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Author Topic: Salvaged Stories Crap  (Read 544712 times)
morriganrant
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Re: Salvaged Stories Crap
« Reply #400 on: 2011 August 31, 18:40:54 »
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I vaguely recall removing the leaf pile due to a conflict with another mod or hacked item.  ACR, maybe? 
That's what it is, ACR and the leaf pile conflict, always has.
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J. M. Pescado
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Re: Salvaged Stories Crap
« Reply #401 on: 2011 August 31, 19:51:11 »
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ACR probably doesn't like the leaf pile because it categorizes itself as a bed, but does not otherwise conform to the expected interactional behaviors for a bed. However, since it is an EAxian object, it's the responsibility of other mods to accomodate it as a special case.
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Romanv
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Re: Salvaged Stories Crap
« Reply #402 on: 2012 February 22, 20:35:30 »
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Hello everyone. Smiley
The file 'cs_corefuncs" overrides all purposes of witches (smoke cauldron, star wands, etc)
How can solve this problem?
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J. M. Pescado
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Re: Salvaged Stories Crap
« Reply #403 on: 2012 February 24, 01:14:51 »
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...no it doesn't? I don't have this problem. You must have done something wrong.
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ladyheather
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Re: Salvaged Stories Crap
« Reply #404 on: 2012 June 08, 20:26:09 »
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SimPe claims that cs_drums has a duplicate GUID to something in objects.package (I have all expansions and stuff packs).  Is this supposed to be the case, or is something that shouldn't be overwritten (or am I the only one who gets this report)?

I have this problem too. Popped the GUID's into the CEP database and apparently the last one, 0x8e9ba383, conflicts with Controller - Band.
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J. M. Pescado
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Re: Salvaged Stories Crap
« Reply #405 on: 2012 June 09, 13:32:03 »
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It should be harmless: The "conflicting" object is also Controller - Band. I forget why exactly I included the OBJD of Controller - Band in that package, but it must have been important, since it was specifically included without any other codes attached to it. Probably to make it non-expansion-locked so the Drums objects would work.
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shastakiss
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Re: Salvaged Stories Crap
« Reply #406 on: 2012 July 05, 20:26:57 »
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CastawayStories doors, windows, arches reuploaded

Havelock shared them in the middle of this thread. Thanks to Havelock for extracting them.
(The folder also contains the extracted recolors of ts2 doors and windows that devilsrope shared here.

Delete any .ds_store files in the folder, they're attribute files used by macs.

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Romanv
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Re: Salvaged Stories Crap
« Reply #407 on: 2012 July 23, 21:28:31 »
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Hello everyone!!!


I have to say, there are a lot more Pet Stories objects missing. Someone made a few pics of those ones. Tehre are a few decoration objects and off course the "pet show" objects.
Decoration objects are not high priority and the "Pet Show" objects suffer from a lack of UI that displays the skill. Also, I no longer have PS with a complete profile installed, and I'm not playing through it again to unlock it just to see it.



I'm trying to make these objects to work, but I need more information to advance, Can anyone guide me to make it work?
I have cloned the objects "Pet Show", but have no any animation, Is there a tutorial or a guide to follow?.
I hope someone can help, thanks in advance.
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J. M. Pescado
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Re: Salvaged Stories Crap
« Reply #408 on: 2012 July 24, 12:24:15 »
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There is no tutorial or system for doing such a thing, since you're exploring new ground by attempting it more seriously than I have. While I am certain it is definitely technically possible, you'd be hunting down and repackaging all of the normally obscure resources involved from their core packages, AND recoding the item to compensate for the things (pet skills) that are not present in the Real Game. All this comes up a bit short on the cost/benefit analysis, which is why nobody has done it.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Romanv
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Re: Salvaged Stories Crap
« Reply #409 on: 2012 July 24, 13:18:11 »
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Ok, thanks for your answer.
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Aggie
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Re: Salvaged Stories Crap
« Reply #410 on: 2012 August 23, 06:08:46 »
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Hmmm. I downloaded the Holy Grail because I wanted to resurrect and age down a bunch of elders in my game. However, when they use it, they technically do get aged down but their hair and clothes remain in the Elder stage. Is there any way to fix that or did I just neglect to follow proper procedure? (I installed the Core Functions just in case).
« Last Edit: 2012 August 23, 06:19:02 by Aggie » Logged

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Tarlia
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Re: Salvaged Stories Crap
« Reply #411 on: 2012 August 24, 21:55:23 »
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However, when they use it, they technically do get aged down but their hair and clothes remain in the Elder stage. Is there any way to fix that or did I just neglect to follow proper procedure? (I installed the Core Functions just in case).

That's normal when aging down an elder, at least the hair. Send them to the mirror a couple of times and give them a change of clothes, and they should be fine.
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Aggie
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Re: Salvaged Stories Crap
« Reply #412 on: 2012 August 25, 00:39:21 »
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However, when they use it, they technically do get aged down but their hair and clothes remain in the Elder stage. Is there any way to fix that or did I just neglect to follow proper procedure? (I installed the Core Functions just in case).

That's normal when aging down an elder, at least the hair. Send them to the mirror a couple of times and give them a change of clothes, and they should be fine.

*bleats in your general direction*
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Quote from: Esoteric PolarBear
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