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TS2: Burnination / Oops! You Broke It! / Re: Missing Normal Eyeglasses, Customs Reflect Everything
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on: 2008 September 11, 19:06:17
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I tried both fixes above, and unfortunately, neither worked. I then tested things out with a few other lots, and it seems to come down to this-- witches in University = borked eyeglasses. If I move the same Sims to the main neighborhood, they're fine. On the Uni lot they came from, the one non-witch who was left there has no glasses problems. If I figure anything more out about it, I'll be sure to post it here in case it helps someone else with the same issue.
Thanks for the help, though.
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TS2: Burnination / Oops! You Broke It! / Re: Missing Normal Eyeglasses, Customs Reflect Everything
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on: 2008 September 07, 19:05:12
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An update with more details and photos. The glasses aren't actually so much reflective as allowing you to see through the back of the sim's head. Also, this seems to happen when the sim goes off-lot (for class, in this case). If I send the sim to a community lot, on loading that lot, the glasses look fine again, and remain that way until the sim travels off-lot. I also tried putting glasses on another sim on the lot, and she also had the same issue. To illustrate:
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TS2: Burnination / Oops! You Broke It! / Missing Normal Eyeglasses, Customs Reflect Everything
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on: 2008 September 07, 06:56:59
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So apparently I'm hitting a whole new level of fail today, because this is the third weird problem I've run into tonight.
I'm missing all the base game eyeglasses. No, I do not have the MTS2 hack that hides them. So all I can see when I change a sim's appearance is the custom eyewear and accessories I have installed.
Okay, that wouldn't bother me too much, except for suddenly (and this may be witch related, as this was right after a Sim became a witch), all eyewear that you can put on is entirely reflective. As in, it acts like a mirror strapped to the sim's head.
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TS2: Burnination / Oops! You Broke It! / Re: Apartment Life Borkiness, or how i ended the world in 1 hour.
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on: 2008 September 07, 02:13:17
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I've got an interesting Uni-screwup.
I moved several sims into a dorm lot. After about a semester, I merged another student household into the dorm, as her roommate graduated. When she arrived on the lot, I got the usual dormies moving out message, and the dormie unclaimed the room. I then had the moving-in-sim claim the door. However, the room remains darkened and the furniture invisible. If I turn on buy mode and try to place furniture in there, it indicates with the red and green outline that the items in the room are still there, but are invisible. So... yeah.
I do have hacks in, but all but maybe two have been updated by now.
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Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
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on: 2008 July 16, 02:36:55
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I don't see a more recent thread on this, so I'm going to post it here.
I'm having an odd problem with this-- it worked fine for quite a while (this is after installing FT), but recently, my immediately post-college sims, upon buying a house after graduating, are being assigned a random number of hours when they go off lot. For example, a sim goes to a community lot at 6:00, stays there until 10:00, and then, when they get back, the pop-up states that they will be back in 57 hours.
I'd really hate to lose this hack, because honestly, it's probably my favorite, but I'm on my third house this has happened to. Regardless, I thought it might be helpful information. Let me know if I can provide any additional info.
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