem...yet.
413  TS2: Burnination / The Podium / Re: Clothing Organization - and PLEASE don't send me to SimPE!!! on: 2007 February 03, 22:01:55
Never heard of putting hairs in a family. Not sure what that would involve, but will look it up. Smiley

When I color bin hair I give all the colors of the same style the same GUID. That keeps them familied. You can change colors or ages and the hair remains the same style. Also, only one gray is necessary in the elder bin because no matter what color their hair was, it will default to the one gray since it has the same GUID.
414  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2007 January 29, 08:37:36

So far... I've only one zombie.  That's pretty much because I've only had one sim so far that wanted to make zombies and could actually do so, since I still don't have any Uni graduates yet... and only one sim has been able to join the secret society. 
Ste

Was this an actual want or was it just a regular resurrection want? I've seen the fear that a loved one would be turned into a zombie, but I've never seen someone want to actually make one. I'd like to see that.
415  TS2: Burnination / The Podium / Re: Dr. Death and the recalcitrant cow plant on: 2007 January 29, 08:05:48
Plus, it doesn't matter how long they've been adults -- they'll still get the full 5 days added to their lifespan.  It'll just move their indicator back to '0', and it won't move again until they burn off the days needed for it to start moving.

Does this also apply to Uni students? So a student who drinks 3 Sims while at the Secret Society lot doesn't age until 15 days have passed after becoming an adult? Or is drinking milk while at Uni just a waste of time other than satisfying someone's want of "Drink Sim"?
416  TS2: Burnination / Peasantry / Re: Pets - All the FFS and TwoJeffs RTFMs in two easy-to-swallow ZIP files! on: 2007 January 29, 04:36:02
I suppose that it is impossible to get the RTFMs from the extra items in the directors cut?

Specifically, I have dontshootfood, noassignmentlitter, snapdragonpets, and about 10 others that I cannot locate RTFMs for. There are a few others that I didn't install because I don't know what they do.

These are in my game because I have an "idea" of what they do. But I have been wrong so many times before about the way the mods here work when I don't have a manual.

Anyway, thanks for doing all of this. It was really needed.
417  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 January 29, 04:26:10
Thank you for doing this, and thank you for clearing up my confusion. I missed that top link.
418  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 January 28, 03:18:29
I don't want the pre-made Maxis playable Sims. Is it ok to delete the character files before using the templates or will that leave garbage behind?
419  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Pets) on: 2007 January 28, 03:10:57
I use the empty templates myself, so I get all the predecorated subneighbourhoods with houses, objects, etc. intact.

I started to do it that way, but I noticed that those "empty" templates came with quite a few character files. From what I understood from that thread, these are the "playable" Sims that came with those sub-hoods. I really didn't want those in my game. If it was just the special NPCs or characters (Grand Vamps, Death, etc) it would be ok, but that is not how I understood it. Since you used these templates, can you tell me if that is the case? If so, would deleting the character files from the folder before using the template be ok, or will it leave garbage behind?

How do I save a newly made subhood template after adding buildings so that I can use it in future new hoods?
420  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Pets) on: 2007 January 27, 19:31:20
I just followed the directions in the first post and everything worked perfectly. I have zero character files. Well, actually I made one change. I deleted all the uni folders instead of just the first one. That part confused me. Could you explain why only one uni folder needed to be deleted?

What I ended up with was a neighborhood, university, downtown, and shopping district but each was made from a blank template chosen in game, without a single building.

I don't mind the neighborhood as I just drop in houses from the lot bin, and businesses can be built to suit in the shopping district, but I really hate to think about recreating a downtown. It would be functional, but boring.

Is there no way to do this with buildings left in place? If not, then after I add buildings to each of my new subhoods, is there a way to save them or make them the default template so that I can reuse them whenever I create a new neighborhood in the future? I haven't added any Sims whatsoever at this point.
421  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Adults Go Steady (Updated 12/1/2006) on: 2007 January 26, 00:08:31
Is there no way to make this compatible with Inteen? I know the description says that I don't need it if Inteen is installed, but I disagree. My Sims don't do any autonomous requests for going steady. I really like the surprises that autonomy gives me and try to enable as many autonomous interactions as possible.

Perhaps it is possible to give Inteen users just the parts of this mod that aren't redundant?
422  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2007 January 25, 11:52:58
I saw this new sword mod at
http://www.modthesims2.com/showthread.php?t=215543

Not only does the item allow for fake duels, but it also allows one Sim to kill the other Sim. Unfortunately, with the "kill Sim" interaction, the outcome of the duel is decided in advance and has nothing to do with the skills of the participants.

So I got to thinking, why can't we have a "harder" fight club available? One in which one Sim can actually kill the other at the end of the fight if certain conditions are met such as this is the nth time that Sim won a fight against the loser, or if the loss was a total loss where they lost all of the rounds in the fight or some other criteria.

Think of the bonus when the winner fulfills their want of seeing the ghost of their enemy. Instead of Big Man on Campus we could now have Neighborhood Bully. Sims everywhere will start working on their fighting skills to avoid his/her wrath. Survival of the fittest will take on a whole new meaning. Some Sims may even be able to take out a few zombies and have a small chance of saving the world from apocalypse.
423  TS2: Burnination / The Podium / Re: Damn Auto Flirting is Ruining my game on: 2007 January 25, 10:25:39
I have the "closer family" hack downloaded from sexy Sims 2 that probably made the mother fail to recognize her new son.

Even without that mod in place,  I don't think that mother-in-law/son-in-law relationships are counted as family. I think only blood relations up to cousins count.
424  TS2: Burnination / The Podium / Re: Damn Auto Flirting is Ruining my game on: 2007 January 25, 06:34:53
The mom flirted with the new son-in-law during the wedding party
The bride slaps the groom up and down, despite the fact he didn't ask for that.

Actually, he did deserve it. Sims have the choice to refuse flirtatious advances. They only get into trouble with their significant other if they accept the flirt.

The Romance Mod cuts down on some jealous reactions, but I don't think it would have stopped this one because the bride should have gotten jealous.

If you use TwoJeffs Casual Romance mod, it will help. Using that mod, the male Sim would have asked himself if there was anyone around who would get jealous if he accepted the flirt. The answer would be yes, the bride. Then he most likely would reject the flirt.

The male Sim still could have decided to accept the flirt even though his wife was there. This small chance was added to add some excitement and reality to the game since some people are really stupid enough to make or accept flirts even though it is risky. Really outgoing, romance Sims have the highest chance of doing something that would elicit jealousy, while family Sims usually won't take that kind of risk.
425  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2007 January 24, 01:08:23
I'm having issues whenever a BYU controller is located behind locked doors.

1. If I make private bathrooms on campus with each Sim having their own BYU behind their own Myne door, they will wait outside of the Myne doors of other Sims trying to use their bathroom instead of locating the one that is inside their room.

2. In the regular neighborhood, I tried to make a simple apartment by using OFB locks on the front doors. But again, Sims want to use the bathroom in the other Sim's apartment instead of their own.

This problem seems to affect mostly, or only, playables. Customers and employees have no difficulty finding the correct bathrooms. Visitors usually do OK, so I don't think they are affected.

Playables do fine when they wake in the morning because their bathroom is always closest to their bedroom.  But whenever I issue the macro>use bathroom command they almost always choose an inaccessible bathroom. Issuing skillinating or caffeinating commands also results with the Sim eventually getting stuck outside of a locked door whenever it comes time to pee.

Is there any way for them to ignore controllers that are impossible to route to? Would using the Unauthorized Personnel instead of, or in conjunction with, either locked or Myne doors help? I have been leaving the BYU controllers on default settings.
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