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Field Researcher
#301 Old 17th Apr 2021 at 5:41 PM
Hi there, can you help me with HOSPITAL MOD? I see there are a lot of HOSPITAL MOD CC, mods and other stuff. But what are MUST HAVE hospital mod sets/things/packages?
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Test Subject
#302 Old 25th Feb 2022 at 5:14 PM
Quote: Originally posted by Sketching
Someone recently wondered if there was a mod to spawn adult repairmen. I don't have a SFS account (or whatever it is that's needed to upload anything there), so I'll attach the mods below in case anyone needs it. I might have missed it, but I haven't seen it in any of the indices here.

Single Gender Neighborhoods are global mods that restrict all spawned NPCs, service sims, and townies by gender but there are also versions for no elders. To clarify that last part, there are versions for "no elders, one gender only" and there is a version that isn't gender-restricted. None of the mods affect born-in-game sims. Chris Hatch's descriptions are in the folder, but I think it's easily understood that you should only use one of the files at any one time.


Coming back to Sims2 after several years away, I seem to recall that Chris had also created a "Gender Killer" (based, I think, on the Fire Alarm) that would allow you to remove all the sims of a specific gender from the 'Hood. Anyone know where I can find it if it's still available?

Thanks in Advance,
PCUK
Inventor
#303 Old 25th Feb 2022 at 9:05 PM
^ This might be what you're referring to http://www.simfileshare.net/download/2994472/ It has the same appearance as the fire alarm, just blue. This enables you to de-activate or re-activate various service sims by gender. I also included the supplemental files I use with it , but they aren't required for the nullifier itself. Chris also had some statues , I believe clones of EA stuff...I think fairies...around $350 in the catalog that would enable one to nuke all sims of one gender, but I don't have that and can't recall it's name/title.

Shotgunning bland cucumbers since 1974
e3 d3 Ne2 Nd2 Nb3 Ng3
retired moderator
#304 Old 25th Feb 2022 at 9:53 PM
Test Subject
#305 Old 26th Feb 2022 at 9:39 AM
Quote: Originally posted by simsample
I think the gender killer thing might be in this file:
https://simfileshare.net/download/2994631/


Perfect !!

Thank You so much
Scholar
#306 Old 5th Sep 2022 at 6:52 PM
Does anyone if SendChildrenToCamp and BusSupport are compatible with each other? It conflicts at "Function - Should stop?"
Field Researcher
#307 Old 18th Mar 2023 at 6:26 AM
Where can I find descriptions for some of these? Or could someone tell me more about the market stalls and memorial picture mods? Also, are there any instructions that need to be followed for "go to school with your sims" (I'm guessing I'd need to make a school and stuff?) and apartments at university? Anything I should know about possible conflicts/issues? Thank you!
Lab Assistant
#308 Old 6th May 2023 at 6:20 PM
Quote: Originally posted by noprobllama
Where can I find descriptions for some of these? Or could someone tell me more about the market stalls and memorial picture mods? Also, are there any instructions that need to be followed for "go to school with your sims" (I'm guessing I'd need to make a school and stuff?) and apartments at university? Anything I should know about possible conflicts/issues? Thank you!


I'm pretty sure you've found out by now, but if not, *most* of the archives include some sort of ReadMe.txt file (usually just a copy/paste from the original post at BAS, I'm assuming), but should be enough to get the mod installed and working for you

--wiseguy
Scholar
#309 Old 24th May 2023 at 6:24 PM
Does anyone know what the loading order should be for SendChildrenToCamp and BusSupport? I couldn't make it up from his instructions for both mods.
Test Subject
#310 Old 7th Nov 2023 at 5:04 PM
Does anyone know where I can find the mods: Celebrity Light, Catching Buses, (Swimwear on beach lots), Space Travel and Battlefields? I think at this point I should just download the EP but I feel like there will be conflicts with the mods I use so I want to avoid that.
Field Researcher
#311 Old 15th Nov 2023 at 6:40 AM
Quote: Originally posted by TammyCatxXxX
Does anyone know where I can find the mods: Celebrity Light, Catching Buses, (Swimwear on beach lots), Space Travel and Battlefields? I think at this point I should just download the EP but I feel like there will be conflicts with the mods I use so I want to avoid that.


I would like to know this too. What does it mean that a lot is zoned a battlefield?
Mad Poster
#312 Old 18th Nov 2023 at 12:10 PM
Late reply, but my computer was in the shop and I couldn't check what I had.

As far as I know Space Travel and Battlefields are only in the EP and were not separated out. Buses are linked in the first post here. I thought that I'd seen Celebrity Light and Swimwear on Beach lots somewhere, but I don't have them and I can't find them, sorry.

Battlefields in the EP basically where places where sims went to fight each other.
Test Subject
#313 Old 9th Aug 2024 at 4:40 PM
Does anyone know how Time control works relative to skills ?
Motives are not affected I know this but do sims gain twice as many skillpoints when time is halved ?
As an example if a sims would have gained one level of cleaning in one day without the mod will it gain the same point in half a day with the mod ?
Mad Poster
#314 Old 9th Aug 2024 at 9:48 PM
Quote: Originally posted by stephrodas
Does anyone know how Time control works relative to skills ?
Motives are not affected I know this but do sims gain twice as many skillpoints when time is halved ?
As an example if a sims would have gained one level of cleaning in one day without the mod will it gain the same point in half a day with the mod ?


No.

The skills are gained at the same rate as they normally are. I have not only this mod but a mod to gain skills faster and it doesn't affect them.

The time control mod only controls the SPEED at which the game runs. Not the other factors.

It cuts in half the SPEED of the game so that instead of one hour being only 30 minutes, it's the full hour.

It does not affect any motives and it does not affect the speed at which skills are gained.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://www.mediafire.com/?r=wbmnd#myfiles
Test Subject
#315 Old 11th Aug 2024 at 12:18 PM
Quote: Originally posted by FranH
No.

The skills are gained at the same rate as they normally are. I have not only this mod but a mod to gain skills faster and it doesn't affect them.

The time control mod only controls the SPEED at which the game runs. Not the other factors.

It cuts in half the SPEED of the game so that instead of one hour being only 30 minutes, it's the full hour.

It does not affect any motives and it does not affect the speed at which skills are gained.



Ok thank you, I didn't want my sims to get skills twice as fast it makes it too trivial for my tastes and my sims lifespan.

I get how the mod works as in the ingame day takes now twice as long in real time but I didn't know how it could affect specific actions as I don't know how the game calculates how long they take.

What I mean by this is if the speed of the animation determines how long an action takes then every action is now twice as fast as it was before in game time because animation speed is the same with or without this mod. Walking, cooking etc. They walk the same distance per real life second for example but a real life second now translates to half the time ingame so they walk twice as fast for example.

But for gaining skills there is no real animation to base the speed on. A sims doesn't gain a point of logic because he has moved 10 pieces on the chess board for example, it has to be calculated on some clock. So not knowing if the game calculates based in game time or in real time I couldn't know if they could gain skills twice as fast or not.

As for motives are you sure ? I've read many comments pointing out the fact that they now decay faster depending on the situation (at work/at home for example).
Mad Poster
#316 Old 11th Aug 2024 at 1:15 PM
Quote: Originally posted by stephrodas
Ok thank you, I didn't want my sims to get skills twice as fast it makes it too trivial for my tastes and my sims lifespan.

I get how the mod works as in the ingame day takes now twice as long in real time but I didn't know how it could affect specific actions as I don't know how the game calculates how long they take.

What I mean by this is if the speed of the animation determines how long an action takes then every action is now twice as fast as it was before in game time because animation speed is the same with or without this mod. Walking, cooking etc. They walk the same distance per real life second for example but a real life second now translates to half the time ingame so they walk twice as fast for example.

But for gaining skills there is no real animation to base the speed on. A sims doesn't gain a point of logic because he has moved 10 pieces on the chess board for example, it has to be calculated on some clock. So not knowing if the game calculates based in game time or in real time I couldn't know if they could gain skills twice as fast or not.

As for motives are you sure ? I've read many comments pointing out the fact that they now decay faster depending on the situation (at work/at home for example).


Well, I will amend my statements on overall motives-they do tend to decay a little faster, and you have to keep an eye on them-and on top of that I have a mod that does decay them even further, so I have to keep a very hard eye on the pixels.
How I contend with it is that I do have the batbox, and many of the things they should do automatically (bathroom, cooking, etc) I control with Christianlovs' manager mirror, so that when they're at a loss for what to do, I can guide them.

The pixels sometimes do need a gentle shove to do what they're supposed to..but usually they're good. Or if they're not, I'll be there just in case.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://www.mediafire.com/?r=wbmnd#myfiles
Test Subject
#317 Old 11th Aug 2024 at 7:14 PM
Quote: Originally posted by FranH
Well, I will amend my statements on overall motives-they do tend to decay a little faster, and you have to keep an eye on them-and on top of that I have a mod that does decay them even further, so I have to keep a very hard eye on the pixels.
How I contend with it is that I do have the batbox, and many of the things they should do automatically (bathroom, cooking, etc) I control with Christianlovs' manager mirror, so that when they're at a loss for what to do, I can guide them.

The pixels sometimes do need a gentle shove to do what they're supposed to..but usually they're good. Or if they're not, I'll be there just in case.


Oh good suggestion I have that mod but had completely forgotten about it In my defense it's been a good decade since I last played.

One more question, might not be related but I don't remember having this issue before and this is the only mod I've added, my pensions for retired sims are getting paid twice. These are the vanilla pensions.
I also have a mod that adds child support and another for welfare and they also get paid twice.
It's not twice in a row but at maybe one hour or two apart.

Any idea if this mod may be responsible ? Maybe is there a known conflict with something else that I haven't read about ? Have you or anyone else here had this issue ?
I also remember there being a program that helps find out conflicts but I can't remember what it is
Mad Poster
#318 Old 11th Aug 2024 at 9:42 PM
Quote: Originally posted by stephrodas
Oh good suggestion I have that mod but had completely forgotten about it In my defense it's been a good decade since I last played.

One more question, might not be related but I don't remember having this issue before and this is the only mod I've added, my pensions for retired sims are getting paid twice. These are the vanilla pensions.
I also have a mod that adds child support and another for welfare and they also get paid twice.
It's not twice in a row but at maybe one hour or two apart.

Any idea if this mod may be responsible ? Maybe is there a known conflict with something else that I haven't read about ? Have you or anyone else here had this issue ?
I also remember there being a program that helps find out conflicts but I can't remember what it is


Actually I have the exact same issue, but I don't think the mod is responsible for it-the "getting paid twice" is my problem, but I don't know where it's coming from, and I believe the half time mod is NOT responsible for that. The child support does not get paid twice in my game, but the welfare one does.

I have no idea what causes this problem and while it is irritating, it's not the kind of 'bad' irritation that would cause me to do a 50/50 search to find out the problem. I'm sure there is a cause, but on a scale of 1 to 10 in seriousness? Not that bad.

"Let well enough alone" is my motto for this kind of problem. More money is not a problem. It's the LACK of money that is.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://www.mediafire.com/?r=wbmnd#myfiles
Test Subject
#319 Old 12th Aug 2024 at 1:42 AM
Quote: Originally posted by FranH
Actually I have the exact same issue, but I don't think the mod is responsible for it-the "getting paid twice" is my problem, but I don't know where it's coming from, and I believe the half time mod is NOT responsible for that. The child support does not get paid twice in my game, but the welfare one does.

I have no idea what causes this problem and while it is irritating, it's not the kind of 'bad' irritation that would cause me to do a 50/50 search to find out the problem. I'm sure there is a cause, but on a scale of 1 to 10 in seriousness? Not that bad.

"Let well enough alone" is my motto for this kind of problem. More money is not a problem. It's the LACK of money that is.


Thanks, glad to know I'm not the only one suffering If I ever get to the bottom of this I'll let you know, who knows it might be a very simple fix once we know where the issue is.
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