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Author Topic: FFS mods current status  (Read 25153 times)
riggs
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Re: FFS mods current status
« Reply #25 on: 2005 September 20, 03:48:39 »
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I've been compiling a list based on what other posters are saying in other forums. Various users claim that the following JM hacks are working with Nightlife:

abortbedmaking.package
coffeecuphack.package
continuouspaint.package
easybreakup.package
fasterbuyclothes.package
manual-navigation.package
nocheeringhack.package
nocollegeobsession.package
nogizmowants.package
noinfluenceobsession.package
norandomcrush.package
norandomflirtwants.package
novelprogress.package
nowhatsthis.package
stereohack.package

That's not to say that the others you mentioned aren't working, too. I've only been tracking against hacks I happen to have installed.

As you can see, someone out there says the easybreakup.package is working properly, but I guess I'll play it safe until I hear more convincing evidence that it's OK.
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katemonster
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Re: FFS mods current status
« Reply #26 on: 2005 September 20, 04:27:23 »
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I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)

Does notownieregen cause actual bugs that interfere with gameplay, or does it just eliminate all the freakin' downtownies? If it does, even if it's not supposed to, I WANT IT. I am so sick of all my simchildren bringing home nasty ugly townies from school and then becoming obsessed with them, when I want them to be meeting MY simchildren--and after all this time of being used to having NO FREAKING TOWNIES. Is every xpack going to introduce a new set of freaking townies? WHY? When will it end?!
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DrBeast
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Re: FFS mods current status
« Reply #27 on: 2005 September 20, 11:20:39 »
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Does notownieregen cause actual bugs that interfere with gameplay, or does it just eliminate all the freakin' downtownies? If it does, even if it's not supposed to, I WANT IT. I am so sick of all my simchildren bringing home nasty ugly townies from school and then becoming obsessed with them, when I want them to be meeting MY simchildren--and after all this time of being used to having NO FREAKING TOWNIES. Is every xpack going to introduce a new set of freaking townies? WHY? When will it end?!

Never. Or rather, when they run out of expansions and introduce The Sims 3. Among my most treasured hacks, the nowhateverregen. But I did enjoy the process of killing off the existing townies/dormies/ss members, hehe!
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striker
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Re: FFS mods current status
« Reply #28 on: 2005 September 20, 12:48:11 »
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Updated to include the Official Doctor Boris list.
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nectere
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Re: FFS mods current status
« Reply #29 on: 2005 September 20, 13:45:42 »
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Does the schoolbus dialogue and college clock belong to TwoJeffs? I havent been able to check the site because I keep getting a page not found everytime I try.
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striker
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Re: FFS mods current status
« Reply #30 on: 2005 September 20, 14:29:35 »
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I think the schoolbus is 2Jeffs, but the college clock is JMP's.  look in the MATY official hack directory about 18 down.
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Piffle
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Re: FFS mods current status
« Reply #31 on: 2005 September 21, 09:16:26 »
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I think the notownieregeneration and possibly other regeneration hacks are causing problems with downtown lots.

In my game, notowniechildren caused all the elders on my lot to lose free will.  I removed the hack, and they were once again fighting over who got to clean the toilets.
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jrd
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Re: FFS mods current status
« Reply #32 on: 2005 September 21, 12:02:06 »
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Apparently safe "objects not hacks":
Quote
autosoc
autoyak
clothingtool
encouragificator
ffsdebugger
ghostbuster
macrotastics
moneyorder
skillinator

The others have definite issues.
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striker
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Re: FFS mods current status
« Reply #33 on: 2005 September 21, 12:40:53 »
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Updated to include Dr. Boris's update
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Baroness
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Re: FFS mods current status
« Reply #34 on: 2005 September 22, 07:01:32 »
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I take back what I said about the noprankhack. It does stop Sims from pranking each other left and right, but that's because the prank menu is missing with the hack in.

That's no bug, that's a feature! The pranking is just irritating and silly. So this hack gets rid of pranks altogether? YAY!
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Motoki
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Re: FFS mods current status
« Reply #35 on: 2005 September 22, 13:37:49 »
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Pranking is actually a lot more dangerous with NL because of the new anger feature. Now whenever someone pranks another sim, unless they are good friends, it will likely end up in a fight and them becoming enemies.
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jrd
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Re: FFS mods current status
« Reply #36 on: 2005 September 22, 14:00:28 »
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Funny, I have no such issues. Perhaps a driver issue? Nightlife doesn't like a lot of videocards which were accepted by Uni.
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U_Dog_U
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Re: FFS mods current status
« Reply #37 on: 2005 September 22, 14:54:41 »
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I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.
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U_Dog_U
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Re: FFS mods current status
« Reply #38 on: 2005 September 22, 15:54:49 »
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I haven't seen any information on the no shock for outgoing sims hack. (noshockforoutgoing.zip).
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katemonster
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Re: FFS mods current status
« Reply #39 on: 2005 September 22, 16:39:34 »
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I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.

I'm sorry. I thought (really, truly, seriously) that I had put it back in, and I hadn't. This is why I'm the worst beta tester ever. (Not that I was TRYING to test it, but this is why I shouldn't.) I will keep my stupid mouth shut next time.
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U_Dog_U
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Re: FFS mods current status
« Reply #40 on: 2005 September 22, 16:57:23 »
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I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.




I'm sorry. I thought (really, truly, seriously) that I had put it back in, and I hadn't. This is why I'm the worst beta tester ever. (Not that I was TRYING to test it, but this is why I shouldn't.) I will keep my stupid mouth shut next time.


Reminds me of a famous quote. As a matter of fact, I think someone around here has it for their signature.  Grin


On another note, Inge has a Nightlife compatable hack that appears to be similar to the lesswhiny hack. It's called No Moaning and is in the Global Hacks.

Edit: I still have the noovereating hack and I'm about to test it. I've taken out noeatcrap so now I'll see if the new interactions are available.
« Last Edit: 2005 September 22, 17:17:54 by U_Dog_U » Logged

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Xav
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Re: FFS mods current status
« Reply #41 on: 2005 September 22, 17:17:30 »
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The commlightson.package seems to be causing some downtown lots to enter a loading loop forever, especially in Build Mode, and having to exit the game through Task Manager.  Another modder's smart-lights mod seemed to cause the same problem.  Apparently Nightlife doesn't like these lights mods, at least for some of us.  I don't know what it is about them. 
I had this occur too, but only once so far, when I installed that package.
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striker
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Re: FFS mods current status
« Reply #42 on: 2005 September 22, 18:17:29 »
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The Commlightson was put in because it's that way in Dr. Boris's list.  Shrugs
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Xav
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Re: FFS mods current status
« Reply #43 on: 2005 September 22, 19:05:29 »
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Yeah, that's why I put it in. But so far nothing else has happen, so maybe it was just a freak accident of a bug.
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dizzy
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Re: FFS mods current status
« Reply #44 on: 2005 September 22, 19:11:49 »
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The commlightson hack makes it so lights are always on when on community lots (it modifies the "Is It Night?" function in the LampGlobals).

My guess (because I've never witnessed it) about this problem is that there is some bugged code in the executable associated with particular types of lighting and certain lamps being on between the calls to Init and Main.
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HelloKit
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Re: FFS mods current status
« Reply #45 on: 2005 September 22, 23:37:18 »
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Anyone know the status of plumbing-lessbreaking?
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U_Dog_U
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Re: FFS mods current status
« Reply #46 on: 2005 September 26, 19:58:24 »
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The good Doctor has listed a few hacks that have been updated.
--------------------
UPDATED - AVAILABLE:
comm-skilling
dailygardener
noroadpillows
scannergunhack
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cwieberdink
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Re: FFS mods current status
« Reply #47 on: 2005 September 27, 12:27:20 »
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What about the age transition fix -- teens keep loves??  Or was that twojeffs?

C
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U_Dog_U
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Re: FFS mods current status
« Reply #48 on: 2005 September 27, 12:33:17 »
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I think it was twojeffs. He has a list of his hacks marked with what works and dosn't work in NL.

http://www.variousimmers.net/vsimforum/showthread.php?t=2313&highlight=disappearing
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U_Dog_U
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Re: FFS mods current status
« Reply #49 on: 2005 September 28, 21:34:25 »
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Bathroomusesyou and the clothing tool have been updated.
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