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61  Simmers' Paradise / Apartment Life Help / Time System in TS2 on: March 09, 2011, 05:53:26 am
This is an specific question, not hypothetic: Anyone knows how the game counts "Days of the Month"? Is it triggered when you launch the game?, or when you launch an specific lot? How is it reset? At every game launch? Every lot launch? Or everytime you switch on the computer? (In the last case, is it using real datum?)
I know that one Sim day is equivalent to one year, hours and days of the week are visually counted in the UI, but how are the "months" counted?
Ex.: food has birth day, month and year. I suppose that you can count how long food will take to spoil if you just take as start point the birth day or year and it would be enough.
Reason for the question: I want to know how one could calculate an action based on the day of the month (and I'm not talking about foodies), so I need accurate information.
One supposition I already have is that you take a 24 hours clock and divide by 2 so you will have a month consisted of 2 sim hours. Anyone can confirm that? Please reconsider your answer because I'm european. Some other countries folk cannot even understand a 24 hours clock. A 12 hours clock base would require separated timing AM/PM and it would be a hell of calculation, so I also suppose that it wouldn't be taken for basis, but you never know.  Grin
Thanks.
62  Simmers' Paradise / Tutorials / Re: Tutorial: Babies in Bodyshop. on: March 09, 2011, 05:07:34 am
I also didn't understand why you back-up babies in BodyShop in the case that something goes wrong with your game. Do you have a way to recover a baby in game? Or you just need pics? Is there any tool that allows the game to surgery a sim directly from BodyShop? (If yes, pleeeease liiiiiink me!)  Wink
All I heard so far is that you have to recreate a sim in CAS to use as surgery source. Babies cannot be created in CAS (I doubt even in TS3, 'cause there are no babies in this game, just animations).
63  Simmers' Paradise / General Sims 2 Help / Re: How to get Skip Broke ingame? on: March 03, 2011, 03:14:34 am
Happy you're happy! Just to clarify, the reason the crap skip doesn't make any descendance, is because he is borked, completely and is just a copy of the bodyshop manequim. The BodyShop Manequim DOESN'T have a complete set of Meshes and Skins, so he doesn't have genetics. Everytime you want to correct a borked sim, use simsurgery. If you don't know how to use it, learn it, because it is easier than anything. Simsurgery transfer ALL the body data from a Sim to another, so it is the safest way to correct body data problems. When you are going to mess up with memories, you just create NEW memories IN GAME, not in Simpe. I mess up with memories all the time and never had problems. Of course you have also to reconsider the fact that I have been messing up with this game for 10 years, so it can be said that I have enough experience to do the impossible.
Stop using Simpe or Insimenator or Blender or whatever TO PLAY THE GAME, these are just tools to simplify your game play, not to replace it.
64  Simmers' Paradise / General Sims 2 Help / Re: How to get Skip Broke ingame? on: March 02, 2011, 09:54:50 am
You don't get blond hair if one of the partners have black hair, unless you change dominance. In my game I gave dominance to blond, that's why I got the two blond boys. In the past you didn't have resources. I can suggest a very simple and easy way to get your broke family reunited. Start from zero, that is, to the start point of the Broke house when you enter it for the first time. If you like to play those hoods, make a back-up of the fresh installed hoods, so when something is borked, you start from zero again.
My simple way: abort Brandi's pregnance, reset Bo's age so he is a totally fresh toddler, revert Dustin to child again. This way you break all the crap script written for this household. Use Inge's teleporter and kick both kids to adoption (Inge's teleporter doesn't break the relationship, but if you use the one I posted it will not destroy any relationship). Done all this, then you can start to mess up with Skip, there will be nothing in the way to fail. Correct Skip so that he has the best possible data. One thing I would suggest is very effective: go to CAS and recreate a sim with all you wish Skip to look like, personatity, appearance, clothing, etc, etc. Move him and throw him in the townies family. Exit the game and open Simpe. Use simsurgery and transfer the look of your newly created sim to Skip. This will automatically correct all his borked appearance data. After you corrected everything then you can ressurrect him or do whatever you mean to be effective. Inge has a Marriage Arch that allows you to marry sims that don't even know each other, how many times you want. Use it and marry Brandi again to skip, you can also do all the kisses, makeouts, woohoos and when everything is normal, adopt the two boys and impregnante Brandi again. Voila! Reunited perfect family. Move them out from the house they live, preferably before adopting back the boys. Houses become even more messed up than sims. If you don't want the adoption memories, go to Simpe and correct them at your taste.
This way you have all the happening REALLY happend and this is something that cannot bork.
65  Simmers' Paradise / General Sims 2 Help / Re: How to get Skip Broke ingame? on: March 02, 2011, 03:54:56 am
Whatever you are going to do I recommend that you don't. The whole Broke family is completely borked and nothing would help. You cannot even ressurrect the guy with normal means because the ghost man will just say that you don't know anyone that died and is disturbing him. The eldest boy, Dustin, has in fact no father, and the child that Brandi is expecting is a "pregnant with self", so the baby will look like her no matter if you ressurrect the husband and use the insiminator to reconfirm that he is the father. So long you keep him alive he will only present mistakes and technical troubles. The Skip that they placed in game is just a copy of the bodyshop manequim, the real father to Dustin should be the model that has a very rough face and flat nose. I made a test and recreated the whole family in another empty hood. In fact I got all the elements of the game inclusive a boy that looked very much to Dustin and the other was very similar to Bo (though my models were adjusted to produce perfect babies faces, no distortions).
So, this family was played but somehow they lost the primary elements and just replaced. There's inclusive the fact that if you change game language or the number of the hood, sims that are dead lose partially their initial data and are replaced by the bodyshop manequim. If you check the ghosts at the Spencer house at Strangetown you will see that all ghosts are borked. There's a teen girl there that is not even a girl but a man.
Do what I did: ressurrect skip with whatever you have (I used ChristianLov ghost phone), but I suppose you need to make many more tricks. When I wanted (I don't even try anymore) to have back those craps, I first use something to spawn the ghost in the lot (like Inge's teleporter for ex.), stop the game so that I don't lose him and check all his data. He must have aspiration, zodiac sign and all that crap otherwise nothing will happen, correct it if he doesn't. Then correct the relationship to at least one member of the family. Then you let the game say that he died in another lot - and disappear.  Afterwards you may ressurrect him. There are other characters, mainly in StrangeTown that no matter what you try it will not succeed (one in the house of the pregnant man and the other in the Generals house. I think that all the 3 hoods were used by EAxis to build and test the "Scripting" crap that they still use. If you want to confirm my statements, choose one of the borked ghosts at Spencer and put him to have a face lift in that game machine, you will be surprised with what you will see.
66  Simmers' Paradise / Clothing & Body Mesh's / Re: Clothing to carry baby on the back on: February 25, 2011, 05:53:16 am
I think I have to open a new thread for the same request. I opened this one because I need someone that does clothing meshes to help me to create an outfit that has a baby on the back included in the outfit. It could be used the maid outfit as basis. It has an apron that could probaby be changed for a babybackpack. I know it is possible, it is just that unfortunately clothing are too difficult for me at the moment. I'm not so much happy to learn all the krims&kracks of clothing meshing because actually I do not care for what sims wear and most of the time I use EAxis clothes, so learning to make clothes meshes are sort of unuseful for me.
The problem is that the thread became sort of general requests and is losing its primary objective.
67  Simmers' Paradise / Content Creation & Recoloring Help / Re: How to make objects deco in SimPE? on: February 24, 2011, 02:52:05 am
If you want to make merely decorative objects, you can make a permanent clone of two EAxis objects: the Flamingo and the Venus Sculpture. It is all you need. Do you know how to make a permanent clone? OK. Make them and keep them on a separated folder. It will be your basis for whatever you want. Everytime you need to make a deco, you clone from your permanent clone, it is easier than looking for a something all the time.
You need to have a new unique GUID to identify your object, the rest is just a matter of exporting the GMDC and importing again in your object. When you export the GMDC, export also the textures. So you have your decorative object. The flamingo (for objects that has only one element) and the Venus Statue (has two parts) have everything you need, can be seen from the hood view (have LOD90) and don't get confused about their sizes, it doesn't matter at all, you can use the flamingo to build a house or the Venus to create a potato. But don't think at it is that easy, depending on what you are intending to create, you have to mess up with material definition (glasses, transparences, water, shine, glow, deepness, flatness, etc). Start always with something easy, then improve them at the same speed as you learn.

68  The Sims 3 / Pudding Requests / Re: Playable mummy reskins? on: February 22, 2011, 06:39:10 am
Edit: Sorry, I entered on wrong game. This is the problem in clicking at the home page.
69  Simmers' Paradise / Where Can I Find...? / Re: Question about crossdressing males on sims? on: February 20, 2011, 03:44:53 am
You can use separated bottoms and tops instead. If you use only male tops that are untucked, you can simply get all female bottoms and enable them for males in Bodyshop. The untucked shirt hides the difference between the male top and female bottom, so you have males dressed as females (with high heel inclusive) without boobs.
70  Simmers' Paradise / Clothing & Body Mesh's / Re: Clothing to carry baby on the back on: February 20, 2011, 03:40:24 am
Accurate Theraven, the fireman's flask is part of the outfit and it is exactly what I need. When I talked about accessory I was meaning his hat for example. I know that many people have replaced hats for other types of accessories. I know that general zoi made a coat that is a hat in fact. There are scarfs, wings, horns, etc made from hats , why not a baby? Or from glasses, then you could have diversity. A baby glasses?  Grin Unfortunately npc outfits also don't include glasses.
I also don't care for working things that are supposed to be "real", first because I can make something "working" self and second, every single person in the world have totally different taste for what should be perfect, this is what makes us to "single person", otherwise we would be cattle.  Grin
71  Simmers' Paradise / Clothing & Body Mesh's / Re: Clothing to carry baby on the back on: February 19, 2011, 08:59:48 am
If I was going to replace an outfit accessory, maybe it should be better to replace the fireman instead of the nanny?  Grin
No problem for me, I don't use firemen either.  Cheesy
72  Simmers' Paradise / Clothing & Body Mesh's / Re: Clothing to carry baby on the back on: February 18, 2011, 10:23:37 am
The baby accessory idea is very good but for people who play babies. I cannot add an accessory to an npc outfit. I don't care at all if the baby is like the TS3 pupp baby, or if just a baby head is sticking out of a backpack. I need it to be the outfit to be used in a "career like" object. I'm not intending to have skins changes. Career outfits don't support recolors. Thanks.
73  Simmers' Paradise / Clothing & Body Mesh's / Re: Clothing to carry baby on the back on: February 18, 2011, 02:59:17 am
Well, back to the first post, I was thinking about there are backpack clothing, isn't it possible to replace the backpack for babypack?
74  Simmers' Paradise / Clothing & Body Mesh's / Clothing to carry baby on the back on: February 17, 2011, 07:24:54 am
I don't know if anyone has done it before, but is it possible to create any kind of clothing for males and females that include a baby on the back? There are plenty of deco babies, I wonder if someone could create an outfit that simulate someone carrying a baby on the back like some folks use to do. I'm needing in fact also an outfit like this for elders (I want to replace the crap nanny for other purposes  Grin so I need that the baby is part of the outfit).
Thanks.
75  Simmers' Paradise / Apartment Life Help / Re: Making more than 4 apartments inhabitable? on: February 15, 2011, 11:55:30 am
Is there any reason for playing apartment when you want to have many controllable sims? You can play fake apartments. Today there are elements enough so that you don't need to play households that become townies anyway, even if you move them in. If your computer supports many sims you can create a small district with houses or buildings and move in entire families, all in a big lot. I doubt someone found a way to overcome the 4 flats limit even because AL is much more limited than that. Even 2 apartments cause enough issues to stop the game.
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