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Author Topic: Hula Dance  (Read 5645 times)
Tigerlilley
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Hula Dance
« on: 2007 September 20, 00:03:38 »
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Whenever I try to direct a playable sim to join a hula dance, both the playable and NPC jump out of que.  Also it seems like theres a limit on how many people can join the hula dance?

Is it just me, or is the hula dancing a wee bit glitched?
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notovny
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Re: Hula Dance
« Reply #1 on: 2007 September 20, 04:40:45 »
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I've had something frelling-up certain Playable Sims, such that they would kick out of any Group Dance  activity, and kill the action for all involved.

Fixed it by entering debug mode, shift-clicking on a regular radio, and forcibly setting dancing skill level.
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J. M. Pescado
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Re: Hula Dance
« Reply #2 on: 2007 September 20, 04:59:48 »
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It's a known issue. Shift-click on a stereo and "Set Dance Skill High", this happens for sims that accumulated too much dance skill in older versions of the game.
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Tigerlilley
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Re: Hula Dance
« Reply #3 on: 2007 September 20, 22:41:50 »
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Shit, did not know this was a known issue.  Thats all a bit retarded, has this only been around since BV?  Is it something thats likely to be addressed in a EAxian patch?

Thanks Pes, Notovny, I'll give it a go...
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Lady Moiraine
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Re: Hula Dance
« Reply #4 on: 2007 September 22, 12:30:41 »
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It's a known issue. Shift-click on a stereo and "Set Dance Skill High", this happens for sims that accumulated too much dance skill in older versions of the game.
What happens if they're outside with just a speaker?  What do you click on then?
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J. M. Pescado
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Re: Hula Dance
« Reply #5 on: 2007 September 22, 12:54:31 »
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Shit, did not know this was a known issue.  Thats all a bit retarded, has this only been around since BV?  Is it something thats likely to be addressed in a EAxian patch?
It only happens in old neighborhoods, where the code which incremented dance tokens would keep going above 10. Sometime along the line, this was changed to cap the dance skill increase, but nothing ever specifically used it as an index until now, so the issue would have gone unnoticed in any EAxis test case, as one cannot spontaneously generate a "played" old neighborhood. It is unlikely to be addressed in a patch, as the case which generates it is impossible. Since the "fix" for it is trivially performed in-game, we will not be releasing a fix for it either.

What happens if they're outside with just a speaker?  What do you click on then?
It doesn't matter where/when you do it. The fix only needs to be performed once on any given sim, anywhere, and they should stay fixed. You can even summon them to another lot and make them selectable just to do that.
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