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16  Resident Creators / Squinge's Mods / Nurse Babies New Italian Translation Available(6/26/06) on: April 18, 2006, 02:34:01 pm
This  is my unofficial take on the matter.

Quote from: syberspunk
Quote from: jsalemi
Actually, Squinge made an update to Jase's version, so the file is back in the first message in the thread. However, Squinge does acknowledge that it will conflict with JMP's 'nobabyharassment' mod, and I much prefer that one, so the breastfeeding in my game will have to wait for JMP's awesome version.


I could be mistaken but I took a look at the code, and the new kitten killer compatible version that jase made should pretty much be compatible with the nobabyharassment mod too. The nobabyharassment modded the same Test BHAV found in the original Squinge version. If you have both of these mods in the same folder and you are running an NTFS file system (i.e. WinXP) then based on load order, Pescado's changes would clobber Squinge's, which would normally expand the availability of the breast feeding option.

However, with the newer version, jase abstracted the Test into a private BHAV, so as I understand it, they pretty much shouldn't conflict. So you should be able to use both in your game. I haven't confirmed this yet 'in-game' but I'm just making an educated guess based on what I saw in SimPE. Scanning with the new conflict checking tool should show that there are no direct clashes at least.

I'd say go ahead and give it a try. It shouldn't hurt anything. Most conflicts like these are minor ones anyway.

Ste

As I said, I didn't test it out myself... but just glancing at the BHAVs themselves, it looks like it might be ok. But don't take my word for it. In the very least, it shouldn't cause any major problems, and if you do find that they still conflict, you can just take one out. Tongue

Ste
17  Resident Creators / Squinge's Mods / Nurse Babies New Italian Translation Available(6/26/06) on: April 15, 2006, 12:43:23 pm
I think you only need one. I downloaded both, and they are the same file, but with different timestamps. I assume the latest one dated April 15, 12:25 PM is the one we want, that has all the fixes (jump bug, motives, and toned down autonomy).

Just a quick question tho... I noticed that, at least superficially, the Continue Feeding? Bhav has not changed from the original Maxis code. Is there a reason you include it but do not change it? Or was there some subtle change that I did not notice? Just wondering is all. Smiley


All this time I thought it was not necessary to include Bhavs that you don't actually edit. But there may have been some minor change I missed? But ever line looked the same to me.

Anyways great work, I'm glad you collaborated on this and helped make a version that is compatible friendly. Cheesy
Ste
18  Resident Creators / Squinge's Mods / Nurse Babies New Italian Translation Available(6/26/06) on: April 15, 2006, 04:47:27 am
Quote from: jase439
Squinge,

One of us seems to be having e-mail problems again *sigh* so I am attaching the "universal version" to a post here instead (feel free to move it where you will). It should work with any version of Sims 2 and be compatible with InTeen. So, yay. I'll PM you the technical details.

Sorry this took so long to get back to you.  Crazy week.

J

Thanks for this Jase. Pescado had mentioned that he was going to make a 'more awesome' version, but what with his undetermined/indefinite leave of absence, I dunno when or if at all we'll ever see that. Tongue

I was going to try and separate the interaction from the main sim pie menu myself, but I'm glad someone else got around to doing it. Can't wait to try it out. Smiley

Ste
19  Resident Creators / Squinge's Mods / In Testing:college Interactions on any lot new version available(4/14/06) on: April 12, 2006, 11:47:09 pm
Quote from: ilikefishfood
EDIT: I can't find Syberspunk's nopartyassignment mod, so I can't test it with this one at this time.  If syberspunk's around and can point me in teh right direction, I'll still be happy to test them together.

Heh. That's probably because the name of the thread isn't exactly the name of the mod. Tongue

You can find it on MATY or MTS2. I titled the thread differently in order to be more descriptive, but I used a simpler name for the mod because of it's initial intention and because I didn't want the name of the actual mod to be extremely long. Tongue

I personally haven't tested them myself but it is obviously they will conflict, especially since I modified the same Test BHAV for college assignments. I explain in great detail what my mod does, so you can read about it if you like. I also include all that info in the RTFM.

As for the conflict, well it really is only a minor one. But I thought I would mention it anyways. If you use my mod AND this one, you just won't get the expected results. Most likely, especially for WinXP users, my mod would take precendence. As a result, all the other college interactions should work, but your YAs won't be able to do college assignments on non-college lots with my mod in place. It's not a huge thing, but users who happened to have both mods might suddenly wonder why your mod wasn't working as far as college assignments go.

And FYI, there is a separate Test BHAV for the actual college assignment objects themselves. The one that you modified allows sims to automagically pull assignments out of their asses to start them. But there is a separate test that lets them interact with existing assignments that haven't been finished yet. The one for the pie menu when you click on an assignment itself. I don't remember if this checks the lot type, but I have changed that as well in my mod.

Ste
20  Resident Creators / Squinge's Mods / Work shop from 3pm to 11pm new version available(4/12/06) on: April 12, 2006, 03:17:09 pm
Looks like this is just a BCON. Whichever BHAV that references this, could you not modify that, and stick a separate check so that teens will have a different start hour than adults, YAs, or elders?

Just wondering. I don't know what BHAV references this BCON and the likelihood of how it may conflict with other hacks, such as Pescado's business related ones.

Ste
21  Resident Creators / Squinge's Mods / Change to casual when finished swimming on: April 12, 2006, 03:10:15 pm
FYI: This will conflict with Pescado's poolhack from his Director's Cut.

Ste
22  Resident Creators / Squinge's Mods / In Testing:college Interactions on any lot new version available(4/14/06) on: April 12, 2006, 03:09:01 pm
FYI: This will most likely conflict with my nopartyassignment mod.

Ste
23  Resident Creators / Squinge's Mods / Hacked Memories Painting New Version Available(05/28/07) on: April 08, 2006, 12:22:40 pm
As long as you don't remove the original memory that they reference first, it should be ok. Invisible memories, if I'm not mistaken, are linked to the original, real memory. If that one gets deleted, and then the invisible one gets accessed for some reason and the game tries to reference the original one, this could cause an error.

That's why trying to clean up/delete memories can be a messy affair. If you ever delete a 'real' memory, then you have to make sure you delete all the other ones that reference it, which could be on any sim. These get passed along via gossip or by witnesses events and what not, so you never which sims, including townies, might have memories of those events.

Ste
24  Resident Creators / EP1 Mods / EP1 required:Move away from instruments on: March 27, 2006, 02:32:00 am
I received this error log, attached as .zip file while using this hack on a Uni dorm. It was a regular Maxis guitar.
 
Your last line:
 
5D:[prim 0x002D] Go To Routing Slot (Slot index global 0x0006,
no failure trees: True,
ignore dest obj footprint: False,
allow different altitudes: True)
 
The false target probably shouldn't return an error. Tongue
 
I notice that you have this in your MoveAwayFromKaraoke hack as well. You should probably fix those...
 
Ste
25  Resident Creators / EP3 Mods / EP3:OFB visitor enabled dressers and mirrors on: March 25, 2006, 12:53:47 am
Hi,

Great idea. I noticed you enabled all the other mirror related interactions for visitors except for Check Self Out. Was that intentional? Just wondering. Smiley

Ste
26  Resident Creators / EP3 Mods / Teen & Gender Preference Adoption Hack New EP3 Versions Available(7/02/06) on: March 23, 2006, 04:10:28 am
Quote from: Squinge
This hack now bypasses the adoption pool and just creates new a sim.

Glad to see you've moved on to another place. I'm posting here because it definitely seems a lot less cluttered. I hope you check both sites just as frequently. Smiley

In any case, I was wondering, if it's not too much trouble, can you make a version for OFB that uses the adoption pool first, and only when that pool is depleted, it should then create a new sim.

I'd rather not have new sims created, especially if there's an adoption pool of sims that's just sitting around. Tongue

Ste
27  Simmers' Paradise / Content Creation & Recoloring Help / RTBN problems - CT - Dress for work on: December 13, 2005, 02:00:54 pm
I think what jase means is, create a new BCON with an unused global. I took hise suggestion and did that with my update for the Risky Woohoo stuff. It took me a while to figure out how to get a higher value, and the highest value I was able to manage was 0x17E (so, please don't use that one, lol!) Wink

Pretty much, just find an unused global and er... use it. With the obvious caveat that if Maxis chooses to use it later on, you're kinda screwed and have to use a different one or... figure out something else I suppose. I was hoping to try and use 0xFFF or one below that, but I couldn't figure out how to reference a Const that high. I haven't figured out the "logic" behind how the constants are referred to via the hex values.

DF was the highest that I could get. It seems to me that the globals are within 40-5A (100-134) and C0-DF(140-17E). To be honest, I haven't delved deeply enough to figure out how these are translated (40 hex = 64 dec => 64 hex = 100 dec?) in a logical way. And there ARE BCONs for the values between 134 and 140 (the global BCON list goes up to 150 for Group ID 7FD46CD0). But I'm too lazy to really think about it. Tongue

I was reluctant to use a global BCON since I know it has the potential of conflicting with future EPs, but I wanted one file that users could edit on their own, and I didn't want to have to include the semiglobal/local BCON for each separate interaction. It just bloats the mod and confuses your average user. Too many options just gets to confusing and people will start editing the wrong things and complaining about why it doesn't work. Tongue

I'll just have to cross my fingers and hope that global value doesn't get used any time soon. Wink

Ste
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