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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1214824 times)
liverbird
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #700 on: 2007 June 23, 17:03:06 »
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How do you get the option to re give the diploma.... also what is debug mode.........  Cheesy  Huh
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #701 on: 2007 June 24, 03:41:07 »
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How do you get the option to re give the diploma.... also what is debug mode.........  Cheesy  Huh

debug mode is the proper name for the mode your game enters when you type "boolprop testingcheatsenabled true"
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liverbird
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #702 on: 2007 June 24, 14:54:56 »
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Ok thanks....  Does the debug mod affect the game
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #703 on: 2007 June 24, 15:09:16 »
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Liverbird..you can turn OFF debug mode after you use it.  Change the true to false.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #704 on: 2007 June 25, 20:48:23 »
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Frankly, if you don't know what it does, you shouldn't do it.

Just a thought.....
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #705 on: 2007 June 25, 21:55:27 »
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unless someone asks for an error log. I figured it was a safe bet, given the cluelessness, that they'd be needing to post one soon.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #706 on: 2007 June 26, 23:15:05 »
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Assuming that it isn't too late...bwahahahaha  Wink
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #707 on: 2007 June 29, 11:16:21 »
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You need any EP, or any SP (except Holiday Pack 05) for it to work. In other words, yes, it will work in your game.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #708 on: 2007 July 02, 01:08:34 »
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Pesc,

I just noticed the new version has an option to nuke 'sim schedulers' -- what might those be?
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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #709 on: 2007 July 02, 03:12:41 »
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I just noticed the new version has an option to nuke 'sim schedulers' -- what might those be?
That will cancel all visitors about to spawn and any NPCs you've hired. I added this because I was having problems with a gardener that wouldn't show up, yet I couldn't hirea new one, so I tried nuking the schedulers. The problem was elsewhere, but the feature remains, as it may have other applications, such as if you wish to fire an NPC you can't get to appear long enough to be fired, nuking all the schedulers will instantly terminate all NPC services.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #710 on: 2007 July 02, 07:35:32 »
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Cool, yes I have a gardener and every day he turns up and says, 'your gardens are fine today, blah, blah' and buggers off before I can get one of the laggard sims across the road to dismiss him.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #711 on: 2007 July 02, 13:32:46 »
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Yea, that'll come in handy for 'firing' gardener's and maids.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #712 on: 2007 July 03, 10:09:37 »
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On a related note, can we have "dismiss NPC" added?  I'm getting tired of the first sim home from work having to trek through the house to find the damn nanny to dismiss her for the day - the sim gets to where she was and she decides to go have another bath or something before she can be dismissed.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #713 on: 2007 July 03, 10:17:42 »
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Already sorta exists as part of "Nuke Schedulers".
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #714 on: 2007 July 03, 10:24:27 »
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Nuking all the schedulers will instantly terminate all NPC services.

I don't want to terminate her services, just get rid of her for the day as soon as an adult returns home.  The nanny is hired to the schedule of the adult who starts work latest.  When the first adult gets home I want the nanny to leave, but I also want her to come back the next time she's supposed to there.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #715 on: 2007 July 03, 10:40:44 »
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I don't want to terminate her services, just get rid of her for the day as soon as an adult returns home.  The nanny is hired to the schedule of the adult who starts work latest.  When the first adult gets home I want the nanny to leave, but I also want her to come back the next time she's supposed to there.
I don't think there's any specific way to do this.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #716 on: 2007 July 03, 12:02:34 »
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Going back to "fix work state"....  Is there any way it can apply to kids who often lose a grade by missing school because of a reset?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #717 on: 2007 July 03, 12:44:00 »
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It is under investigation.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #718 on: 2007 July 03, 14:37:27 »
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I apologize for being non-awesome, I read the thread, but I am wondering if I should use hack when I happen to get invisible sims on the lot? And how? I have no clue - I don't even know if it's dangerous to have invisible sims on the lot.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #719 on: 2007 July 03, 15:21:34 »
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Navigator, perhaps try forcing an error on the sim using the lot debugger and then either choose Reset, OR choose Delete, save your game, exit the lot, and then re-enter the lot. Alternatively, you can use the cheat 'moveObjects on' (without the quote-marks), and delete your sim via Buy or Build mode, save your game, and then exit and re-enter the lot. The sim you deleted will be reset and may or may not still  be invisible after the reset. Sometimes this works; sometimes it doesn't.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #720 on: 2007 July 03, 15:28:32 »
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Thanks very much for the answer. I'll try it out.  Tongue
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #721 on: 2007 July 03, 17:33:28 »
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I forgot to mention that moving a sim out of a lot and then moving it back in will sometimes cure the invisibility problem, as well, but not always.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #722 on: 2007 July 03, 18:08:04 »
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I'm guessing 'Memory... > Clear Trash... > From Me' is for either: A. Townies who have been affected by that hack you had that stopped their amnesia when moving in, or B. Sims who simply have far too many memories? I noticed it got rid of 'Met Sim' memories and a moving in memory. If not, what's it do? I hate being tempted by shiny red buttons...
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #723 on: 2007 July 03, 21:19:54 »
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I'm guessing 'Memory... > Clear Trash... > From Me' is for either: A. Townies who have been affected by that hack you had that stopped their amnesia when moving in, or B. Sims who simply have far too many memories? I noticed it got rid of 'Met Sim' memories and a moving in memory. If not, what's it do? I hate being tempted by shiny red buttons...
It gets rid of garbage memories like "Met X" and "Move In/MoveOut", which you likely end up doing often.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #724 on: 2007 July 03, 21:46:48 »
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I have a hack by Squinge which prevents the "Met X" from being created in the first place. Nometsubject.package
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