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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1218925 times)
krolyn
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #825 on: 2007 September 23, 10:02:22 »
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XII. UNSTICK ME (debug mode only) (experimental)
     Attempts to unstick a sim that has lost the ability to move for some
     unknown reason. Experimental.

Hello

I've been experiencing stuck sims on a BV neighbourhood (Takemizu). 3 of the 4 sims won't move (they're just next to their bed - juste waken up). Hox can I try the FFS Lot Debugger as it isn't on the lot where the problem appeared ? Or how can I try to unstick my sims ?

Thanks for your help...

Krolyn

PS: didn't know if it would be better to post in Oops I broke it, or here... sorry
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #826 on: 2007 September 23, 10:34:42 »
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Define "won't move"? Do they move when you tell them to do something?
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krolyn
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #827 on: 2007 September 23, 17:02:40 »
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Define "won't move"? Do they move when you tell them to do something?

No. They don't move when I send them somewhere else or ask them to do something.
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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #828 on: 2007 September 23, 17:26:34 »
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Does the action appear in the queue? Does it get the green border, indicating is the current action? Or does it simply drop from queue entirely? Actions that refuse to process in queue appears to be some manner of odd hardcoded glitch that has been seen to appear. If this happens, you will have to force-error to reset the apparently stuck sim. If your sim has actions in queue and yet none of them light up as green, you will have to force error.
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #829 on: 2007 September 23, 17:56:52 »
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How can I try the FFS Lot Debugger as it isn't on the lot where the problem appeared ? Or how can I try to unstick my sims ?


If you enable the dorm building cheat (boolprop dormspecifictoolsdisabled false), you can then buy and add stuff to a hotel while you're there.  Long term, it's worth the time to go into every vacation hotel from the neighborhood screen and just add a Lot Debugger to every one of them. (Not to mention, a coffee pot to those that don't have one. Smiley )
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MutantBunny
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #830 on: 2007 September 23, 19:55:01 »
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Everyone probably already knows this, but it was new to me so for those even slower than me....if there are any   Shocked

Use the dormspecifictools cheat to enable buy, then use the eyedropper and select a wallpaper gives access to build tools.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #831 on: 2007 September 25, 10:40:30 »
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Every BV lot must have a lot debugger, no doubt about that. I am systematically going through all the hotels and vacation lots, adding items where necessary.
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krolyn
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #832 on: 2007 September 25, 19:41:30 »
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Does the action appear in the queue?
Yes
Does it get the green border, indicating is the current action?
I'm not sure it does (I don't have time to play during the week, I will check it this week-end.
Or does it simply drop from queue entirely?
No, I can see the action staying for ever until I try a new one.
If your sim has actions in queue and yet none of them light up as green, you will have to force error.
I need to force error with the FFS debugger lot ? I will try this week-end.
Thanks for your help, I will keep you inform of what's happening to my sims this week-end.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #833 on: 2007 September 26, 14:58:25 »
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Everyone probably already knows this, but it was new to me so for those even slower than me....if there are any   Shocked

Use the dormspecifictools cheat to enable buy, then use the eyedropper and select a wallpaper gives access to build tools.


just using the dorm cheat gives access to build mode in my game, for dorms and hotels.

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Sivany
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #834 on: 2007 September 28, 19:02:52 »
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Well, I'll check next time I load my game, but I know there used to be a difference.....

Same here. I always type my cheats a certain way because they didn't used to work any other way.  I think 'floatprop tvVolume 0.1' is the one I always had to get the capital right for. Also 'moveobjects on' definitely doesn't work if I type it all in capital letters.
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krolyn
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #835 on: 2007 September 29, 14:54:12 »
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Thanks to all, with the dormspecifictoolsdisabled code, and the force-error from the FFS Lot Debugger make my sims move and obey again ;-)

Thanks for your help !

Krolyn
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Bitsy
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #836 on: 2007 October 13, 22:45:54 »
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For some reason the Random Sim Generator has stopped working for me. I set it to go and it pops up and asks me if I'm sure, I say ok and then it lets me know that it fixes things, I say ok again and then nothing happens, the game just keeps playing like normal. It doesn't freeze for any length of time and doesn't boot me out to the neighborhood. I'm playing with all EPs/SPs save for BV and with the most up to date Seasons version of the Debugger.

ETA: I tried letting it fix things and hitting save and telling it to do it again and it just says it fixes a different amount every time and still does nothing. First time 18, then 27, now 24. Probably unlrelated but I figured it was worth a shot.
« Last Edit: 2007 October 14, 00:18:11 by Bitsy » Logged

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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #837 on: 2007 October 14, 01:31:01 »
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Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. Smiley
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #838 on: 2007 October 14, 01:40:00 »
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Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. Smiley



but it isn't pausing and sending her back to the neighborhood like it is supposed too. I know someone else has had this problem before.
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Bitsy
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #839 on: 2007 October 14, 02:10:23 »
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Um, yea, the different numbers are RANDOM numbers -- kinda the point of a randomizer. Smiley


Ah, cool. I always wondered what that was. Smiley
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #840 on: 2007 October 14, 02:18:21 »
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What it does is rapidly create and not save random sims, like you would in CAS when you press the random sim button. This prevents the 'first born' syndrome, where every kid born has the same personality, and usually has the same as one of the parent.  It gives you truely random kids (and any other auto-created sims like townies, dormies, npcs, etc).
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Bitsy
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #841 on: 2007 October 14, 04:24:16 »
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Thanks for the info, I like knowing what stuff means and how it's supposed to work.

I went ahead and played to the birth after doing the randomizer and saving, even though it did not boot me out to the neighborhood, and the kid that was born was a clone of its older brother (who was the first born in a game session just like this one is) so I exited without saving. I know I can do things the long way with the CAS die method I just really like this way of doing things more, and would like to get it working again.

I tried doing a more thorough search of the forum with a couple different search terms and didn't come up with anything.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #842 on: 2007 October 14, 09:52:08 »
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Have you tried the randomizer when the kid's mom/dad was already pregnant? IIRC, the personality is set at conception (whereas the gender is set at birth), so randomizing afterwards would have no effect on the spawn in question, but on a future offspring.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #843 on: 2007 October 14, 10:01:43 »
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I save then run it as soon as the first baby is born. I never seem to have to do it again, every kid after is different.
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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #844 on: 2007 October 14, 10:48:31 »
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All attributes of the baby are set at birth. The baby doesn't even exist until it's born. Therefore, rerandomizing once per game session, BEFORE any births or other character creations, is enough to mostly-eliminate identical babies.
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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.
J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #845 on: 2007 October 22, 07:14:09 »
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Define "missing". If they are still in the game, then they should still be living in a house somewhere. If they still live in THAT house, they will respawn by the mailbox when you reload the lot. If something has eated their character files, you are SOL and your neighborhood is asplode.
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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.
professorbutters
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #846 on: 2007 October 22, 21:39:22 »
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This may sound like an odd question, but is there anything (stupid) one could do with the Lot Debugger by mistake that could turn a Sim on another lot into a zombie?  I'm just trying to figure out why one of my Sims was suddenly a zombie when I opened his lot.  I've seen ghosts that way, but not zombies.

Also, I do not seem to be able to find the "Smite" option and I have looked everywhere. Yes, I have RTFM and I have the latest, shiniest version of the Lot Debugger.  I have all the EPs through ZOMGPetz! installed and it is patched.

PB
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #847 on: 2007 October 22, 22:33:44 »
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Were all of your Sims inside at the time? I don't think you can smite them indoors.
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #848 on: 2007 October 23, 03:23:32 »
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Right -- you only get the Smite option for sims who are outdoors (including walk-bys).
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #849 on: 2007 October 24, 18:17:42 »
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@professorbutters

Maybe someone mean has access to your game and is doing this to your sims.

Maybe you have Pescados Apocalyptic Zombie Patch in your Download folder... (Ask him about that)
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