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Autonomous Vampires *UPDATED 21/11/10*

by pcexpert Posted 21st Nov 2010 at 2:56 AM - Updated 21st Nov 2010 at 10:09 PM by pcexpert : New Version V1.05
 
57 Comments / Replies (Who?) - 26 Feedback Posts, 30 Thanks Posts
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Lab Assistant
#26 Old 23rd Nov 2010 at 9:11 AM
Quote: Originally posted by pcexpert
We uploaded at the same time.

But my mod has some things you not got, so we can see this package for auto only.

And stop being so hateful, dude.

So hateful? I am afraid you do not know the meaning of this word pal, I haven't offended anyone. I didn't know we had posted at the same time and just asked a question. Chill out man and take a cup of camomile tea -__-

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
THANKS POST
Original Poster
#27 Old 23rd Nov 2010 at 4:47 PM
Oke. ^_^
Sorry, we're all humans.
Lab Assistant
#28 Old 24th Nov 2010 at 8:14 AM Last edited by shoni89P : 24th Nov 2010 at 9:51 AM. Reason: Question about the mod
Quote: Originally posted by pcexpert
Oke. ^_^
Sorry, we're all humans.

Yeah, hopefully

EDIT: I have a question pal (and I hope you won't get pissed by this one, I am not trying yo harass you or annoy, just want to know something for myself). In your changelog/updatelog you wrote literally "Vampires will now go and bite autonomous, real this time." This is not true actually. I looked your edits in all three packages and the "autonomous bite" thing has NOT been edited. You just made the "hunt" interaction autonomous for everyone (but left it just as is). If you want an advice, look for what I have edited in my overhaul for npc powers: I made them more autonomous whenever their fun or social need is low. If you add this values (you can copy/paste them) to your "hunt" thing it'll be even more likely to be seen ingame. During my gameplay, whenever I go to a place where there are at least a couple or more vampires, they use their powers at will almost every time (even my own vamp sims actually!). If you want these interactions to be even more autonomous, raise the advertised value in the tuning and test to find the best solution (too high would mean annoying, keep that in mind). Differently from what you think, I am not doing a war against your mod =) I will be glad to help you improve your mod, or just to cooperate in doing some more changes for vamps, but if you prefer standing on your own, I won't insist.
Have a nice cheesy day

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
#29 Old 24th Nov 2010 at 10:03 AM
If you both don't mind me saying, I think both your mods compliment each other. I find my vamps more exciting with both mods installed. Kudos to you both!!

*Newness coming.....*
Lab Assistant
Original Poster
#30 Old 24th Nov 2010 at 1:01 PM Last edited by pcexpert : 24th Nov 2010 at 1:23 PM.
Thank you for the feedback.
I will take a look at it.

I am a very advanced PHP-scripter, and now i am learning modding the sims, so all hints and feedback are welcome!

--

In the notes i said the vampires now really will bite, as they wont have 10 fruits. :P
Because a big fail, i accidently added a xml tune that gave 10 fruit.
Instructor
THANKS POST
#31 Old 24th Nov 2010 at 2:36 PM
I just looked into the core and found a file which list every walk style, from simbot, to elder, and also vampires and so on! But I have no clue how I could edit it to change the run speed for it. I cant find other things for the walking style, only that:

.class auto ansi sealed nested public WalkStyle
extends [mscorlib]System.Enum
{
.field public specialname rtspecialname int32 value__
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle AutoSelect = int32(0x00000000)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Walk = int32(0x00000001)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FastWalk = int32(0x00000002)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FastJog = int32(0x00000003)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Run = int32(0x00000004)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Jog = int32(0x00000005)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle OnFire = int32(0x00000006)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Pregnant = int32(0x00000007)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Crawl = int32(0x00000008)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle WalkTrip = int32(0x00000009)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle WalkFall = int32(0x0000000A)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle SwimInPool = int32(0x0000000B)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle GhostWalk = int32(0x0000000C)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle DeathWalk = int32(0x0000000D)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle Sneak = int32(0x0000000E)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FastRun = int32(0x0000000F)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle ForceRun = int32(0x00000010)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle ForceWalk = int32(0x00000011)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle ElderWalk = int32(0x00000012)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle MummyWalk = int32(0x00000013)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle TombMummyWalk = int32(0x00000014)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FrankenSimWalk = int32(0x00000015)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FrankenSimRun = int32(0x00000016)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle FireFighterWalk = int32(0x00000017)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle WalkOfShameWalk = int32(0x00000018)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle StrideOfPrideWalk = int32(0x00000019)
.field public static literal valuetype Sims3.Gameplay.Actors.Sim/WalkStyle VampireRun = int32(0x0000001A)
} // end of class WalkStyle

But what the hell? lol I must say I dont know any thing from C++ or other Hex languages. So this is really bad... I hope someone can find some thing inside the core to make vampire even better! And maybe more autonomous!
Test Subject
#32 Old 24th Nov 2010 at 3:05 PM
Quote: Originally posted by shoni89P
EDIT: I have a question pal


What was your question?
I'm running both of these mods presently, I'm hoping they're not sending mixed messages to the vamps.
Test Subject
#33 Old 25th Nov 2010 at 12:09 PM
Quote: Originally posted by pcexpert

And stop being so hateful, dude.


He was not being hateful so stop trying to start a internet fight
Forum Resident
#34 Old 25th Nov 2010 at 3:30 PM
i believe he already apologized for this?
Test Subject
#35 Old 1st Dec 2010 at 11:49 AM
Hey there. You have done such a good job with this mod, it is amazing. Thank you so much

But there is one thing missing that i really really need and am hoping you could help me with. When a sim changes into a vampire, i dont want their skin or eyes to change colour. Can this be modified? If so, can you please please do it for me? I am happy to donate!!!!?

Thank you x
Lab Assistant
#36 Old 14th Dec 2010 at 10:18 PM
Quote: Originally posted by starsarah
But there is one thing missing that i really really need and am hoping you could help me with. When a sim changes into a vampire, i dont want their skin or eyes to change colour. Can this be modified?

I've also wondered about that. I think it's very interesting that they look more subtle, which goes well with the whole "night hunter".
Banned
THANKS POST
#37 Old 21st Dec 2010 at 6:58 PM
I will SO download this when i get late night
Test Subject
THANKS POST
#38 Old 9th Jan 2011 at 12:14 AM
I had to remove this mod after I have patched to 6.1 in Late Night, the game became very sluggish and stuttered when vampires appeared in community lots and parties. Once I removed the mod, the game functioned speedy and normal. I saw the caveat: Made with LN 6.0 in the download so I tried it anyway. Will there be a version of this for 6.11 LN? Your mod makes the vampires way more interesting than the EA tuning and I want to use it again without slowing down the game.
Thanks so much.
Test Subject
#39 Old 6th Mar 2011 at 5:18 PM
great mod, thank you!
and i just wanted you to know that your english is wonderful (:
Field Researcher
#40 Old 26th Mar 2011 at 10:11 PM
Haven't seen any npc vampires yet. Although i came across a vampire papparazzi. So that means that one would not only stalk you for being a celebrity but also sees you as a snack. Interesting. And i guess this is not for the townies. Or is it? Because NPC means Non-Playable Character and every townie/household is playable, like Beau Merrick, Elvira Slayer and all those other vampire townies.
Test Subject
#41 Old 20th May 2011 at 8:40 PM
Can anyone make a Vampire potion to turn you into a vampire that would make it more easy but yeah this mod looks pretty good
Lab Assistant
THANKS POST
#42 Old 6th Jun 2011 at 9:26 PM
It would be great if this was updated for Generations/the newst patch!
Lab Assistant
#43 Old 24th Jul 2011 at 8:52 PM Last edited by mekia02 : 24th Jul 2011 at 8:53 PM. Reason: make questio stand out
Default What file to pick out of the 3
I want this Mod with ShoNi's vampire overhaul.. Which one of the 3 files do I need to download?

And is there a mode for autonomous turn??

I am thinking of a challenge where (similar to the zombie challenge) your sim has to survive the world being taken over by vampires, vamps that will actually kill or turn. So maybe a doomsday or last human left type of thing.
Lab Assistant
#44 Old 24th Jul 2011 at 8:53 PM
Quote: Originally posted by jennydb91
It would be great if this was updated for Generations/the newst patch!


So does this mean this Mod does not work for Generations?
Test Subject
THANKS POST
#45 Old 26th Aug 2011 at 7:43 AM
congratulations for not making mistakes, you make Belgians all over the world proud. (including me)
Test Subject
THANKS POST
#46 Old 13th Oct 2011 at 4:33 PM
Hey Buur ( een Nederlander hier ) great mod, I'll try it soon :D
thnx for taking your time to create it!
Test Subject
#47 Old 17th Dec 2011 at 3:13 AM
Hey sorry 2 be a noob but where do i place these files in the packages file or the override file plz reply
Forum Resident
#48 Old 12th Jan 2012 at 11:04 PM
Quote: Originally posted by frankie09105
Hey sorry 2 be a noob but where do i place these files in the packages file or the override file plz reply


Either. I think they're just named that way for organisational purposes.. I personally bung any old mod in either.

Is this mod good for the 1.29 patch?

Go suck an elf...
Field Researcher
#49 Old 25th Jan 2012 at 3:11 PM
It looks like it was last updated on November 2010, I doubt it :/
Test Subject
THANKS POST
#50 Old 9th Feb 2012 at 9:01 PM
I rlly wish the can turn me without asking THANK YOU
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