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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2011 December 09, 12:40:19
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I'm working on making over a world I downloaded so I'm changing some sims' traits. I've been using addtrait and droptrait to change them, but I've noticed one trait that this doesn't work on, which is Star Quality. It acts like there's no trait by that name so I can't remove it from sims that have it or add it to anyone.
The trait in question is Xfactor. I had the same problem when trying to add or remove the said trait. From the traits.xml in gameplaydata.package, <TraitList> <Name>Xfactor</Name> <Description>XFactorDescription</Description> <Hex>XFactor</Hex> <CodeVersion>EP3</CodeVersion> <AgeSpeciesVisible>C,T,Y,A,E</AgeSpeciesVisible> <Category>Lifestyle</Category> <CommodityName>TraitXFactor</CommodityName> <Predicate>HasXFactor</Predicate> <ThumbFilename>trait_xfactor</ThumbFilename> <ThumbPieMenu>trait_xfactor_s</ThumbPieMenu> <ThumbDislikePieMenu>trait_xfactor_s_crossed_out</ThumbDislikePieMenu> <TraitToolTipText0>XFactorTraitTipText0</TraitToolTipText0> <TraitToolTipText1>XFactorTraitTipText1</TraitToolTipText1> <TraitToolTipText2>XFactorTraitTipText2</TraitToolTipText2> </TraitList>
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TS2: Burnination / The Podium / Re: Whats in your UserStartup.cheat File?
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on: 2008 November 10, 22:39:52
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Also using the tilde (~) symbol expands the cheat windows.
If you type any character that is not a coorect alias/ command the cheat window will expand. The tilde isn't aliased in the globalstartup.cheat file, at least not in the UK version. I didn't mean, tilde should be keyed in followed by pressing Return key. Just pressing tilde key expands/contracts the cheat console. Similar to how the console windows of several FPS games behave. I'm using the UK version of the game.
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TS2: Burnination / The Podium / Re: Whats in your UserStartup.cheat File?
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on: 2008 November 10, 18:28:38
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alias e "expand" "Expand the length of cheat window" ""
I have the UK English language install, and the x key does this just fine as it is automatically aliased by the game. I guess this must not be true for other languages. I didn't know about the default X alias, silly me. X works in US English too. Thanks for the information. Also using the tilde (~) symbol expands the cheat windows.
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5
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TS2: Burnination / The Podium / Re: Whats in your UserStartup.cheat File?
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on: 2008 October 24, 05:23:30
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Try a different alias? Maybe 'mon' is something reserved in the game?
At first I tried 5 different cheats using the alias precursor...none worked. Then I used only one to simplify before posting here. Tried various forms...nogo. I'm starting to suspect it's the alias command itself. Perhaps they removed that functionality for XP sp1 in one of the expansion packs. I've come across a few programs that won't install to sp1, but never noticed anything that installed, operating improperly. Meh, alias is only a convenience feature, anyway...I've mostly memorized the cheats I use frequently Try copying from any of the above UserStartup.cheat contents to your UserStartup.cheats. May be there is something wrong in your syntax. If it works, remove those you don't need and change the keyword alone.
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6
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TS2: Burnination / The Podium / Re: Whats in your UserStartup.cheat File?
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on: 2008 October 23, 02:17:36
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My UserStartup.cheat looks like this. boolProp ControlPets on boolProp petActionCancel true boolprop testingCheatsEnabled true boolProp allow45DegreeAngleOfRotation true setHighestAllowedLevel 10 floatProp tvVolume 0.2
alias mvon "moveObjects on" "Move Objects On" "Move Objects On" alias mvof "moveObjects off" "Move Objects Off" "Move Objects Off"
alias snape "boolProp snapObjectsToGrid false" "snap to grid = no" "snap to grid = no" alias snapd "boolProp snapObjectsToGrid true" "snap to grid = yes" "snap to grid = yes"
alias cfee "boolprop constrainFloorElevation false" "Floors Weird" "Floors weird" alias cfed "boolprop constrainFloorElevation true" "Floors normal" "Floors normal"
alias dste "boolprop DormSpecificToolsDisabled false" "Dorm Specif Tools Available" "Dorm Specif Tools Available" alias dstd "boolprop DormSpecificToolsDisabled true" "Dorm Specif Tools Not Available" "Dorm Specif Tools Not Available"
alias dpt "boolProp displayPaths true" "Displays Sims routing" "Displays Sims routing" alias dpf "boolProp displayPaths false" "Hides Sims routing" "Hides Sims routing"
alias aste "apartmentBuildBuyRestrictions off" "Enables buy/build mode tools in apartment lots" "Enables buy/build mode tools in apartment lots" alias astd "apartmentBuildBuyRestrictions on" "Disables buy/build mode tools in apartment lots" "Disables buy/build mode tools in apartment lots"
alias ablste "boolProp aptBaseLotSpecificToolsDisabled false" "Makes all building tools available for building apartments" "Makes all building tools available for building apartments" alias ablstd "boolProp aptBaseLotSpecificToolsDisabled true" "Makes all building tools un-available for building apartments" "Makes all building tools un-available for building apartments"
alias lzresi "changelotzoning residential" alias lzcomm "changelotzoning community" alias lzdorm "changeLotZoning dorm" alias lzgreek "changeLotZoning greek" alias lzss "changelotzoning secretsociety" alias lzapt "changelotzoning apartmentbase"
Regards, Karthik
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7
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Serious Business / Spore Discussions / Re: Wormhole navigation
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on: 2008 October 09, 20:35:01
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Yea, 1/5 does sound about right -- makes it almost impossible to find a track through without running into a Grox system. And it makes fast retreats really difficult, even if you find a wormhole that plops you in pretty close. I even found one wormhole exit that was pretty close to the core, but I couldn't reach a single nearby star from it, even with a I-5 drive. They were all just a little bit beyond the green.
The problem is, the game limits the range when you are very near to the galactic core by a fixed value of 3pc, rather than related to the Interstellar Drive your ship has got. You can use any of the galactic core travel limit mods to get there easily avoiding most of the Grox. Regards, Karthik
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8
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Serious Business / Spore Discussions / Re: Spore Mods!
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on: 2008 October 09, 20:32:23
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Another mod for removing the restriction on travel range when getting nearer to galactic core. This fools the game into thinking, there is no set definition for galactic core start boundary. Tested with Spore version 1.1.0.338.
Should make it easier for all of you wanting to enter the core without getting killed by the Grox.
Regards, Karthik
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TS2: Burnination / The Podium / Re: EAxis annoy me (modular stairs in Veronaville house)
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on: 2008 October 09, 20:07:02
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Pandaah: that method works, but you can't put in the wall afterwards whereas with the house EAxis made, the wall is there, and if removed, can be replaced.
To get rid of the above problem, you can use my method. It is what I use when I need something like that. You can put a wall at the edge of the third tile as shown in your picture. Who knows, may the guys over EAxis use the stuck object remover to do the same. Regards, Karthik
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10
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TS2: Burnination / The Podium / Re: EAxis annoy me (modular stairs in Veronaville house)
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on: 2008 October 09, 17:53:11
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In one of the houses in Veronaville (I forget which one), the fourth square above the stairs can be used and carpeted. How on earth did EAxis do this, seeing as I can't replicate this elsewhere myself?
You need to be in live mode, and you need the stuck object remover. Place the stuck object remover on the fourth square using moveobjects on cheat. Go to live mode. After the burminated message pops out, go back to build mode and place a square of tile. That's it. Regards, Karthik
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11
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Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox?
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on: 2008 October 09, 12:30:56
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I have no idea. The galaxy is really fucking huge and the galactic core is a longass way away.
But with the no Galactic Core limit mod, you will have the exact same interstellar range as always. So it should not be that hard. I'm working on a way to reduce the time it takes of the Staff of Life to turn a planet to T3. So if I succeed in that, we should be able to remove the Grox once and for all. <int32 name="grobEmpireSize" id="0x0195E031">2400</int32> <float name="grobStarsSpreadRadius" id="0x0195E032">105</float>
Also, from the above two lines from a particular property listing, does it mean the Grox empire stretch across 2400 star systems, within a radius of 105 units from the galactic core. If this is the case, it would take a while to remove all Grox from the galaxy. Regards, Karthik
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Serious Business / Spore Discussions / Re: MASSIVE SECURITY HAZARD in Spore!
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on: 2008 October 07, 15:21:50
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I've a question about this particular behavior of sporeapp.exe. When I used the SysInternals Process monitor, I can clearly see SporeApp.exe for some reason opening, reading, closing Norton Antivirus 2008's VIRSCAN7.DAT file. Attached is a log file of all accesses. I would need some clarification.
Is this some sort of unwanted security hazard of running Spore.
Regards, Karthik
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Serious Business / Spore Discussions / Re: Anyone using the "no cd" for spore?
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on: 2008 October 06, 20:14:07
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I'm having some trouble getting the no-cd crack to install. Super Bad Brain Day? What I did: Installed the game while disconnected to the Internet. No error message. Then I downloaded the crack from Gamefix. Extracted the .exe file and double-clicked on it. I get a message saying "Could not find the default preferences. The data directory is missing or corrupt. (1004)" After that the screen goes black for a second, and then I return to the desktop to see another message saying "Could not find a needed package. The data directory is missing or corrupt. (1004)" I have no idea why that happened. Is someone able to help, please? Did you copy the crack to the SporeBin directory. If you copied/extracted the crack to desktop for example and double-clicked on it, certainly it cannot find the Data\* path from its current location. Double check where you extracted the no-cd patch to. Regards, Karthik
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Serious Business / Spore Discussions / Re: Spore Mods!
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on: 2008 October 01, 11:46:34
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Adding one more mod, people might think this as a cheat mod though. Reduces the recharge rate of all Archetype powers in Space Stage to 10 Second. Also removes the Relationship score damage when using Zealot or Scientist super powers. Tested with Spore version 1.1.0.358.
Please report if any problem occurs.
Enjoy,
ETA: If you have downloaded the SuperPowers.package, please rename it, prefixing an a to the name. So the mod will be loaded before the main game package will be loaded.
Regards, Karthik
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Serious Business / Spore Discussions / Re: Spore Mods!
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on: 2008 September 28, 07:40:55
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How did you manage that? More details, please!
I made the mods using Rick's beta tools for Spore. It was a bit of work requiring me to change the QuantityToOffer tag in the .prop file in Group ID: 0x034D97FA, and some 25 files. Then compiled the decompiled prop.xml(s) back to prop and package them. Dammit. I could have used that. I just equipped 30+ planets with uberturrets and you know not everyone sells those.
Sorry, It took me a while in my quest to find where the Quantity on sale for each equipments are defined. So, as soon as I got the necessary details, I made this hack. I hope every welcomes the hack and enjoys Spore more. Happy Sporing. Regards, Karthik
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Serious Business / Spore Discussions / Re: Spore Mods!
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on: 2008 September 27, 19:59:31
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After thinking a lot about how bad is the Planetary Bazaar system provided with Spore, where you need to jump between 3 planet bazaars to buy 3 colony packs or stuff like that. I've created a new hack that ups the quantity for almost all items available at planetary bazaars from 1 or 2 to 99. Attached is the zip file containing the package.
Enjoy,
ETA: Tested with Spore patch 1.1.0.358. Removed 25 property files which are not required, as it overrides several non single shot tools. Attached is new and updated package.
Regards, Karthik
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