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Fire Mod v2
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Topic: Fire Mod v2 (Read 37979 times)
Doctor Boris
FFS Member
Posts: 9
Fire Mod v2
«
on:
2007 February 06, 14:02:39 »
Boris has rewritten this to work in not-so-new Pets as well as older versions of game.
firemod.zip
Fire Mod (v2) for TS2 - TS2PETSp1
Made by: Flying Fish Systems (Doctor Boris)
Congratulations to: Draklixa!
INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.
ANNOYANCES ELIMINATED:
Sims will no longer moth fires when panicking when something catches fire. Sims
that are have seen more than one fire before will attempt to extinguish it
rather than panicking. Visitors finding your house to be on fire will
immediately declare this to be somebody else's problem and find an urgent and
pressing interest in being elsewhere, rather than going into aspirational
failure....after all, why should they care...unless they are on FIRE?
COMPATIBILITY:
This hack is fully compatible with all FFS hacks. For all versions.
Tested for TS2PETSp1.
SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.
WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.
Logged
Theo
Lipless Loser
Posts: 602
Re: Fire Mod v2
«
Reply #1 on:
2007 February 08, 02:32:41 »
I'm glad this mod is back to the firing range
There's one thing I would change though:
Quote
Visitors finding your house to be on fire will immediately declare this to be somebody else's problem and find an urgent and pressing interest in being elsewhere, rather than going into aspirational failure
I think it would be interesting if visitors tried to extinguish fires by themselves. Speaking on my own behalf, if there was a fire on a friend's house, and if I thought that it could be controlled, I'd try to put it out, instead of just running away.
Besides, there are occasions where you want to fulfill the sims' pyrophobia aspiration
Logged
Magicmoon
Querulous Quidnunc
Posts: 1196
Re: Fire Mod v2
«
Reply #2 on:
2007 February 08, 07:54:38 »
Quote from: Theo on 2007 February 08, 02:32:41
There's one thing I would change though...
I finally pulled the last fire mod from my folder because I had started a new neighborhood, which meant that the adult population were skill-less idiots. So every time they invited a few guests over, they would of course have to serve them something to eat to keep them there so they could get to know them. Then of course the kitchen would catch fire and all the guests would leave.
Clean up the mess, invite them back over and repeat fire scenario until someone could manage a few cooking skills.
Is there any way to make this part of the mod optional or just make the visitors run outside to the mailbox until the emergency is over?
The mod is great in older neighborhoods. So I'll be adding in back in once the neighborhood ages. I just started a new hood again because I learned from a tutorial thread here how to get a completely clean hood and am excited to play without townies and SWAF corruption.
Logged
Running: Sims2, University, Nightlife, OFB, Pets, Seasons, BV, FT and AL
syberspunk
Heretic
Terrible Twerp
Posts: 2365
ISTJ - what a crazy random happenstance
Re: Fire Mod v2
«
Reply #3 on:
2007 February 08, 09:03:32 »
Quote from: Theo on 2007 February 08, 02:32:41
There's one thing I would change though...
I sorta agree with Theo, in that, at least... if it the sims are friends, and maybe if they are nice and brave (how would you interpret that? very outgoing maybe? or just highly skilled in say body... or some kind of combination) then maybe they would attempt to put the fire out as well.
Quote from: magicmoon on 2007 February 08, 07:54:38
Is there any way to make this part of the mod optional or just make the visitors run outside to the mailbox until the emergency is over?
Hrm... well... maybe the reason the sims are leaving is due to motives? I dunno if that part can be fixed really. Don't fires drop motives, in particular hygiene and probably comfort.
Anyhew, glad this mod is back.
Ste
Logged
I'm a homosexual, and I want to marry a fireman.
Jack, I swear...
Assmittens: Do Want
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Fire Mod v2
«
Reply #4 on:
2007 February 08, 09:08:08 »
Quote from: syberspunk on 2007 February 08, 09:03:32
Hrm... well... maybe the reason the sims are leaving is due to motives? I dunno if that part can be fixed really. Don't fires drop motives, in particular hygiene and probably comfort.
Visitors pretty much always leave after fires for this reason, yes.
Logged
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.
Eggs
Asinine Airhead
Posts: 23
Re: Fire Mod v2
«
Reply #5 on:
2007 February 08, 09:28:09 »
I really wish I had found this sooner.
Logged
There's antimony, arsenic, aluminum, selenium......
notveryawesome
Stupid Schlemiel
Posts: 1992
INTJ. I like putting hats on my avatar.
Re: Fire Mod v2
«
Reply #6 on:
2007 February 08, 18:55:36 »
Before I found and installed a fireproof cooking hack, I would just have my sims serve cereal and/or lunch meat sandwiches and/or gelatin until they'd learned a few cooking skills, and of course cooking is always the first skill I have them learn, whether they roll wants for it or not [insert evil laugh here]. Of course, I've always used some variant of the 'any meal anytime' hack, so they could serve sandwiches for breakfast if
they wanted
I wanted them to. Still, this seems like a useful hack.
Logged
Disclaimer: I am condescending, arrogant, pedantic, and have a foot-shaped mouth. I also like to throw stones from my glass house. Resemblance to any persons, living or dead, is purely coincidental.
RainbowTigress
Sucky Name Person
Whiny Wussy
Posts: 5871
Re: Fire Mod v2
«
Reply #7 on:
2007 February 08, 23:02:07 »
I pretty much do the same as NVA.
Logged
miros
Retarded Reprobate
Posts: 1280
Re: Fire Mod v2
«
Reply #8 on:
2007 February 09, 00:34:29 »
Hm, maybe I'll make a fridge clone that only allows cereal, lunch meat sandwiches, and chef salad... call it the Learner Edition.
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Fire Mod v2
«
Reply #9 on:
2007 February 09, 01:26:46 »
Quote from: miros on 2007 February 09, 00:34:29
Hm, maybe I'll make a fridge clone that only allows cereal, lunch meat sandwiches, and chef salad... call it the Learner Edition.
If you simply do not include a stove, microwave, or toaster oven anywhere in your lot, sims will be physically unable to cook things that can burn and therefore will not start fires. No need for hacking.
Logged
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.
Nauthiz
Blathering Buffoon
Posts: 75
Re: Fire Mod v2
«
Reply #10 on:
2007 February 10, 14:24:52 »
Downloaded. I will test it tomorrow. But I have a question about the old firemod - I've noticed that it prevented Sims from rescuing babies and toddlers. Was it a bug or a feature, since babies' furniture is fireproof anyway?
To my big surprise, I had one toddler die in fire (he slept on Atavera's blanket beside a fireplace.) It made a really interesting story, so later I tried to reproduce that situation, but it never happened again. Was it a pure coincidence?
Logged
Me: One of my Sims just made a fire in the kitchen.
My Grandma: How? Did he burn a dishcloth?
RainbowTigress
Sucky Name Person
Whiny Wussy
Posts: 5871
Re: Fire Mod v2
«
Reply #11 on:
2007 February 10, 21:14:32 »
I have never been able to burn toddlers. I tried once, I had a no social workers patch, but although their motives all dropped into the red, they wouldn't die. They weren't in a crib, just on the floor. I didn't have the blanket then. It was my understanding that it wasn't the furniture that was fireproof, it was the babies/toddlers themselves, although the crib and changing table weren't destroyed either.
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Fire Mod v2
«
Reply #12 on:
2007 February 10, 23:33:00 »
Quote from: Nauthiz on 2007 February 10, 14:24:52
Downloaded. I will test it tomorrow. But I have a question about the old firemod - I've noticed that it prevented Sims from rescuing babies and toddlers. Was it a bug or a feature, since babies' furniture is fireproof anyway?
Toddler rescue is intentionally disabled due to the fact that it will typically kill everyone on the lot except the toddler, who is fireproof. Since the even the Sims mythology (See "Gray Lady" statue) acknowledges this, it logically follows that sims should cease doing this suicidal behavior.
Quote from: Nauthiz on 2007 February 10, 14:24:52
To my big surprise, I had one toddler die in fire (he slept on Atavera's blanket beside a fireplace.) It made a really interesting story, so later I tried to reproduce that situation, but it never happened again. Was it a pure coincidence?
Freak accident, yes.
Logged
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.
Nauthiz
Blathering Buffoon
Posts: 75
Re: Fire Mod v2
«
Reply #13 on:
2007 February 11, 03:58:44 »
Quote from: J. M. Pescado on 2007 February 10, 23:33:00
Toddler rescue is intentionally disabled due to the fact that it will typically kill everyone on the lot except the toddler, who is fireproof.
Logical, but, ah, it was so cute interaction. I miss it a bit.
About being fireproof: why? Toddlers obviously can die, they just lack the occasion. Same about pets. I would be happy knowing there's a danger for them. Yes, I'm evil and I like interesting stories.
Hmm, are womrats' cages fireproof? *goes testing*
Logged
Me: One of my Sims just made a fire in the kitchen.
My Grandma: How? Did he burn a dishcloth?
Weaver
Dimwitted Dunce
Posts: 192
Re: Fire Mod v2
«
Reply #14 on:
2007 February 12, 15:15:39 »
Running OFB with NL, I get an error relating to "Bad gosub tree number" whenever a fire is present and a sim begins to react (interaction - panic).
Previous older version had no problems, only the latest from 8th February from the OFB DC. I can dig out an error log if you need it.
[Edit] Log attached.
[attachment deleted by admin]
«
Last Edit: 2007 February 13, 03:06:44 by Weaver
»
Logged
Lana B
Dimwitted Dunce
Posts: 196
This post not officially sanctioned
Re: Fire Mod v2
«
Reply #15 on:
2007 February 13, 03:38:02 »
I had a problem with a sim. She was patting the illuminated reindeer which caught fire. I had to continually reset her, didn't want to delete. She caught fire and couldn't die. Firefighter also got stuck. I didn't try deleting him but he took a while to get to her. He chased her across a 5x6 lot performing the following sequence: put out fire, she starts to burn, jumps out of fire, repeat.
I refreshed her motives which helped the situation but I was trying to get her to die.
This was my first fire with v2 in.
Jaylene = my sim
Calvin = firefighter
I have up to NL
[attachment deleted by admin]
Logged
"Curse that alpha turkey, rohina! She will get her comeuppance next Grammar Day-- I will make sure of it!"
jrd
Terrible Twerp
Posts: 2498
Re: Fire Mod v2
«
Reply #16 on:
2007 July 01, 13:25:50 »
That's just a stuck effect, these things happen from time to time. For some reason the game didn't process the end animation code, so it thinks it has to keep playing it.
I think it will disappear by itself over time. Other than starting a second fire (so this time the end animation code can run) I don't know a fix for this exists.
Logged
Cyjon
Asinine Airhead
Posts: 32
Re: Fire Mod v2
«
Reply #17 on:
2007 July 01, 16:43:52 »
The "stuck fire" has happened to me with both fires I've had since I installed this mod. It's harmless since the fire doesn't actually burn anyone. I save, exit to the neighborhood, go back in and the stuck fire is gone.
Logged
jrd
Terrible Twerp
Posts: 2498
Re: Fire Mod v2
«
Reply #18 on:
2007 July 01, 16:50:51 »
Oh, good to know that fixes it. Doubt it's due to this mod though.
Logged
Cyjon
Asinine Airhead
Posts: 32
Re: Fire Mod v2
«
Reply #19 on:
2007 July 01, 19:58:49 »
Quote from: Jordi on 2007 July 01, 16:50:51
Doubt it's due to this mod though.
Agreed. My guess is that when a sim fights a fire it uses a different BHAV than the firefighter does and that routine is flawed.
Logged
Magicmoon
Querulous Quidnunc
Posts: 1196
Re: Fire Mod v2
«
Reply #20 on:
2007 July 01, 21:38:52 »
InSim has the option to extinguish all fires on the lot. While many may use this feature to cheat, I find it useful to get rid of invisible fires that are causing the game to lag.
Logged
Running: Sims2, University, Nightlife, OFB, Pets, Seasons, BV, FT and AL
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