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16  Resident Creators / EP3 Mods / EP3 required:Reservable Beds on: July 17, 2006, 07:55:30 am
What pie menu?
This is an EP3 version of ownbeds.package which transparently and globally makes beds ownable, it does not add new interactions to the beds.

If you want to make individual beds ownable by a pie menu, get the original reservable beds (which are not global but unique objects) from here. Unlike this global patch they required no update.
17  Resident Creators / EP3 Mods / EP3 required:Reservable Beds on: July 07, 2006, 01:05:14 pm
Yeah, that is the link I put in my reply rolleyes
18  Resident Creators / EP3 Mods / EP3 required:Reservable Beds on: July 06, 2006, 01:36:59 pm
Thanks so much for updating this (and letting me test it!)

FYI: Inge's mod to prevent kids from sleeping in double beds (DoubleNoKids) works great along side this (and requires no real update: it is not fully compatible with OFB but doesn't actually break anything either). It, along with the EP2 and earlier version of this mod, can be found at The Laden Swallow.
19  Resident Creators / EP2 Mods / EP2 required:Want satisfy for earn money when selling novels on: July 04, 2006, 11:49:31 am
After some testing it appears there is no actual conflict between this mod and Pescado's, even though Paladin's tool reports one.
20  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: June 20, 2006, 04:36:56 pm
Quote from: jersey_princess
I haven't tried it with the shrub. I have all the EPs and FFS (but this was before I got FFS). I also have a neighbourhood for everything but Uni installed.
I tried it more than once and each time they became part of the original family. Curiously enough, in the townies section I only have 7 townies including the three new ones. Would this be because I deleted all characters before I started it? Wouldn't it have regenerated all of them, not just 4?


Townies are typically generated at the rate of one per lot load, so it may take a long time before you have a full complement again.

As for the family issue, I'm out of ideas. If you could test with the shrub I'd appreciate it, but for now I'm not sure where to look. The family ID used in the painting and shrub is consistently and only used for downtownies in all cases I checked, so it ought not to be possible for them to end up in another family...
21  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: June 14, 2006, 06:18:28 am
Quote from: jersey_princess
(...)if you say "make me a downtownie" it makes you a member of the very first family you made.


Does this also occur with the shrub? I've looked at the code and it should not work this way. I cannot reproduce it with either painting or shrub, either.

Looking at the code some more, it *might* occur if you do not actually HAVE downtownies. You must have Nightlife installed, and have at least one Downtown area associated with your 'hood.
22  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: May 31, 2006, 01:56:46 pm
Thanks for the update Squinge. I've applied the same fix to "my" versions.
23  Resident Creators / EP1 Mods / EP1 required:No Adult Mascots New Alternate Version(5/08/06) on: May 31, 2006, 03:29:58 am
Quote from: Ozzucay
Not exactly. Besides retaining silly uniforms on community lots after college, mascots personality and behaviours are retained and uneditable.

Such as days left in age, I know. There's ways around that though.
 
Quote

Knocking up female NPCs corrupts their character file. At least so I've read. Unless you've made them selectable and keep them on the lot for the duration of the pregnancy.

In fact you can't get an uncontrollable Sim pregnant. If somehow you do, it won't corrupt their character file (unless you are messing with uninteractables such as the hula zombie), but the pregnancy will go wrong. I was referring to former NPCs.
 
Quote
Beat me with a stupid stick if you like, but I don't know what that means.

No traversal costs means their needs do not go down from walking as it does for all other Sims. This is most noticable on the huge lots: send a normal Sim and a former NPC from corner of the lot to the other, if all other things (personality, asp, starting needs) are equal the normal Sim will have significantly more needs decay than the former NPC.
 
Quote
(…)Had I had that first sim propose the move in to her mascot lover while she was still at college, there would have been no problems.

I did the proposing unto engagement in college. It gives a nice bonus for graduation party scores.
24  Resident Creators / EP1 Mods / EP1 required:No Adult Mascots New Alternate Version(5/08/06) on: May 30, 2006, 07:24:35 pm
Mascots/cheerleaders are just like other service NPCs, you can fully interact with them. This means that you can propose them, move them in, marry them, knock them up etc.. Worked for me in any case.

In an unmodded game they're a tad annoying in that they will still have some of their old behaviour though, and will always dress in their mascot/cheerleader outfit on comm lots. This mod fixes that. But in the process it seems to have somehow broken mascots in other ways.

All service NPCs keep some of their old behaviour by the way: if you marry a burglar they'll always be able to sneak, and burglars, cops, firemen and possibly others will always have no traversal costs.

Only the bus/taxi drivers and the nonplayables such as SS workers and repo men can't and shouldn't be interacted with at all.
25  Resident Creators / EP1 Mods / EP1 required:No Adult Mascots New Alternate Version(5/08/06) on: May 30, 2006, 04:32:39 pm
My Sim wanted to marry a Llama mascot, but after marriage he could not be moved in even though the marriage was accepted and succesful. I moved him in using the teleporter shrub, but the mascot remained a young adult. I had to fix him using the agesimscheat.

I did a test, and this mod seems to be the cause: marrying a mascot without this mod in place works normally: the mascot is converted to an adult with a college graduation.

Could you look into this?
26  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: May 29, 2006, 05:52:46 pm
Honestly I don't know. I never actually adopt, I just managed to confirm MissDoh's error with the 25-05 version.

I'll ask my sis^H^H^Htester if she gets errors with the 18-05 version, she'll probably find out sooner than I (I am not playing TS2 at the moment as I am working on other things).
27  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: May 29, 2006, 02:06:03 pm
Yes, when following the exact same steps as MissDoh:

1) teleport a townie kid
2) Adopt -> error

The "correct" method:
1) teleport a townie kid
2) put this kid up for adoption
3) Adopt
works in both the 25 May and 18 May versions, but the first method is bugged in the 25 May version.
28  Resident Creators / Squinge's Mods / In Testing:Faithful kiss wants New Version Available(6/23/06) on: May 29, 2006, 12:55:01 pm
Err… sorry that's what I meant, the wants controller yes.

However simply going to a community lot usually fixes the issue as well.
29  Resident Creators / Squinge's Mods / In Testing:Faithful kiss wants New Version Available(6/23/06) on: May 29, 2006, 10:24:38 am
In my current clean neighbourhood, yes.

This 'hood was started from an empty template and then I did delete all characters, and manually cleaned the DNA, SWAF, and memories/tokens from the neighbourhood package before playing. In this 'hood I have not had the empty want slot problem.

In my older 'hood it did occasionally occur, forcing an error on the memory manager once per lot and deleting it fixed it there.
30  Resident Creators / Squinge's Mods / In Testing:Faithful kiss wants New Version Available(6/23/06) on: May 29, 2006, 09:05:50 am
The problem is probably related to the SWAF cache. I never got errors in a new 'hood (started after placing this hack in game), or for new Sims born or generated after the hack was in place.
I've noticed before that changing a want can cause the memory manager to go haywire, in that case cleaning the SWAF cache for all Sims fixed it (but in the process I lost their lifetime wants).
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