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426  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Uni Careers Hack BETA v0.00.18 (Updated 12/22/2006) on: 2007 January 11, 06:36:19
*If* you are able to manipulate the dialog, I'd like to make a suggestion. Since only 3 careers will fit on each major, priority should be given to those careers that require a specific degree, with 2nd priority to those careers that require education but not a degree. So if athletics, slacker, military etc. don't fit, then leave those off entirely.

This way when I have a Sim that wants to be a Professional Athlete and I don't see anything on the list of majors, I'll know that an education isn't required for it. Then I would just pick one of the majors that stress body and charisma since I know that will be important to that career.

Alternately, or in addition, it would be nice to have an object that when you click on it, will pop-up the chart as updated for this mod. That way, without having to leave the game and consult the RTFM, a teen can decide whether or not to attend college. Otherwise, we either have to remember all the changes, keep a written list next to the computer, or wait until they are already in college to call and see the majors list. Perhaps since JMP assigned this homework to you, he would be willing to include the pop-up on the lot debugger.
427  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 January 10, 19:33:58
Since installing Pets my lots have reset so everyone is at home when their lot is first played. I click on "fix work state" on the lot debugger but nothing happens. Children who have just aged and haven't attended school yet are being handed D grades because they missed school, which is worse than the warnings that the adults missed work since I'm using harder, harder grades.

Is there a problem or am I doing something wrong? I thought it was supposed to send Sims to work or school if there had been reset and are now at home. Clicking on the car doesn't give the options to take the kids to school or to go to work. I suppose it's because it is too late in the day.
428  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Uni Careers Hack BETA v0.00.18 (Updated 12/22/2006) on: 2007 January 10, 19:25:10

It'd be great if anyone (who does not currently have custom careers) can verify whether or not the changes are reflected in the major choosing panel.  If I get a chance to set up my computer tonight and get some playtime in, I may casually glance at this.  Otherwise, I most likely won't get to really looking at this until sometime this week or even later, depending on what fancies me. Tongue
Ste

I don't have any custom careers in the game. I played last night and tried to find a major for my Sim who had a LTW of Athlete. None of them showed athletics. I know that a degree isn't required for that field, but degrees aren't required for cooking or artist either and they show on the dialog. Well anyway, this is what the dialog box shows when a Sim tries to declare a major:

History:  Science, Artist, Politics
Physics: Paranormal, Science, Medicine
Literature: Showbiz, Slacker, medicine
Political Sci: Showbiz, Politics, Military
Mathematics: Nat Sci, Science, Crime
Economics: Showbiz, Politics, Crime
Biology: Nat Sci, Science, Medicine
Philosophy: Paranormal, Slacker, Politics
Art: Showbiz, Artist, Slacker
Drama: Showbiz, Artist, Politics
Psychology: Paranormal, Military, Law Enforcement

That breaks down to:

5 politics
5 showbiz
4 science
3 artist
3 paranormal
3 medicine
2 natural science
3 slacker
2 crime
2 military
1 law enforcement
0 Business
0 Athletics
0 Culinary

So it looks correct to me except for the fact that each major only lists 3 matching careers so some of them are being left off the list.

...Edited to fix error in break down list...
429  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 January 10, 06:16:13
I didn't get regenerate portrait to work until I installed OFB, so I know that some options that are available are EP Dependant.
430  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Uni Careers Hack BETA v0.00.18 (Updated 12/22/2006) on: 2007 January 08, 11:11:48
Currently when a YA is choosing a major, the list of majors also reports what careers they are good for. Does this mod change the wording on those to reflect your changes? If not, are there plans for it in the final cut?

I'm just concerned that I'll never remember which majors correspond to which careers.
431  TS2: Burnination / The Podium / Re: Sims missing from load screen pictures on: 2007 January 03, 00:57:56
This is what I've noticed in my game. In the Uni neighborhood I start my Ya's in a dorm and then when they make Greek friends, move them to the Greek house. Now if I am playing the Greek lot and ask the new member to move in, then the loading screen of the dorm will still show the Sims that moved as still living in the dorm. But as soon as I play the dorm lot, the loading screen will be correct the next time. Same thing happens with the loading screen of the Greek lot if I am at the dorm and use the phone to move to the Greek house. It doesn't show the newly moved in member until the next time that lot is played.

If I just moved some Sims around and I plan to stop playing for the day, I just enter each lot and save so that the correct Sims will show on the loading screen when I restart the game.

I don't know when the load screen strangeness related to moving Sims started. I first noticed it on Uni lots and then realized that it seems to happen on most lots no matter where they are located.
432  TS2: Burnination / The Podium / Re: Come one, come all... to the carnivale... on: 2007 January 02, 00:21:31
Is there a way for us to raise the advertising?
433  TS2: Burnination / The Podium / Re: Trying to find these hacks - Move away from bus & Turn Tv off on: 2007 January 02, 00:19:38
http://www.modthesims2.com/showthread.php?t=56859

Turn off TV
434  TS2: Burnination / Oops! You Broke It! / Re: Old Yankee "4 Score" Door problem on: 2006 December 29, 00:01:52
I don't have the problem with that door but I have that same problem with the small rectangular bathroom window. From outside the house it looks fine. From inside the house you can see the wallpaper where the glass should be and no light comes through it.

Flipping the window around the other direction doesn't change anything.

Is it really possible for recolors to affect the original? I do have recolors for this object (buried deep in the unknown folder from stuff I downloaded pre-nightlife when we couldn't sub-folder). The original window as well as the recolors are behaving this way.
435  TS2: Burnination / The Podium / Re: Routing !!! on: 2006 December 28, 22:22:23
Sims do not understand how to pull doors, they can only push doors. Doors, for their part, seem indifferent to being pushed or pulled and can open in both directions, which is extremely unnatural if you think about it hard enough.

Ok. That helps quite a bit to understand a few routing issues. All doors are being treated as swinging doors, but Sims will only push them.

But then what is the arrow for that shows up while placing a door?

436  TS2: Burnination / The Podium / Re: Routing !!! on: 2006 December 27, 02:33:57
I've also found that sometime the Sims don't particularly like the direction a door is facing. I had Sims in one house go out the kitchen door to the back porch to grill. But after the food was done, they would go around to the front of the house, routing through 2 other rooms to get back into the kitchen to put it on the counter.

Changing the way the door faced fixed the problem. I've looked over the area and can't figure out why though. Either way they should have been be able to navigate it.
437  TS2: Burnination / Oops! You Broke It! / Re: Strays Generating Errors on: 2006 December 27, 01:41:31
Thanks for helping me to know where to look. I do remember some sectional sofas that came with a global to let the game know that it is a sectional. I'll pull those out immediately.

I had been looking through my hacks for the problem, but I didn't think about an object causing it.
438  TS2: Burnination / Oops! You Broke It! / Strays Generating Errors on: 2006 December 25, 13:47:17
The households that own pets aren't having any problems with their pets, but I'm getting errors when there are strays on the lot. Here are two examples.

No conflicts are showing except those that I already expected (such as those requiring a specific loading order), and none of these are related to pets.

Can someone tell me what I did wrong?
439  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2006 December 23, 00:21:02
Some options only show up on the debugger when they are applicable to the situation. Other options need you to have testingcheats enabled and then you must shift-click on the box for those options to show up.
440  TS2: Burnination / Oops! You Broke It! / Re: inge's teleporter shrub not showing up...? on: 2006 December 20, 09:50:43
The latest version is here:

http://www.moreawesomethanyou.com/smf/index.php?topic=2757.0

It is Pets compatible, but doesn't teleport pets. There is a mod on MTS2 by Christianlov though if you need that capability.
441  TS2: Burnination / Oops! You Broke It! / Re: inge's teleporter shrub not showing up...? on: 2006 December 20, 09:44:13
It should be in build mode under bushes. Are you looking in buy mode or build mode?
442  TS2: Burnination / Oops! You Broke It! / Re: Invisible Visitors (With Pic) on: 2006 December 20, 09:39:20
Your theory sounds plausible as I've seen the Myne door invisibility happen. But those tended to have a ghost appearance in my game. It is possible that some of the complete invisibility also came from those though.

But I've also had an occasional visitor turn invisible while visiting a residential lot. These visitors are playables, but were visitors at the moment because it wasn't their lot. I greeted them and they were normal. Later I couldn't locate them until I saw the pool table with hovering pool cues like the game was playing itself. Since no Myne doors were on these lots, it can't explain all of the invisibility problems.

I haven't seen the invisibility problems since installing OFB and Pets, but then maybe it comes in "runs" like so much other sadorandomness that occurs in this game.
443  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Teen Savage Hack: Teen Wolf Too Edition :P on: 2006 December 20, 06:58:32
Heh, I see you're using the Fight Club style savage, then.

Is there another way?
444  TS2: Burnination / The Podium / Request for Faster Game Speed During Sleep with Pets on: 2006 December 15, 22:04:32
When all Sims on a lot are asleep or at work, the game goes into fast mode until at least one Sim is on the lot and awake. But now, if the family has a pet, the game will remain at normal speed as long as one of the pets are awake.

I'm aware that sometimes pets do cute things while the Sims are asleep, but this really makes the whole game go too slow. If I manually choose speed 3 while the Sims are asleep or gone, often a Sim will wake or come home and do something stupid before I get the speed turned back to normal. And since pets are not controllable per se, I don't see the need for the game to remain at the slow speed.

So is it possible to get a mod that will make it where pets are ignored as far as determining the game speed?
445  Awesomeware / The Armory / Re: No Telepathy on: 2006 December 15, 02:57:48
I installed this, but haven't had a chance to try it until yesterday.

I went to a lot that I haven't played for awhile. There are twin toddlers in the house as well as a teen girl and the parents. One toddler was in platinum mood while the other was as red as possible. Everyone else had a good aspiration score. A check of the memories showed nothing that could account for this.

After several minutes of play, I got a notification that the mother and teen daughter had inherited money from the death of the maternal grandmother. (Which I found weird since it happened two months ago real time and I thought I had played that house since then). I then rechecked everyone's memories. The mother and daughter had green memories of the inheritance, but no memory of the death and their aspirations remained fine.

So is this what happened? One toddler had the death fear while the other did not, the fear kicked in but the memories just never arrived? And how are these inheritances handled anyway? Why would one grandchild inherit but not the others?

And can I also assume that this mod would be able to squelch this type of behavior even if the death memory never shows? (assuming of course that the toddler didn't know the dead relative). I've had several instances in the past where Sims inherit money but have no actual memory of the death. Or do they only have the death memory if they were there to witness it?

And what of Sims who have had an unknown relative die before installing the mod, but the house is first played after the mod is installed? Is it too late at that point for those Sims?
446  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Computer Madness Fix (Updated 26 March 2006 OFB) on: 2006 December 12, 18:51:38
After reading that Monique's computer and this hack are both doing the same thing as far as making Sims realize that a computer was already in use, I removed this hack.

But today I had a Sim who was doing her term paper. Another Sim kept going over to that computer with the intent of chatting with another Sim. When he reached the computer, it would drop from his queue. He would then walk away then come back in a minute to try again. He tried at least 4 times.

Now he didn't wave his arms in complaint, but I do have the MATY hacks installed. But as far as I can remember, Sims would realize the computer was in use and pick a different one to use when I had this hack installed.

Am I wrong? Was it just my imagination or luck? Does this make them realize that the computer is in use so that they can choose another one or does it just stop them from having a fit about it?
447  TS2: Burnination / Taster's Choice / Re: Testers wanted: Color Binning Tool 0.2.twentysomething on: 2006 December 12, 05:02:55
I don't think it matters. As long as you use the same GUID for all 4 (or more) of your colors, then when you are in CAS and you have a hairstyle picked and change to a different color, the style will remain the same.
448  TS2: Burnination / The Podium / Re: Satisfying baby want on: 2006 December 11, 15:29:58
I had a dark skinned family who only had dark skin genes throughout their generations. Mom started having an affair with a light skinned man. The children were extremely upset because she would do this in front of them after dad would go to work.

She got pregnant and gave birth to a light skinned child. I was waiting for the fireworks to start when dad got home from work and realized that she had given birth to a child that could not have possibly been his.

Instead he picks up the baby, starts feeding it and took care of it better than mom did. He never blinked an eye. Worse yet, the next day the real father came to see his child. He spent all day at the house caring for the child and the husband still acted like nothing was wrong.

I chalked it up to denial...like in the movie Me, myself and Irene.  Either that or he needs to go to the Sim Optometrist badly.
449  TS2: Burnination / Peasantry / Re: Replacement of Ugly Servo Eyes. [UPDATED] on: 2006 December 11, 15:04:47
So are these eyes for werewolf servos only? Should I be keeping both files in the game or just the last one?
450  TS2: Burnination / Taster's Choice / Re: Testers wanted: Color Binning Tool 0.2.twentysomething on: 2006 December 10, 17:52:35
I get that message regularly. Closing the color tool, or navigating to another folder in clean installer if that is open too, will let me move the files. I usually don't have to close SimPe completely, but occasionally I have to for it to let me move files.

Notice the error complains about the file being used by another process. So closing the programs that were using the files releases it so it can be moved.

Also, when binning a second color of the same family, you don't have to load the 2nd color into custom. I usually do load the 2nd brown into custom just to look at the color. But then I clear it before saving the rest of the colors. Click on options and copy the Guid number, then save the first 4 colors you binned.

Go back in and load the 2nd brown (and or 2nd red etc.) into the tool just like you are starting fresh. You don't have to fill up all 4 colors. Then click on options and paste the Guid number that you copied over the one that is there. That will make all the colors stay in the same family. Then save again, giving the 2nd set a slightly different name so it doesn't overwrite the first colors you binned.

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