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TS3/TSM: The Pudding / The World Of Pudding / Re: What would you call a Sims3Pack editor?
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on: 2009 May 25, 12:08:13
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Well, I'm usually useless at names, and these will probably only prove that, but here goes! The Junpacker PhadesFree (or Phades3) Unfader (or The Unfader) TSFree Oh My Josh Installer (or The Oh My Josh Installer...which would probably be shortened to just the OMJ when talking about it...maybe) JF-aid FirstFade Just Joshing C-it-all The Fadestaller The Faditor, but that probably also sounds as if it would be a SimPE type tool, rather than a package installer.
As for the suggestions so far, I prefer Phadely Phinagler or 3View. And even in its so far quite basic state, it looks amazing!
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TS2: Burnination / The Podium / Re: Making a holiday template
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on: 2008 November 09, 20:10:52
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Would the brains in this thread have any advice for me then please?
I've been putting together a template for BV, it's taken me a few months of work on and off, with me reading anything looking relevant and trying things one by one to get it to ‘act properly'. Using cwykes tutorial for making a downtown/OfB district, my first attempts gave completely empty lots with no buildings. Then after I read and tried other things I got the lots to show up, but sims were unable to use the 'walk to' option and were stuck at their hotel. After that and with more fiddling I could later take them from their hotel to a community lot, but these lots were only accessible if I clicked on somewhere I wanted them to visit. I had an empty menu, this didn't bode well for sharing and I wasn't sure how stable it would be. Eventually I came across a post by SaraMK (I think in answer to Marvin Kosh) referring to her/your Merging Maxis neighborhoods thread, so following the instructions there, I extracted the ID Number of the original T001 and replaced the one in my template with that and it worked perfectly. My only problem was the secret lot needed an error forced on the NPC to make him work, so any secret lot would be a separate sims2packfile.
But my question now is whether this is all still safe to do, meaning I can go ahead with my current project. I'm unsure which part you're saying is wrong, it appears SaraMK you are saying some that I've done might be okay, but on a personal level and not for sharing? I was also planning on adding a few locals and one or two tourists. It would be good to know if it's worth continuing, I've extracted the original ID Number and replaced it as I've said, and I've made the UID unique as Inge has said, but I've then renumbered it to T002 as well because I was worried about them being exactly the same. But now it's ‘as well as', and not a replacement for the Maxis ‘hoods, and it can be in a game possibly alongside an original Twikkii (or whichever area was wanted). Because it's using the same extracted code...is that a bad thing? I have the tutorial; if it's okay and would be at all useful you can have it, but you could probably find everything yourself as I'd think you'd know more than I do anyway! I'm expecting to find I have inadvertently messed up, rather than to have discovered anything useful here! But it's made up with a little bit from my findings, then bits from SaraMK, Zazazu, Argon and anything from anyone else that made sense or looked useful. And it's long, because I need it to make sense to me as I read it back...
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TS2: Burnination / The Podium / Re: Which is the safest way to package this occupied lot?
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on: 2008 October 24, 08:22:31
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You can send it to me if you like. It should be okay in a game from NL onwards though, as in the tombstones should be included there. If your previous testing was in this kind of game set up then you wouldn't have seen any differences anyway. But for those with just base and/or Uni they might not see any stones and that may or may not be a problem. If you've cleaned it all up, it should be purely visual and they'd expect a tombstone if you're telling them it'll be there, but then when they open the lot it would be gone, they'd have nothing to even try to resurrect and you'll have people wondering why and asking questions! Testing it with both before and after NL game set ups lets you know what to expect, then you can say "it does this and that" for the relevant EP's as you submit it or in its description somewhere, however it works for these challenges!
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TS2: Burnination / The Podium / Re: Which is the safest way to package this occupied lot?
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on: 2008 October 21, 10:06:15
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You say you've made the lot with the basegame only, if the people playing the challenge have NL (or maybe just an EP from NL onwards) then they should be okay, but otherwise I'm not sure the tombstones will actually travel with pre NL packaged lots. You'd have to test to see or it may be pointless including them if you should choose to. If you already have the storyline in your head I can see why you don't want to change it, but I suppose it's out of the question just to say "such and such happened, this is their story", have that in their description and leave it at that to avoid any problems?
I'm not sure now, but didn't the option to adjust the ages come with a later EP, so it may not even be available in your basegame set up. If it is then in my experience changed sims age accordingly but the age display looks a bit odd in-game, that might confuse people who weren't aware of what you'd done. You could explain that in your description as well, the teens I've aged down from adults have played out okay, but that isn't to say there aren't other hidden problems I'm unaware of!
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TS2: Burnination / The Podium / Re: Deleting downloaded lots
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on: 2008 September 05, 11:06:07
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If the lots you want to delete are in your Lots & Houses Bin they'll need deleting from the LotCatalog folder, if they've been placed in your neighborhood then you'll need to delete them from the Lots folder for that specific neighborhood. If they're in both places then delete them from both folders! You can set Clean Installer to scan those folders and use that to delete them if you didn't already know that, it depends why you wanted to get rid of them from the folders instead of in-game, presuming you already knew you could do it in-game! Maybe they're corrupt and crash when you click on them, maybe it takes you so long to load the game that you felt this way will be easier, whatever, you were on the right lines and know which folders you need to look in. The empty templates shouldn't affect your lots one way or another and you shouldn't need to worry about those. It will remove the lot, if the lot contained anything else like CC or hacks then they're still in your downloads folder. Clean Installer should help you identify those things as well. As in, maybe you'll see things you know came with the lot and that you didn't get for yourself. Or you can set Clean Installer to group things by date and that may help you find them more easily.
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TS2: Burnination / The Podium / Re: Neighbour Hood Road Flooded
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on: 2008 April 26, 10:54:41
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Can you either place a large lot with it's front end facing that edge of the road just outside of the image, opposite the red stop sign, so that the lot's side edge straightens and brings the flooded road back to normal? Or place smaller lots at the crossroads where the ground is level, then either delete and replace the empty lot with a slightly larger lot size each time to bring each new lot to the same level which should straighten the road, or continue to place small lots side by side, with each one bringing the road up bit by bit as you go along...
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TS2: Burnination / Oops! You Broke It! / Re: Entire Sims and lots missing after crash
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on: 2008 March 12, 13:49:13
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I lost sims and lots a while back, I wouldn't move them between hoods but they had disappeared. I'd seen at TSR someone explain how to do this, they said their sims and lots went after installing an EP. I found it worked for me when I needed it, if you want to try it might help you. Keep in mind that because you've moved occupied lots to the lot bin you've already duplicated the characters, and those extra's might have similar character file numbers (I don't know if they'd appear as a family though), or complicate things in some other way. I do know it will mess up your hood eventually, so it will be a short term fix if it works. I don't know if it's 'awsome', approved of, or where the original information came from. It fixed my issue when trying to work something out in a testing game but I didn't play it longterm, it would be good to know if anyone thinks it's a bad thing though, I don't want to recommend anyone doing it again if it's potentially dangerous! To make the family appear in your game, open the neighborhood in SimPE (Family Information on resource tree/name of the family) and change lot instance to "0x00000000" then commit/save as normal. This places the family in the sim bin. You'll probably have to adjust their funds to get the house back, I think mine were reset to the 20,000 they would have originally had. The lots are saved in the Lots folder inside the particular neighborhood folder. You have to go through the lots with Clean Installer and move the ones you know are 'lost' to a empty 'working' folder. The original lot will be called, for example, N001_Lot61.package, you need to change the name of each lot to "cx_ xxxxxxxx.package" where the red x's are numbers. For mine, I removed the original main My Docs/EA Games/LotCatalog because mine was quite full already, that made the process easier. It didn't matter which numbers they were because when they're placed that changes their name again, so it didn't affect any similarly numbered lots in the 'real' LotCatalog folder which I replaced when I'd finished. But if you don't want to do that, make a note of the last number you have in that main LotCatalog folder, for instance my last one currently is cx_00000193.package , so the new ones would be renmaed starting from cx_0000019 4.package onwards. Once they are renamed, if you've moved you original LotCatalog somewhere while you do this, put them into a new folder called LotCatalog in My Docs/EA Games. If you've taken into account the files that you already had in the original LotCatalog, just put them into that folder. They'll then be in the lot bin, ready to place and move the families back into. I'd say it happened because you shut the game down before it had saved the changes you made to the neighborhood, rather than because of any bug...
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TS2: Burnination / The Podium / Re: Making a 2nd Desiderata Valley to play
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on: 2008 March 07, 18:40:15
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Do you need to keep the original Desiderata Valley for some reason? If not, this should work as it does to reset any other Maxis neighborhood, but I haven't tried it yet with FT. Go to your My Documents\EA Games\The Sims 2\Neighborhoods and delete F001. Then *copy* the F001 from your Program Files\EA GAMES\The Sims 2 FreeTime\TSData\Res\UserData\ Neighborhoods.(*Not* NeighborhoodTemplates) The F001 in NeighborhoodTemplates is the default the game uses to provide Desiderata Valley, you don't need to use that one. The one in the Program Files\rest of the file path above\Neighbohoods folder has the playable neighborhood. If your templates are in, I don't use them so I'm not sure, will resetting it like that be enough to make the sims acceptable to you? Another way would be to rename your My Documents/EA Games folder and restart the game. That will give you a fresh copy of all neighborhoods. You could again delete the Desiderata in your game and replace it with the F001 from this new game. This last way keeps the neighborhood story, I don't know for sure but I've been told copying the neighborhood from Program files loses the story... if that's important to you. Then delete the new EA games folder and rename yours back to say EA Games. Otherwise if you do need the original F001 kept there, any replacement for it to make it the third neighborhood has to be completely renamed, the F001 folder itself and every other folder or file inside that that has F001 in it's name has to carry the number you want it known by. If every file is not renumbered correctly the neighborhood will not show up in the menu, I use this program to rename/number neighborhoods. http://www.antp.be/software/renamer My current hood is named F1 and when I tried installing it as hood 3, the game would not let me install the original valley terrain with Sims and houses It said I could only install the Sims.
I'm not clear on what you mean there, unless it said that because you had copied the F001 from the wrong place. Please note: The original neighborhood folder you no longer want has to be deleted before replacing it from the My Documents part of your game, not from the Program files. If you try to overwrite it that can lose sims and/or lots and cause problems. And you need to copy folders from Program files, the game needs the originals kept there.
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TS2: Burnination / The Podium / Re: I need help with bluewater village
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on: 2008 March 06, 11:50:12
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When you put the B001 folder in from the CD, make sure you don't overwrite the original. Delete the one you have, whether it's supposed to be a default replacement, or whether it's just corrupt in some way, and replace it with the new one. Otherwise, can you tell us anything you were doing that might have lost it, your "somehow" is a little too vague! If we knew it might be relevant you see... I know nothing about cracks, I wouldn't have a clue how to fix it if they affect the files.
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TS2: Burnination / Peasantry / Re: How to add new College, Downtown, Shopping District templates
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on: 2008 February 07, 00:07:07
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One important thing I should post here is that a uni made in a BV game cannot be used by anyone who doesn't have BV and higher. If you want a Uni that anyone with Uni can install, you have to make it in a Uni only game - no higher EPs. You can use Numenor's base game starter or any game starter to do that. This is partly why Lechapeau and I stalled on our Downtown - we wanted to make one that anyone with NL could use and we couldn't use the lots I'd made in Seasons (obvious really), but next we hit practical problems installing lots into BGS games. Numenor has now added extra functionality to get round CI's wayward behaviour, but we haven't moved on with the project. It's not abandoned; just stalled.
cwykes, if you want to make our hood a NL/Seasons hood that's fine with me whenever you're ready, especially as your planned story needed that pack. I've edited the rest out, I thought I'd found a problem in making sub hoods with later EP's but after looking into it I've found that's not the case.
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TS2: Burnination / Oops! You Broke It! / Re: Vanishing neighbourhoods?!
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on: 2007 November 16, 10:07:04
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When you removed the Sims 2 folder and started OfB that let it generate a completely new set of neighborhoods didn't it, so this is definitely a recurring problem and it/they disappear/s each time? That sounds like either a specification problem or a bad installation; specs if your machine can't handle the amount of information it needs to regarding any changes you made before quitting the game, and I'd check the installation to make sure. They shouldn't keep going, it's up to you of course and I wouldn't usually suggest reinstalls for no good reason but personally I'd want to check something hasn't got messed up in there in this case. Generally with any game problem if it's still happening in a clean set of My Docs\EA Games folders then you check the install. I don't know anything useful about Mac's, has it been OK since putting OfB on or did any of these troubles start soon after installing that? Can you remember anything else happening since this started, like a game change or a computer change of any kind? You say no new hacks, did you try removing any you have anyway just to rule those out?
The usual reason for a hood disappearing seems to be an incomplete save, where there was a power cut or surge and the computer got shut down and the neighborhood information is incorrectly saved, this will corrupt the neighborhood.package but that can get corrupted anyway without the power problems.
Does which neighborhood disappears connect with which one you entered? As in had you gone into both neighbourhoods the first time and only into PV the second? That tells us if the neighbourhood will go on its own or only when you quit or save from inside of a particular neighbourhood.
I'd think the IDNo's for Pleasantview and Strangetown should be OK, more stable than any for a custom hood but you never know! They were a freshly generated set of neighbourhoods weren't they, you didn't paste replacements over the old versions? Overwriting a neighborhood can make it disappear completely or you can lose sims or lots, so if you did overwrite then try again but delete the original N001 & N002 first then put the replacements in the Neighborhoods folder.
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TS2: Burnination / Peasantry / Re: How to add new College, Downtown, Shopping District templates
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on: 2007 July 30, 19:51:34
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Secret Society members are generated as needed, hacks from here to limit whatever characters you can are best at least for the making if Uni's (I don't really need to mention that here do I, but just in case anyone else needs to know!) and I keep them in my own game anyway but downloaders may not have them. I just advise using them as I try to be fussy about which characters get into my game! If you're making an SS building I'd maybe put a sim about to be turned into a dormie and use the unlock all rewards cheat while they were there then set them as a townie and continue building. Mine was as if it was a rented building and not a community lot, then I did use changelotzoning to make it into my Secret Society. This was before Pets and Seasons though..what's wrong with that cheat now and what messes up? And cwykes for our downtown thing, if you put the Maxis Downtown or Bluewater as the first neighborhood you're not able to place it again are you? I'll can check again to be sure but I didn't think you could. I think it's as you've already chosen the default hood, whether it's the Maxis original or one of our own, then the game lets all others be a custom hood and doesn't see ours as custom anymore because we made it a default. I did try to put the Maxis downtown in after my default testing hood and it wouldn't let me but I thought that was normal...or have I misunderstood what you're trying to do! If I can gather the problem you're having, unless you want to email me about it, I could try to replicate it and see if that helps...you know where I am if you want me to try anyway.
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TS2: Burnination / The Podium / Re: Empty Sims2Pack files?
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on: 2007 May 26, 12:02:45
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This happens there, not all the time but every now and then we see posts about it in the forums and I usually suggest people try getting it as a different file type if they can. It's often when the site (TSR) is busy but it's hard to tell really because we're all in different time zones anyway. Or it seems to happen when they're doing things 'behind the scenes' which the downloaders are obviously unaware of and couldn't try to avoid. If I can avoid sims2packs from there I do to be honest, walls and floors you don't have much option though. A couple of weeks ago a particular set I wanted wouldn't download properly no matter what I did, as in I varied the time of day over a couple of days. Then I saw they removed them so I assume they noticed a problem or were told. For that it could even have been something wrong on the creator's end but they were regular uploaders so it's less likely, it's hard to judge.
When I get any now I check them as I download them with Clean Installer to make sure they actually contain something, which I know is very tedious but better than loading them all then going into the game and finding none or only some of them show up.
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TS2: Burnination / The Podium / Re: Custom Neighbourhoods
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on: 2007 January 06, 22:57:12
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Ah well, if you made it through the discussion topic you can make it to the finish of the neighborhood! That's something I often wondered, why somone who wasn't initially involved would want to bother with playing it. Having got this new one recently I had a want to carry on with it past the 'just looking' stages though so it does work if you like any of the sims in there. And good if the threads made you feel like that... It gets really interesting the further you get in, well it did for me, I found myself contacting a few of the people and saying "I've found out how to do this, would you like so and so to happen..." and getting a few of the stories bulked out a little more. And you know your goal so you can judge by that how well you're doing as you go along. The new account is useful mainly because it loads really quickly, make regular back ups after each major stage just in case. I wish you luck with it!
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TS2: Burnination / The Podium / Re: Custom Neighbourhoods
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on: 2007 January 06, 19:00:57
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Some people need dummy hoods and some don't, I never have and have frequently swapped neighborhoods in and out with no trouble but it has to be said to cover our backs in case anything goes wrong for anyone else knowing some games do need them! The complete family tree, it's all possible and makes perfect sense. If you're playing them and creating for yourself it'll probably be easier because then it's all your own choice. I found with our hood where people making the families wanted deaths, they were killed off at the start then the family obviously gossip about that in the beginning because it's basically all they've ever done in the game so far, which could get boring. And they mourned over them, their wants were to resurrect members or fear resurrecting them and such which makes for a fairly gloomy start. In a Twin Peaks hood that might be OK for you, I don't remember it very well but it was a creepy sort of place and that might fit the mood. For ours it was annoying when they were 'still' mourning someone who according to a storyline died ages ago, but they are mere sims and you'll be able to play them past that part and can give them something else to think about if you try hard enough! In a shared hood you'd want to play things out as little as possible and do as much as possible with SimPE and hacks and boolprop to limit the need for play and give others the chance to make their own stories there. Personally I'd rather have had deaths with a storyline connected with them and not 'just for the sake of it' but yes, going with other opinions gives you a different scenario. I still like that, my fun came from playing a hood I was part of and knowing some of the people who had contributed that I felt that connection with and why so and so was doing/feeling such and such, which I couldn't do or didn't like doing with any of the Maxis hoods. I didn't start out with a storyline, it grew from the type of things people were sending me and it's not a strict storyline either to give room for change. All I wanted at the time was a replacement for my lost Maple Valley and a few people had said privately they wanted to get involved if I did decide to do another. The thread grew into something I had never imagined and became very rewarding, I saw it all from a completely different perspective to my previous involvement in Maple Valley and enjoyed it a lot... I can totally see why you'd want to keep the project to yourself though, your idea is already there, it doesn't really need other input. For the storyline you've chosen there still might be big interest in others downloading it because that show had a definate following if you're really setting up the story, but that's all up to you. And sharing CC was out with us organizing it on TSR even if we'd wanted to, but we didn't. It still would have made our filesize too big and does have drawbacks, or did, before Pets took all of the meshes along in the packages as well! I think there is a call of sorts for this type of thing. People ask when I'm doing another over there now and then and they like the idea, as you did, of playing a ready made hood that's different from the Maxis ones but that they don't have to build from scratch themselves. People start threads inviting others to join in on a project, and as said the thing usually holding them back over there is expansion pack incompatability or a limit in knowledge of how to actually complete it. Someone at TSR just made another one themselves and that's quite cute, small and easy to get into. They asked me to look at it, but they were disappointed in other people not obviously showing an interest. That's where the community taking part in the making of ours has helped and also with Morewood, but you make it, tell people it's out there and they'll take a look if they want to and that's all anyone can expect really. From there it'll either take off or it won't.
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TS2: Burnination / The Podium / Re: Custom Neighbourhoods
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on: 2007 January 06, 14:21:07
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With our TSR neighborhoods I used the tutorial here by Nec, but know Jordi now has a newer version and helped me at the time in the older thread as well. Beacon Falls went out with Uni and Downtown sub hoods attached to it. I had notownie/nodormieregen in to stop any sims I didn't want being made and had no trouble with Cafeteria workers. You do need the correct items in the dorm though, the Uni stove is a must and maybe the counters. Our biggest problem there was me not realising a set of professors was generated as I made each of the groups of townie YA's. I left them in there, not wanting to cause anything to go wrong at such a late stage in the process so they needlessly added to the character files. I didn't have no redundancy in, maybe that is affecting things for you. I used DAC to clear mine though so have never used the already empty neighborhoods either. The advantages in making a group hood are others are involved in making the families and lots and that generates a buzz as they wait for the finished project. They are then part of the stories and planning the hood layout so you don't have to do as much of that part, ours took six weeks with a week of that in testing to see if any changes needed making. I also was a SimPE novice, so learned as I went along. A person already knowing how everything works may get it done more quickly and in hindsight can see things I'd do differently if I was making another one. Memories weren't as hard as I thought they'd be, I was dreading doing them at the start but enjoyed altering them as I got more into it. Checking to make sure I remembered to apply them to the correctly connecting sims as a story was changed along the way was fun but worth it because for those interested in backstories they give a better picture of the whole thing. The advantages to making it all yourself are not having to check other people's lots and having control over the stories and type of sims you include, but I liked the group project myself. We send out differently numbered neighborhoods when they are requested, Maple Valley was N004 and Beacon Falls was N007. It's not hard to renumber them, but I also use http://www.antp.be/software/renamer because someone recommended it and that's much quicker. The size is a drawback as well, hosting it if you want it available to others can be a bother if it's really big unless you have a site of your own or one willing to take it. Custom content is a problem there, obviously it adds to the filesize and we chose not to include it because everyone likes making over the houses and sims themselves anyway when they get it into their own game. The packs you use in the making of it have blocked some people from joining projects or downloading it later. Morewood was made with the base game only, I only advised a little for that one and wasn't part of making it, but with only the base you are restricted with the type of things to include because the better items and options came with later packs. They made add on lots for that to let people to make up the sub hoods by themselves as they were needed. I used the AgeSimsCheat to make adults then set them to teens with the cheat after moving them in, though that wouldn't work for toddlers but is useful for trying to have families with teens or elders instead of adults if you want that kind of variation.
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TS2: Burnination / The Podium / Re: Shared user made neighborhoods and missing graves problem
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on: 2006 August 16, 08:27:02
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Exactly... That would make sense for other neighborhood related problems as well that we hear of in 'help' threads. It's just the people it got changed for seem to be OK but figuring out the 'thing', if we can, that caused it for these others is not easy. I also swap neighborhoods myself for various reasons very often, and know some people swap between them also with seemingly no problem. The best we have at the minute is two people had it saved with ghosts out haunting at the time the new hood went in so that is maybe a likely reason for those. And while ghosts/tombstones appear to be a common problem, maybe the reason behind it is not at all connected and that part is coincidence. Also that as graves are already buggy, that's where a problem could be most likely to show itself... The first person who had this is sending her affected back up neighborhood for testing. We'll see from that, if it works on another computer it has to be system/download/hack related. If it's the same, who knows if it will get pinned down, but we are trying... Thank you for the input.
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TS2: Burnination / The Podium / Re: Shared user made neighborhoods and missing graves problem
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on: 2006 August 16, 07:41:07
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People are advised to back up, some think it's not needed or didn't see the instruction and we could say it's then their fault, but that doesn't mean we won't try to help. Our hood was made as N007 which seemed to suit most people. We asked them to make a placeholder neighborhood and delete that when this was to go in or drop it in at the end of a string of their own neighborhoods. I helped in a neighborhood project before and we had none of this back then, but there were no graves there if that was any kind of issue because it was pre Nightlife and the tombstones and ghosts sent didn't show up at all on the lot, and for me that caused trouble with then unlinked characters. We tried to avoid unlinked characters in this one, but didn't bargain on this happeneing. But in that other hood people were renumbering often, and we were also renumbering the neighborhoods for them if they asked with still none of this happening.
For this people have been given links to file renaming programs...are you saying that this is wrong? It's been suggested to play in another account or game for those with trouble, for some they choose not to and that's theirs to decide.
We are trying to find a common link between those with the problem but while some fit with one or other, others don't...
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TS2: Burnination / The Podium / Re: Shared user made neighborhoods and missing graves problem
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on: 2006 August 16, 06:20:30
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Hope is the wrong word, but I did hope it was that because we've tried to replicate it and had no luck. I had nounlinkondelete in my game when I made it ( I do have your hacks in anyway in my normal game) 'just in case' because people did send sims to be killed for varying reasons to show as ghosts and I didn't want anything untoward to happen while I still had it. Like I said, one seemed a coincidence but it grew to five that are affected last night and just saying 'it happens' is too harsh without checking things out. One of the team were looking here for advice and saw that if the ghosts were out and haunting it may affect them while patching and we know one set were. Maybe there's a connection there and I guess it only needs one set for that to make a difference. If there was anything we could do to stop it or warn about that they should or shouldn't do then that's what I was wanting, I'll go tell to use nounlink and warn against ghosts being out anyway. TY anyway...Lol on the button, thought I 'behave' and press instead of saying it and I should've known and expected something like that from you!
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TS2: Burnination / The Podium / Shared user made neighborhoods and missing graves problem
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on: 2006 August 15, 20:24:19
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This is a question to anyone who has ever used swapped or downloaded neighborhoods made by other people. I've put together a neighborhood with a group of people at TSR and it's been available for download for a week now. Over 207 people have it but four have issues with their other neighborhoods gravestones disappearing.
Obviously gravestones are known to glitch, but from what we can see when they've installed this neighborhood and gone after to check other neighborhoods have found graves gone. More than obviously this is bad. So, why only a few, one is too many but could be put down to a random incompatability we couldn't be sure Beacon Falls was the cause.
Most of the installed families were sent as sims2packs, so I put them together, the others were checked before putting them into the game. I did use the death creator hack on sims to be ghosts...
I thought that putting a neighborhood in couldn't affect the others, does anyone know what this could be? It could still be coincidence, but if there's a reason we would like to know. And I know how annoying it is to lose the work we put in.
One person got it working by making a new EA Games folder and putting her back up in, but still can't use our hood in her game, another had her game crash each time a sim died. She seems to have fixed that now by reinstalling and testing out her hacks, but it's scary to think that could happen.
Thanks for any help advice and knowledge you can give...
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TS2: Burnination / Peasantry / Re: Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
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on: 2006 July 07, 16:14:58
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So with these dangling SWAF's...plus the way this tutorial works, is it best to make the hood, DAC then go into SimPE and follow Jordi's advice of clearing SWAF's and sDNA, then do the same with the Downtown then also the same again with the Uni? And then add townies...
As in it says at the start not to add the hoods all at once. So once the first hood is set and cleared with no extra's, won't you in adding another sub hood mess it all up again?
Sorry if it's a stupid question...I'm trying to get it right as far as I can!
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23
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TS2: Burnination / The Podium / Re: Squiggly Lines & SimPE Editing Advice Please
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on: 2006 June 21, 15:50:49
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For the wants & fears...do you mean blank as in nothing at all? Because the want for 'buy new clothes' had no icon in the first few I'm checking, but the description is there and showing. So far two characters, a Professor and Castor Nova both only have two wants showing at all... But they would appear to belong to those people... Some have only three wants and I've found one that has no name at all and only one want...so would that be the one to delete? There are 458 characters, and the main Sim Wants And Fears says (SWAF )(412), wondering if that's the number you meant? It's been suggested that I just take the original hood before any play has taken place and try to make that work properly and let people have that if they'd prefer.
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24
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TS2: Burnination / The Podium / Re: Squiggly Lines & SimPE Editing Advice Please
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on: 2006 June 21, 10:13:33
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Well thank you, that makes it much clearer...and possibly gives me hope! It's work either way, we nearly didn't get it made because of it's previous trouble, I found a fix and it was very successful until now. So I've worked on it all along, it's probably better to fix this one if you say it's possibly got a chance. I'll probably work on both this and the copy hood and see which works best. It's all more experience isn't it!
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25
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TS2: Burnination / The Podium / Re: Squiggly Lines & SimPE Editing Advice Please
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on: 2006 June 21, 09:40:51
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Edit: Yes Jysudo, I have started as I say below, cloning them and getting their details and was planning on making it again even though I at first though it best not to. I'll look for that information as well...I don't want to get anything wrong after all this! It probably looks to many as if I made it, I had to remake most of the houses when we got another bug before and since most of the others left our group, I've been 'caretaking' it and am the one most associate with it now Zythe's gone. It doesn't matter except if it were my own mess I'd know better how to sort it, and other than that I didn't want the others getting annoyed at me taking credit for it. I've not managed to work out what SWAF's is...'sims with something...adult families?' is about as far as I got! Because we have those... There are two duplicated sims. There are many with memories of various unlinked/no character detailed sims, townies included. Some of them are invisible. I did have a look, I downloaded the new SimPE, read through all tutorials I could see but apart from the complete 'mess'...I couldn't work out the order I should start with... Delete the memories of each person who talked or has an invisible memory of the talk/gossip... And is 'delete' the right thing to do, not try to replace the memory... Then would I have deleted the sim as well...and what if there were more memories pertaining to this 'life before the game' connected with this sim? And who might have shared those...and what if these 'life before' memories also applied to more of these no character sims... And once that's trawled through...I guess I nuke the neighborhood memories?! *shrug* The neighborhood has two characters saying they are unlinked. They are supposed to be parents of four adult children. They were added after the neighborhood was put together to give a history to this family. There are another set of parents also added after that are apparently linked, but have no character details. There are two (could be one or two more) that I know for definate sets of 'no character' people that were made along with the family and killed on the lot. they were sent pre Nightlife so the tombstones didn't appear correctly but the characters appear as part of the family tree and can be seen in SimPE, but have no details that it says link up other than if they show as a parents or husbands in the game. It's one of these last sims that I have traced one set of squiggly lines to. Working out who all the sims may be that this particular nosey neighbor type that I saw gossip and has spread it to is a long process! I found the part in SimPE that holds the memories, but I've never done this and am worried to click things I'm unsure of. I did back it up first though. I heard the new SimPE could do something with the memory, and as said I know one sim to trace it to, but there being several others it 'could' also affect, plus there being more sims *I thought* had squiggly lines but didn't get to in time to make sure it's getting more of a muddle. My neighborhood is now crawling too...I imagine this is a sign of impending doom. I did clone them last night. I'm looking to make it again, not bothering about who remembers what but I know how to make relationships so it will be (I think) like a cleaner slate than we were handed when this neighborhood was made. If it doesn't work out, then I'll lose it anyway and be no worse off than before. Because this neighborhood is until this Friday generally available, and many (but I don't know any numbers) have downloaded it I was trying to find if there's 'an answer' to tell anyone else that this happens to. The people so far have said it's not affecting them, but I played it a lot as my main hood and from last September when it started, so maybe mine showed before anyone else's. With all this extra stuff squished in it though, I guessed none of them were 'safe'...if it mattered to them. In about three days this game for me is *bad* with problems happening all the time, that's of playing, it's more than three days since I found it for definate. Normally I'd have just deleted it and moved on. I would have saved it if I could but that's a job and a half and what if it didn't fix it... Thank you anyway. You can either tell me what I could have done, or leave it as I seriously think Maple Valley has had it's day! I already know what we *shouldn't have done* when making it!
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