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1  Resident Creators / EP3 Mods / EP3 Required:Community Lot Skilling New Version Available(5/14/06) on: June 03, 2007, 03:14:36 pm
I'm using the Playable Only version with Seasons and it works well, none of the non-selectables gain skill points from using community lot objects.
But they do seem to get fit from autonomously using workout machines on community lots. Could you enhance the Playable Only version of the mod to prevent non-selectable sims from gaining fitness from objects on community lots?
2  Simmers' Paradise / General Sims 2 Help / No alien abduction hack on: May 30, 2007, 07:33:26 pm
EDIT: never mind, Squinge already made it.
http://www.insimenator.org/showthread.php?t=11480&highlight=alien
3  Resident Creators / EP5 Mods / More Energy from Coffee EP5 on: May 07, 2007, 11:09:37 pm
Yes - some conflicts, but not with this mod. I will test it with a clean Downloads folder tomorrow.

EDIT: Tested it with only this mod, and energy gains still vary a lot from cup to cup. Maybe other things affect this, I don't know.
It still seems as if coffee is more energizing than vanilla espresso. Must be something in my game causing this.

At any rate, it's great to have useful coffee again.
4  Resident Creators / EP5 Mods / More Energy from Coffee EP5 on: May 07, 2007, 08:27:01 pm
Quote from: Squinge;717258
no coffee isn't more powerful check the code Tongue
I'm still learning this. Let's see, each line probably tweaks the object's effect on different motives; the question is which is which. I need to read some tutorials on the SimPE webiste when I have time...
Anyway, I'm sure the code is fine. I'm just wondering why the effects are all over the place in my game. If I find anything, this thread will be the first to know.
5  Resident Creators / EP5 Mods / More Energy from Coffee EP5 on: May 07, 2007, 06:37:45 pm
Just tested it using standard Maxis equipment.
Coffee is actually more powerful than default espresso now, though for some reason I can't yet explain test results vary wildly while testing conditions remain exactly the same (set all motives to 50% using InSim Motive Adjustor, make coffee/espresso, drink). Sometimes both coffee and espresso have a big effect on energy, and sometimes a much smaller one. Coffee always wins though.
Also, coffee bladder decay is slightly less than that of default espresso as well (used to be almost twice as big in my game).
Other things I noticed - probably not important:
Sim drinks coffee from an empty mug. Maybe it was that way before too, I don't remember.
Sim gets jitters after coffee, but not after espresso. I have Numenor's NoJitters installed and as far as I know it should work for both coffee and espresso.
I'd like to know why energy and bladder effects vary from test to test for both coffee and espresso in my game.
Will test further.
6  Resident Creators / Squinge's Mods / More Energy from Coffee on: May 07, 2007, 05:28:05 pm
Memorable quotes for
"Dexter's Laboratory" (1996)

Dad: Dexter, I am your father.
Dexter: That's not possible! Oh wait, no, you are right.
Cheesy

Thanks for the update!
:coffee2:
7  Resident Creators / Squinge's Mods / More Energy from Coffee on: May 07, 2007, 12:26:26 am
I did the comparison tests using the Maxis default Extra Pep Coffeemaker and the Maxis default Ciao Time Espresso Machine.
EDIT: I removed every single file from Downloads except MoreEnergyFromCoffee.package and tested again. Unfortunately, test results were the same as before.
8  Resident Creators / Squinge's Mods / More Energy from Coffee on: May 06, 2007, 01:45:43 pm
Great idea - make Maxis coffee useful.
I ran into a problem though: tested this in Seasons today and the mod doesn't seem to be making a difference.
Energy gain per mug from coffee is about 5% of the bar, while espresso gain is about 15%. I'm talking visual approximation, so these numbers are in no way exact, but there is a clear difference.
Also, I tested the MoreEnergyFromCoffeeLessBladderDecay mod - no change in energy gain there either, and bladder decay per mug seems to be about 20%, same as normal.
The hack conflict detection utility is not picking up anything conflicting with these mods.
I have every expansion and stuff pack installed except Family Fun Stuff and Pets.
Will test further to see what might be causing this.
Any ideas and suggestions are welcome.
9  Resident Creators / EP1 Mods / EP1 required:Euro Kiss Disabled on: October 10, 2006, 12:26:04 pm
Great stuff Squinge, your mods rock.

Any chance you could make a version that disables the euro kiss for male-to-male greetings and enables it for female-to-either gender greetings?
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