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1  TS2: Burnination / The Podium / Re: Hmm... what about a "lifetime" Aspiration Meter? on: 2007 November 29, 00:37:58
Just saying "I want some major change to the game engine that I haven't even fully thought out yet" is BBS behavior and risks leading ot bad gameplay if anyone with power actually picks it up.  What elements that currently are tied up in the basic aspiration levels will apply to daily bar vs. lifetime bar?  What elements will be added to make this worth fleshing out?  At least have the decency to think things through a little before posting.

Well, I never really intended for this to be a request thread.  I suppose what I really wanted to know is if it was even technically feasible (and maybe it is, if I can learn to work with tokens).  If there's an affirmative, or at least not "that's completely impossible", I was thinking of tinkering around with the idea myself.  I know better than to request things of anybody else. Roll Eyes

I guess basically I want to have some balanced aspiration mechanic that lies between short-term things like "make new friends" and the LTWs.  Something with a longer-lasting effect, but without making them perma-plat.

Influence is pretty useless right now, but once in a while I make a guest clean or cook, if my sims need extra time for skilling or some other reason.  I don't care so much if it's inefficient since it's free labor. Smiley
2  TS2: Burnination / The Podium / Re: Hmm... what about a "lifetime" Aspiration Meter? on: 2007 November 27, 01:50:17
Well, sure, I never argues against that.  The point is that, if you're a Fortune sim, for example, who just got fired, a nice date may provide a temporary lift.  But at the end of the day, in their eyes, their life should still suck.  After all, they still need a job. Wink (A family sim who'd been divorced, on the other hand, would obviously get a more permanent boost, and romance sims go without saying.)
3  TS2: Burnination / The Podium / Hmm... what about a "lifetime" Aspiration Meter? on: 2007 November 27, 01:34:29
This is an idea that came to me quite a while ago, and I've been thinking it over.  The basic idea is that, for some situations the aspiration meter just doesn't make sense (e.g.  Sim is in aspiration failure, but one date puts him back in platinum) Roll Eyes. Since adding the lifetime relationship bar in TS1 seemed to help, why wouldn't it work for aspirations?  My thought is that the "Lifetime" meter would be used for most of the calculations, mood boost, etc. that the current one is used for now, and the "daily" aspiration meter would pull the lifetime one up or down with time, just like relationships work.  Things like power wants and power fears would affect the lifetime meter directly, so that, for example, a Fortune sim who got fired wouldn't just forget all his troubles by getting a new car or something.  Mainly, power wants and fears seem relatively useless to me right now since you can achieve the same effect by spamming smaller wants/fears.  Obviously this is far beyond the realm of any mod, but I wish they'd put something like this in for TS3.  Wishful thinking, I know... Tongue
4  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 November 17, 23:58:30
Hmm... Well, if the sims don't pay income tax, why should they pay propety tax> Grin  Seriously, though, the thought just never occurred to me.  It wouldn't be too hard to put in, I suppose, but I think it can wait until tomorrow. Tongue
5  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 November 17, 20:56:05
Well, fortunately I get a whole week off of school for thanksgiving, so for a while at least I'll have some time for modding.  I just finished a beta version of a mod that will calculate bills solely on water/power usage.  (It never made sense to me that I had to keep paying for my stuff over and over, anyway Roll Eyes )  I call this a beta because I haven't done enough testing to decide whether the bills are too much or not enough.  Also, some of the objects were still coded to calculate utility costs, and some weren't -- I haven't looked through all the objects yet.  It's trivial to add or adjust, but it involves editing the BHAVs which is usually bad for compatibility, so I haven't done any yet.  I also changed the mailbox so it's calculate bills function doesn't require debug mode -- if anyone would like to use that to test certain objects and see whether they affect the bills, I would appreciate it.  And, of course, all comments and questions are welcome.
6  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 October 28, 03:27:44
Yeah, I know, I'm edging the line on the cardinal necromancy rule, but since it's my thread, hopefully I'm okay... right? Huh In any case, I'm posting to explain why I've been gone.  In short, stupid Real Life rearing its ugly head again.  In particular, I have annoying college application stuff to deal with, so I'll be busy for the next couple of weeks.  That being said, I revived this thread because I plan to get back into modding after things cool down over here.  Just updating so that, you know, people realize I'm not dead or anything. Tongue
7  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 19, 11:13:22
I suppose I wasn't very clear on the grandkid scenario.  It wasn't something to help with family ties; rather, it was (or appeared to be) a scenario you would have to go through in order to have a grandchild.  I didn't see anything for having a regular kid.  So I figured if parents could have kids normally, and their kids had kids normally (as they do now) a scenario wouldn't make much sense. Roll Eyes Besides, what if they somehow went through the grandkid scenario before having regular kids (cheat, boolprop, glitch, whatever)?  I probably could fix the family ties if I only knew where/how they were calculated.

Risky Integrated Woohoo: Talk about a tall order! Shocked The thing is, most of those can be done either manually or through other hacks.  A is easy to set up ahead of time, I believe Inge's shrub takes care of C, and InSIM or something similar can handle D.  B can be done in-game (sort of) if the resident sim is female.  So I guess what you're looking for, mainly, is to be able to have a kid without marriage/move in if the resident is male.  I have no clue WHAT I would do about that.  If I think of something, I'll get back to you.
8  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 18, 22:12:53
Seems like my great ideas have already been done. Sad It looks like both mods mainly invoke the built-in BHAVs that I've already noticed.  Ah well.  I can still have the task of tying the scenario/power outage with an actual thunderstorm, which neither mod has done.  That'd still be cool... right? Tongue At least if they're using Eaxis BHAVs, that holds some promise for the amount of functionality that was left in.  Funny thing, too, in the same group as the power outage scenario are also shells of scrapped engagement and grandchild scenarios.  The engagement one has sort of made a comeback with the NL dates, but I'm not sure WHAT they were thinking about the grandchild one. Roll Eyes
9  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 18, 20:56:51
Well, pbox, I'm in that exact situation myself, as I mentioned above (having Seasons, but not Pets).  I haven't tested the new version on my own system yet, but I will soon.  I'll respond soon with results.

As for a new shiny, currently I'm looking at the remnants of code dealing with the scrapped power outage scenario.  I have no idea how much of it is salvageable/currently hooked up, but it appears that there were functions that took energy/water use into account when calculating bills, functions to turn on/off the power, and something that runs a function tied to objects when this state changes.  I'm currently investigating to see how this can all mesh together.  I was probably one of many (well, at least several Cheesy) people who hoped this power outage scenario would return with the Seasons expansion.  Exactly what I can accomplish remains to be seen.
10  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 18, 11:18:31
Yikes! That trading mod seems more than a little out of my league. Ask me again in a few months, maybe I'll have changed my mind. Wink Seriously though, if I were to look at that now it'd be a recipe for banging my head into the wall from frustration. The one part I probably could do is nuke the give gift animation... that shouldn't be too hard. I'll think about it.  As for the dying pets problem, try this version.  I haven't tested it in game (because I don't own pets Roll Eyes) but I think it should work. As a result, this was taken from Seasons, so you should own that EP unless somebody wants to test it and prove otherwise.
11  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 17, 03:47:53
Hmm... I have all EPs except Pets and BV, and no SPs at all.  Whether I can fix this depends on whether the Seasons file also checks for pets or not.  Either way, I'm pretty sure I know what I did wrong.  I pulled that BHAV from the base game, for what I foolishly considered "compatibility reasons". Embarrassed It's getting late here, but hopefully I'll have a fix for you tomorrow.  Surely I'm not the only modder to make a foolish mistake... right? Lips sealed I'm kind of new to this still, in case you couldn't tell.
12  TS2: Burnination / The Podium / Re: Hacking the Aspiration Meter - Is it possible? on: 2007 September 13, 19:54:40
Darn, I was hoping to cut the decay in half too.  The reasoning would then be that it takes twice as many points to become platinum, the platinum also lasts twice as long.  I just get annoyed when they fulfill some large Want when their meter is maxed because it doesn't keep them in platinum mood any longer.  Doesn't matter if the Fortune Sim was already in platinum when he married a rich sim or something equally lofty, he still only has platinum mood for 8-odd hours.  That means that, when already platinum, small wants are better than large ones, and in a perfect world they wouldn't be.  Ah... ignore me, I seem to have rambled on... Smiley
13  TS2: Burnination / The Podium / Hacking the Aspiration Meter - Is it possible? on: 2007 September 13, 03:56:31
Alright, I'm reasonably sure this is a stupid, non-awesome question, but I figured that I'd ask anyway.  What I'd like to do is essentially make the aspiration meter caps twice as high.  I've searched on google and in these forums and haven't found much.  All I've come across that's reasonably promising is in this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,481.msg17475.html#msg17475

I tried editing wantTuning.package, but it doesn't seem to have any effect.  I know I should assume that if it were possible it would have been done already, but, well, it's worth a shot, right? Lips sealed
14  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 11, 19:54:32
Does this also affect playables who are on a comm lot, but who are there as visitors and not part of the household you are currently playing? (Unselectable playables)

I ask because I believe that JMP said that uncontrollable playables dying on comm lots was a bad thing.

In any case, I'm looking forward to trying both of these mods. I love nouniprotect, but it only affects dormies, not playables of yours from other lots.

Hmm... that's a very good question.  I really don't know, but I can say that in my testing with a crap lot containing only a pool, the visiting sims acted like they couldn't leave fast enough. Tongue I'm pretty sure their free will prevents them from drowning unless you have a ladderless pool... But if you're setting up community lots like that, then you're just asking for it. Wink  If I wanted to torture a sim on a community lot, I'd send them to any old community lot and turn their free will off.  That's the easiest way.  If I wanted to kill a particular sim as fast as possible, however, that's where Paladin's assault rifle comes in. Cheesy

Also, while there are people who take requests for houses or comm. lots, I am not one of them.  I consider my building skills sub-par on a good day.  I still build houses frequently, because I find it more annoying to edit a house someone else made than it is to start from scratch, but they definitely value function over form.  They almost all share the same architectural style/price range, anyway: "Modern-type-thing" and "Whatever it takes to move my sims in", respectively.  I'm just throwing this out now, lest I turn down such a request in the future and be skewered with pitchforks. Grin
15  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 09, 14:02:01
I thought you were suggesting a workaround for the time being! "I'll take requests when I feel like it" didn't translate to me as "Hacks to go, grab'em while they're hot" Cheesy

Thank you again, I've been wanting this for ages. I think I posted my first request back in the Base Game era.
I always try to keep my school schedule in mind when I'm doing stuff like this, and I really wanted to put something else out yesterday because I'll probably be too busy to do anything the rest of the week.  You were just fortunate enough to be the first to ask. Wink

Quote
It takes some getting used to, but it's so much more fun it's really worth it. The downside (for me) is only that 90% of my sims are still dirt poor (I've been playing the same hood for almost two years now I believe) and live in tiny shacks .. and I *love* building houses. I compensate by clogging the mts2 Lots+Housing department Tongue
Well, if all your sims are employing each other, then money only gets added to the system when townies buy your stuff, right? Or do you even let townies go shopping? Either way, 90% being poor sounds a lot like real life to me. Cheesy Besides, if you really wanted them to be rich, you wouldn't be wanting to nuke double-payments and inheritances. Tongue
16  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 09, 01:19:03
Quote from: Jordan M. G.
As for No Inheritances (..)  I'll look at it.

Oooh thanks!  Kiss
Well, it took a lot of digging and trying random things, but here it is. Grin I'm a pretty slow player, but inheritance is only for death by Old Age, right? Huh If not... then this isn't quite complete.  Eaxis uses "Inheritance Tokens" or whatnot.  My eyes glazed over trying to decipher the code that set those up, so I just ripped out the call for setting them up entirely.  A nice benefit of this is that the inheritance messages don't show up at all, but of course there may be a couple loose ends somewhere I didn't notice.  Please let me know if something blows up.

Quote
in principle yes (I used to do that before no20K, for example) -- the difficulty with those damn inheritances is just that they often go to sims outside the home lot (of the sim that died), and the maxian dialogue always only lists the first five sims that inherit .. so without extensive tedious bookkeeping, it's impossible to know who exactly now has money they shouldn't have.
Sorry, I guess I didn't make myself clear.  What I meant was that, if after disabling inheritances you wanted to give some money away anyway, you could use the money order for that.  I wasn't at all suggesting you "undo" the inheritances -- that's why I made the hack, after all. Roll Eyes

Quote
I have no idea how many others are playing like this, but the way I play, I try to build a society/economy from scratch (I started with a randomly generated bunch of sims and I think 50.000§ for the entire hood) with sims employing each other and farms / fishermen feeding the rest of the hood and rich sims building community lots that everyone else can use ("Joe Random Memorial Park") and all that .. in short, what I want is develop the hood from the work that my sims do. In this context, it's incredibly annoying when stuff just falls from the sky and throws everything out of balance .. obviously, Maxis were trying to make everything as easy as possible to keep the 12-year-olds happy, but I'm not 12 and I prefer a less boring game.
Wow, I think my head would explode trying to keep track of all of that.  I've only recently made it a habit to sync my lots time-wise. Tongue I do know what you mean about it being too easy.  I have to actually make a concerted effort to put my sims in aspiration failure, while getting them platinum is a matter of habit.
17  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 08, 19:52:42
No, I am not working on that yet, mainly because I don't know a thing about tokens yet, or, indeed, most hacking concepts that aren't immediately obvious. Tongue  As for No Inheritances... That depends on how hard it'll be to hack in.  I'll look at it.  I'd never really considered it an annoyance, but thinking about it now, most sims have too much money anyway and you can always use Money Orders to spread it around.
18  TS2: Burnination / Peasantry / Jordan M. G.'s Hack Shack on: 2007 September 08, 16:59:41
Well, B suggested I claim a thread in Peasantry, and I do seem to be getting sucked in to hacking this game (but then, anyone who hangs around MATY long enough would!) so here are the two hacks I've already made.

EmployeeNoDoubleDip prevents playable sims who are employed at a business from heading to work when you play their lot.  This was a quick fix to try to reduce sims getting paid twice or more due to playing different lots.  A more substantial one, perhaps with tokens, may eventually be forthcoming. Tongue NoCommProtect was made under the same general premise as Pescaso's nouniprotect -- that is, a holy quest to eliminate invincible sims. Cheesy Sims will pass out (and therefore drown) on community lots now, as well as starve to death.  Kids still cannot starve to death, but that's standard Eaxian behavior so I've left it alone.

I'm sort of learning how to hack these things together as I go along, so don't hesitate to yell at me if something blows up.  I will take requests, if I feel like it -- both of these were born from somebody else's complaining.  A little boredom never hurts, either. Wink
19  TS2: Burnination / The Podium / Re: Apparently, My Sims Can't Drown in the Ocean (Image Laden) on: 2007 September 08, 00:13:31
So now my question: Has anyone been able to kill a sim in the ocean (or on vacation in general)?  Just for completeness, let it be known that I am running all EPs and SPs with all patches and no custom content (including hacks).  The entire family was in energy aspiration failure for about 36 hours each, and all motives (aside from bladder and environment) were fully red for about a day.

I just want to drown some premade sims, is that too much to ask?

Lucky for you guys, it's Friday night and I'm bored. Smiley This is a quick hack job, so please let me know if something needs fixing.  In the motive failure functions for Energy and Hunger, as well as another separate function, I simply changed the comm. lot checks to go to the right place whether they return true or false.  In my quick testing, sims could pass out, starve to death, and drown in the pool as a result of energy failure.  I don't know if Servos could recharge on Comm. Lots before, but... well... they can now. Tongue Kids can pass out, but still can't starve (I think that's standard Eaxian behavior).  However, the Social Worker will not show up on Comm. Lots, apparently.  I haven't tested Vampires, but I imagine they'd die from sunlight before passing out or starving to death. (Okay, so I was too lazy to attach a Downtown to my test hood. Sue me.)  Most importantly, I don't have BV yet and probably won't get it for quite a while, so I'll need somebody to test and see if this works on vacation lots and beaches.
20  TS2: Burnination / The Podium / Re: Can the spring flirt wants be toned down? on: 2007 September 04, 20:57:52
In other more on-topic news, experiments with want-tree addition are under way and soon we will have a hack for MOAR FIGHT: Some wants you've probably never, ever seen.
Really?  This sounds like the makings of a very Awesome hack.  What kinds of wants, exactly?  Probably my favorite Want that goes unfulfilled is "See the ghost of [Living Sim]".  But now that I have a family with a Cowplant, this may change. Grin I wonder, is there a Want for "Feed [sim] to Cowplant"?  Wink If so, I haven't seen it.
21  TS2: Burnination / The Podium / Re: Can the spring flirt wants be toned down? on: 2007 September 01, 01:44:10
I guess I didn't use the right words to explain what bugged me and what didn't.  It's not actually the wants themselves that bug me too much.  It's not like they're hard to fulfill, anyway.  What bugs me is that they're not specific.  The wants I'd like to see would be "Flirt with $spouse" or "Kiss $spouse" instead of just "flirt" or "kiss".  The male frequently wants to kiss his wife before he goes to work, for example, and I don't mind that.  Bah, I don't know.  It's more of a role-playing thing than a real annoyance.  I'll just deal with it.  Tongue
22  TS2: Burnination / The Podium / Can the spring flirt wants be toned down? on: 2007 August 31, 23:08:29
I'm sure most of you have already noticed this, but I'm generally a very slow player.  Today was one of those simming marathon days.  I have a married couple, both of which are wealth aspiration and have graduated from Uni.  Things were going along as usual until I noticed that 3-4 of the want slots for each sim were clogged with generic "flirt"/"be flirted with"/"go on date"/"kiss"/etc. wants.  This perplexed me, until I realized that it was now spring.  Roll Eyes  Is there any way this can be toned-down?  Preferably it'd be possible to filter by aspiration.  For all means leave it alone for Romance, and Pleasure would only be adjusted a little, I'd think.  But for wealth sims, these wants should be somewhat fleeting, and should be almost non-existent for Knowledge sims or very Shy sims.  I'm not asking for much, and I know want trees are a very tricky thing to adjust.  But it is possible, right?  Undecided  These wants seem to only filter in when they wake up -- after fulfilling a couple, the normal Wealth wants start to come back.
23  TS2: Burnination / The Podium / Re: OfB Employee payments: How broken are they, exactly? on: 2007 August 23, 21:34:05
Well, yes, I do like Ste's idea, and obviously it'd be preferred.  The problem is that I know that'd involve tokens of some sort, and I'm just not awesome enough to hack together something like that.  My homemade solution works fine for me right now, as I try to keep my lots somewhat in sync and I don't have many businesses to begin with.
24  TS2: Burnination / The Podium / Re: OfB Employee payments: How broken are they, exactly? on: 2007 August 22, 23:17:37
I spent some time digging through the code for hiring employees.  I'm rather unaccustomed to SimPE, and therefore not very awesome, but I did manage to hack together something preliminary.  The stock "Employee" career is stored just like any other.  The best I could do with the meager skills I have is set the career for both teen and adult/elder so that you work 0 days of the week. Roll Eyes That eliminates double-dipping, but unfortunately doesn't let your sim get a second job.  I don't know how I'd go about doing that.  The game relies on that career being there to properly transfer employees from one business to another, among other things, and having one sim employed to several businesses sounds like a VBT. Lips sealed
25  TS2: Burnination / Peasantry / Re: Pleasantview, Strangetown & Veronaville Project [UPDATED] on: 2007 June 28, 21:15:02
I just want to thank you Sara, for figuring this process out and especially for putting a file up for download! Smiley  I've only been lurking here a few days, but I've already picked up many great tips and Awesome hacks.  I tend to consider myself "above-average" when it comes to computers, but I still find SimPE very confusing.  By downloading your 'hood as a base and following your directions, I was able to add Riverblossom as a Shopping District.  It certainly saves some space on the Neighborhood selection screen.  Thanks again!  Grin
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