More Awesome Than You!
Welcome, Guest. Please login or register.
2024 November 21, 22:25:32

Login with username, password and session length
Search:     Advanced search
540287 Posts in 18067 Topics by 6545 Members
Latest Member: cincinancy
* Home Help Search Login Register
  Show Posts
Pages: [1]
1  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (10/25/06) on: 2007 December 18, 22:18:01
Okay, I'll put more trust in the computer lol. 

As usual, there's an explanation for the behaviour which at first seemed wrong to me, but now makes sense  Smiley
2  TS2: Burnination / The Podium / Re: Family Size Restriction on: 2007 December 18, 18:09:45
Add to userstartup.CHEAT

Code:
uintProp maxTotalSims x+y
uintProp maxTotalHumans x
uintProp maxTotalPets y

Thanks so much  Grin  I'll give it a try later.

One of the sims is pregnant so the cheat was very much needed.
3  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (10/25/06) on: 2007 December 18, 16:35:37
Yeah, I use the call targets option (or socialize ... friendly if the other sim is on the lot) to make them friends.  I then tend to ignore the relationship unless it's in danger of being lost, or when there is the possibility of them becoming best friends rather than just friends when the LTR goes over 50.  I suppose it's more relevant to popularity sims, and the wants to best friends appear.  At the moment though the call friends seems to ignore them until I guess the LTR gets very high so they don't become best friends unless I call them manually. 
4  TS2: Burnination / The Podium / Re: Family Size Restriction on: 2007 December 18, 16:26:57
Not had that much of a problem with 'try for baby' from ACR, but then I rarely allow too much autonomy.  AFAIK there are plenty of options in the ACR overrides for stopping them trying too often.  There is also the morning after pill.  Not sure how long that remains valid, but I have used it in the past.

As far as my game is concerned, I think I'll back it up, and then play the problem household just to see what happens.
5  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (10/25/06) on: 2007 December 18, 13:25:31
I've read through the last two pages of posts, and I think I've got how this works now with relatoinships still in the 'cooking' phase.  I'm assuming, however, that if a friendship was in danger of being lost due to decay this would also be given priority?  If so is it possible that such cases receive a higher priority than the 98/100 relationships?  There are times when I want to use it to just save losing any friends, but these are generally the last to be called after hours spent calling those in no real danger.

I've also noticed that some friends aren't being called.  I'm presuming now that this is by design with the 'cooking' phase, and it's saying that there is nothing to be gained.  It seems to be ignoring those cases though were it's possible for the sims to become best friends.  This is leaving those wants unfulfilled unless I call them manually.  Any way this check could be added?
6  TS2: Burnination / The Podium / Re: Family Size Restriction on: 2007 December 18, 12:32:01
Sounds great if that would be possible.  Any idea on the code?  Did a quick search and also called up the cheat commands help in game but couldn't see anything obvious.
7  TS2: Burnination / The Podium / Family Size Restriction on: 2007 December 18, 11:26:40
Does anyone know if there is a hack compatible with Bon Voyage to remove the normal game limit yet, or is possibly even willing to make one?

I eventually found that the hack I had was the cause of a lot of problems I was having in game so it's had to be removed.  This leaves me with one family of twelve sims that presumably I can't play at the moment.  I've had a look in the usual places, but it doesn't seem that there are any updated for Bon Voyage available.
8  TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo! on: 2007 December 18, 11:18:24
I've already tried following the instructions to wipe out all the characters created by Bon Voyage, but failed miserably so my back up has been restored.  I'm assuming first of all that it is safe for me to get rid of them all?

The part that I didn't follow was the resetting of the sim creation index.  I found the UNK file and used the hex editor, but was completely unsure as it didn't look right.  A little late I know, but I tehn read all of the posts and realised that the sim creation index has it's own descriptor in later versions of SimPE.  I had made some changes already, but none of these had been comitted or saved as far as I knew so I just exited.  I restarted and made what I thought were the right changes.  On starting my game it just hung forever on the neighbourhood loading screen.  I'm assuming that either I changed the sim creation index wrong, or some value was changed that shouldn't have been on my first attempt.  Is it okay to just completely ignore this step?  Unless that is someone can explain it in the simplest possible way.
9  TS2: Burnination / The Podium / Re: Moving in Townies on: 2007 March 16, 19:03:50
Thanks for the tip regarding the cheat code.  I didn't actually know that one  Smiley  I'd be happy with a maximum of half of what they can bring now, ie 10k.  It's my understanding that the normal maximum is 20k simoleans.  I'll have to pay attention to the family funds before and after then adjust accordingly.

I'll also try deleting the inventory contents if there's anything there that I feel is excessive.  It's when I find items like DJ booths, karaoke machines, and a plasma tv that I dislike.

Harder jobs doesn't have any effect on townies at least in my game.  I could edit them all in SimPE, but I think that would be a little excessive.  At the moment I try to take a look at their aspiration then upgrade them to a Uni sim using the lot debugger with a major that seems appropriate to them then set their skill set to match the chosen major using the sim modder.  Finding them a new job is then the last step.  It may seem a little over the top, but it's just the way I like to play it.   
10  TS2: Burnination / The Podium / Moving in Townies on: 2007 March 16, 17:45:21
I've done a quick search, but couldn't find anything obvious so apologies if the answer is here somewhere already.

I'm looking for a mod, or method, by which I can reduce the following:

The amount of simoleans brought in to a family when a townie moves in.  A new sim that is not very rich, but progressing quite well can have the gameplay ruined if they then marry a townie who brings 20k with them (my opinion anyway).  I'd like to seriously reduce the maximum possible amount.

The townies inventory can have another 10k worth of items in it.  I'd prefer a few items but as I doubt what's in there can be limited empty would be fine.

A realistic job level and skill set.  Having a townie move in one or two levels from the top of the a career is again not much fun.  My usual approach on that one is to get them a different job.

If anyone can help with any of these it would be appreciated.
11  TS2: Burnination / The Podium / Re: Seasons: What mods are you already begging for? on: 2007 March 14, 05:41:07
My most wanted hack is one to give our NPC friends (enemies?) some sort of a rational desire to wear outerwear when appropriate. I don't know about you, but my mailman doesn't come trudging through knee-deep snow in a short-sleeved shirt and a pair of shorts.
NPCs are coded to be immune to temperature. They did not come equipped with cold-weather versions of their uniforms, and thus were not able to use outerwear.

Does the same apply to Townies?  For purely aesthetic reasons I find it annoying that they never seem to appear on residential lots wearing any outerwear.

Another mod I've been wanting actually since the EP was announced is changing the sunrise/sunset times. Where I live, it's only light from about 9 am to 3 pm in winter, and in summer the sun doesn't set until 11 pm or so. So I find the darkness of the Sims summer quite depressing. It should be light much longer during summer than during winter.

I have no idea if it can be done or not, but I would love it anyway.
I would, too. For the opposite reasons!
* J. M. Pescado hiss at sun!

I would really love something like this as well. That was one of the reasons, I was looking forward to seasons. In reality this is kind of the whole reason for there being seasons, isnīt it. So I really hate, that they left that out. And I would love longer summer days simply for gameplay enjoyment.
Longer days. PSSH! ETERNAL DARKNESS FTW!
* J. M. Pescado hiss at sun!

And I second the request for gardening affecting the fitness level. Itīs too bad, that the fish dishes are so fattening to begin with. Isnīt fish supposed to be healthy and non-fattening?
I think you're probably overfeeding, that's why. Try noeatcrap?

Is variability in day length through the seasons something we can look forward to then?  I hope so regardless of whether the motivation is long days or eternal darkness.

One request I haven't seen mentioned is the possibility of planning a sims wardrobe according to the season.  It would be more realistic to see a sim wearing a t-shirt/shorts as everyday in th esummer and a sweater/jeans in the winter etc.  Is this possible as a mod that would apply to all dressers, or even to one customised one?
12  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Pets) on: 2007 March 08, 12:58:12
Thanks for all the answers.

A lot more work to do on creating the neighbourhood, but at least I can now proceed with everything clearer.  I'm really looking forward to playing it when it's complete: everything new and most importantly no ugliness  Smiley

I'll make up my mind about the pre-made Seasons sims when everything else id done although if they are used then they will be having some plastic surgery first.
13  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Pets) on: 2007 March 08, 11:29:27
With my game recently imploding, and now having seasons, I decided to have a go at making a clean custom neighbourhood.  The game imploding was my primary motivation, but as it's given me the chance to start everything fresh and new I'm considering this as positively as possible.

So far things are progressing well but slowly.  I had my neighbourhood set up with no sims at all, and have just completed my first batch of townies for my primary neighbourhood.  A few things I'm not completely clear about though.  I have multiple downtowns attached so when I make my downtownies do I have to make a set for each downtown, or does the one set get used by all?  I'm guessing I also need to make a set of townies for my OFB district when I attach it?  If so then how are these made distinct from the other townies/downtownies? 

I'm also intending to create my own custom NPC's.  I wasn't too sure if for NPC's like the mailman/paperboy etc. if I would have to create these for my main neighbourhood, and each sub-neighbourhood.  Having read what SaraMK posted earlier in the thread about NPC's being re-used I think this may be wrong, but I'm not completely certain.

As far as pets are concerned, if I leave nostrayrespawns in place then the game will create a Leader of the Pack, some wolves, and fill the adoption pool?

ps.  I was considering using the pre-made sims that came with Seasons after having modified their appearance etc. as they're completely new to me unlike all the other pre-made sims.  Is this worth it though, or are they just too horrible to bother with?

Sorry if some of this seems obvious to others, but I'm just trying to make sure I get it right first time around.   
   
14  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2007 February 27, 12:53:59
Had a look through the thread, but couldn't see anything that answers my problem.

On some of my lots the number of days counted by the timer no longer advances at midnight, but at some other hour of the day.  I'm assuming this is a result of my ignoring the warnings and using the time warp feature when I've moved families.  Is there any way to fix this and reset it so the days advance at midnight?

15  TS2: Burnination / The Podium / Pet Friends? on: 2007 January 05, 01:25:14
I'm having a slight issue in game as far as making friends with pets is concerned.

Both the sim and pet can get the best friend memory.  The best friend, or even friend, status will never appear in the relationship panel though, and any wants to be friends with a pet are never fulfilled.  I'll remove all my hacks/downloaded content tomorrow, and begin working through them to see if I can find the problem.  I was just wondering if anyone had any suggestions first, or experienced anything similar?
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.061 seconds with 19 queries.