- Site Map >
- Modding and Creation >
- Creator Feedback Forum >
- Sims 2 >
- Other - [Testing!] Electric box, power generator, and more
- Site Map >
- Modding and Creation >
- Creator Feedback Forum >
- Sims 2 >
- Other - [Testing!] Electric box, power generator, and more
Posts: 207
An exercise bike fueled power generator; in where one sim needs to pedal on a modified exercise bike in order to generate power to power a select item or a room, I guess depending on whatever would be most interesting to you. Capacity for power generated (and by extension number of things powered) would be based on fitness level or overall body skill, and the moment they stop the power does as well. I've got hippies in my hood so they're probably not as interested in a gas generator ^_^
Thanks in advance! Will be testing the mod and will edit if I have any hiccups along the way!
Posts: 56
@grammapat That message is supposed to show up when you load the lot to remind you that the power is off (due to event that happened last time you played that lot). Is that what happened? If not, I'll try to investigate it. @Bananensap, could you please upload the log file or post its contents (under a spoiler, 'cause it's long)? I'd like to know the object that the mod choked on. |
@Lamare this happend when the sports broadcast thingy happend.
Build: 1.17.0.66
at Oct 11 2008,15:12:07
Object id: 315
name: Electric Box (0,0) - Lead
Stack size: 7
Error: Material Change on Non 3D object.
Iterations: 220
Frame 6:
Stack Object id: 266
Stack Object name: Television - Floor - Home Theatre - 1, 0
Node: 21
Tree: id 4128 name '- Videogame console Off' version 0
from SIMPE_STEREOTOWERMODERN_[LAMARE_6415]_CRES
Prim state: 0
Params: 1 0 Locals: 0 0
Frame 5:
Stack Object id: 0
Node: 0
Tree: id -1 name 'No behavior' version 0
from
Prim state: 1
Params: Locals:
Frame 4:
Stack Object id: 315
Stack Object name: Electric Box (0,0) - Lead
Node: 0
Tree: id 280 name 'Idle' version 2
from global
Prim state: 0
Params: 90 Locals:
Frame 3:
Stack Object id: 315
Stack Object name: Electric Box (0,0) - Lead
Node: 81
Tree: id 4145 name 'Loop - Main - EXTERNAL POWER OUTAGE' version 0
from SIMPE_STEREOTOWERMODERN_[LAMARE_6415]_CRES
Prim state: 0
Params: 1 Locals: 70 6 0 0 0 0 0
Frame 2:
Stack Object id: 315
Stack Object name: Electric Box (0,0) - Lead
Node: 8
Tree: id 4628 name 'Try - Power outage on fake?' version 0
from SIMPE_STEREOTOWERMODERN_[LAMARE_6415]_CRES
Prim state: 0
Params: Locals:
Frame 1:
Stack Object id: 315
Stack Object name: Electric Box (0,0) - Lead
Node: 19
Tree: id 4106 name 'Sub - Try for something to happen - Energy' version 0
from SIMPE_STEREOTOWERMODERN_[LAMARE_6415]_CRES
Prim state: 0
Params: Locals:
Frame 0:
Stack Object id: 315
Stack Object name: Electric Box (0,0) - Lead
Node: 21
Tree: id 4097 name 'Function - Main' version 0
from SIMPE_STEREOTOWERMODERN_[LAMARE_6415]_CRES
Prim state: 0
Params: Locals: 0
Global Simulator Variables
= 1
= 30
= 0
= 568
= 2
= 0
= 12
= 6
= 1997
= 20
= 107
= 0
= 0
= 5925
= 2
= 7
= 2
= 0
= -1
= 0
= -1
= 0
= 1
= 40
= 0
= 0
= 0
= 0
= 15
= 30
= 1
= 0
= 0
= 0
= 1
= 0
= -32414
= 2
= 4965
= 0
= 37
= 0
= 1
= 37
= 0
= 1
= 6
= 800
= 29
= 637
= 8
= 0
= 0
= 1
= 1
= 2
= 0
= 1
= 3
= 8192
Other Simulator Details:
All Menus On = false
Move Objects On = false
My Object:
Data:
0, = 0
1, = 0
2, = 0
3, = -1
4, = 1
5, = 0
6, = 0
7, = 100
8, = -32768
9, = 0
10, = 0
11, = 315
12, = 0
13, = 516
14, = 426
15, = 0
16, = 0
17, = 0
18, = 0
19, = 315
20, = 0
21, = 15
22, = 0
23, = 2
24, = 12
25, = 0
26, = 0
27, = 2
28, = 0
29, = 0
30, = 0
31, = 0
32, = 0
33, = 0
34, = 0
35, = 0
36, = 0
37, = 0
38, = 0
39, = 0
40, = 8320
41, = -1500
42, = 3
43, = 64
44, = 0
45, = 1997
46, = 6
47, = 24
48, = 0
49, = 1
50, = 0
51, = 0
52, = 0
53, = 0
54, = 0
55, = 7
56, = 0
57, = 255
58, = 0
59, = 0
60, = 0
61, = 0
62, = 0
63, = 0
64, = 0
65, = 0
66, = 0
67, = 0
68, = 0
69, = 0
70, = 0
71, = 0
72, = 255
73, = 255
74, = 255
75, = 255
76, = 0
77, = 0
78, = 5
79, = 6
80, = 0
81, = 0
82, = 0
83, = -3
84, = 50
85, = 0
86, = 5
87, = 0
88, = 0
89, = 0
90, = 0
91, = 0
92, = 0
93, = 0
94, = 0
95, = 0
96, = 0
97, = 0
98, = 0
99, = 0
100, = 0
101, = 0
102, = 0
103, = 0
104, = 0
105, = 0
106, = 0
107, = 0
108, = 0
109, = 0
110, = 0
111, = 0
112, = 0
113, = 0
Attributes:
0, 0: Power state and reason = 1
1, 1: Hidden fault = 0
2, 2: Circuit breaker = 0
3, 3: Surge protector = 0
4, 4: Inverter = 0
5, 5: = 0
6, 6: Phone Line status = 0
7, 7: Force = 0
8, 8: Building condition = 1
9, 9: Area condition = 0
10, Special flags = 4
11, Is it Open? = 0
12, Hours remained (power outage) = 7
13, = 0
14, = 0
15, = 0
16, = 0
17, = 0
18, = 0
19, = 0
Semi Global Attributes:
0, Base Break Percentage = 3
1, Repair Complexity = 600
2, Electrocute me? = 0
3, Break Lockout in days (Repair) = 2
4, Maint. hit per use = 3
5, On Delay = 0
Arrays:
Temps:
0 = 10
1 = -3536
2 = 1
3 = 1
4 = 0
5 = 10
6 = 5
7 = 1
Object Data Tables:
Inventory contents:
Global Inventory
Counted Tokens
Token GUID -257305635
Token Flags 0
Token Count : 1
Token Category : 0
Token GUID 844930249
Token Flags 0
Token Count : 1
Token Category : 0
Token GUID 1352702886
Token Flags 0
Token Count : 1
Token Category : 0
Singular Tokens
Token GUID 339263967
Token Flags 0
Token GUID 342642853
Token Flags 0
Token GUID 248194023
Token Flags 0
Lot Inventory
Counted Tokens
Token GUID -1928591329
Token Flags 0
Token Count : 1
Token Category : 0
Singular Tokens
Token GUID 752419375
Token Flags 0
Token Property 0: 0
Token Property 1: 3
Token Property 2: 200
Token GUID 1286782199
Token Flags 0
Token Property 0: 0
Token Property 1: 249
Token Property 2: 22
Token GUID 1286782199
Token Flags 0
Token Property 0: 0
Token Property 1: 245
Token Property 2: 20
Token GUID 1286782199
Token Flags 0
Token Property 0: 0
Token Property 1: 307
Token Property 2: 5
Token GUID 1286782199
Token Flags 0
Token Property 0: 0
Token Property 1: 392
Token Property 2: 44
Token GUID 1286782199
Token Flags 0
Token Property 0: 0
Token Property 1: 214
Token Property 2: 16
Current Stack Object:
Data:
0, = 0
1, = 0
2, = 0
3, = -1
4, = 1
5, = 0
6, = 0
7, = 100
8, = -32768
9, = 0
10, = 0
11, = 266
12, = 0
13, = 512
14, = 0
15, = 0
16, = 0
17, = 0
18, = 0
19, = 258
20, = 0
21, = 42
22, = 0
23, = 2
24, = 2
25, = 0
26, = 0
27, = 200
28, = 50
29, = 1
30, = 0
31, = 0
32, = 0
33, = 0
34, = 0
35, = 0
36, = 0
37, = 0
38, = 0
39, = 0
40, = 8228
41, = 0
42, = 3
43, = 10
44, = 0
45, = 1997
46, = 6
47, = 17
48, = 0
49, = 1
50, = 0
51, = 0
52, = 0
53, = 0
54, = 0
55, = 2
56, = 0
57, = 255
58, = 0
59, = 10
60, = 0
61, = 0
62, = 0
63, = 0
64, = 0
65, = 0
66, = 0
67, = 1
68, = 0
69, = 0
70, = 0
71, = 0
72, = 255
73, = 255
74, = 255
75, = 255
76, = 0
77, = 0
78, = 40
79, = 13
80, = 0
81, = 0
82, = 0
83, = 1
84, = 50
85, = 0
86, = 0
87, = 0
88, = 0
89, = 0
90, = 0
91, = 0
92, = 0
93, = 0
94, = 0
95, = 0
96, = 0
97, = 0
98, = 0
99, = 0
100, = 0
101, = 0
102, = 0
103, = 0
104, = 0
105, = 0
106, = 0
107, = 0
108, = 0
109, = 0
110, = 0
111, = 0
112, = 0
113, = 0
Attributes:
0, Power (Off/On) = 0
1, Last/Current Channel ID = 0
2, Broken[No | Yes] = 0
3, Age in Hours = 307
4, Interaction = 0
5, On/Off/Change Lockout = 0
6, Watcher Count = 0
7, Last Channel Changer = 0
8, Seconds Since Last Change = -5312
9, Sim that turned TV Off = 0
10, Sim In-Charge of Channels = 0
11, State From Moving Texture = 0
Semi Global Attributes:
0, Maintain Type = 0
1, Min Break Chance = 0
2, Max Break Chance = 0
3, Base Break Percentage (on Repair) = 3
4, Repair Complexity = 1000
5, Pulled Out? = 0
6, Power Inc Per loop = 3
7, Forced Break Type = 0
8, Break Lockout in days (Repair) = 0
9, Maint. hit per use = 20
10, Interaction Type = 0
11, Fun Inc Mod = 40
12, Fun Max Mod = 0
Arrays:
Temps:
0 = 0
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
Object Data Tables:
Lot Object Dump
Object Name : Emitter - Pet - Lot Noises id : 896 Room: 0
Object Name : Dream Tracker id : 875 Room: -1
Object Name : Reaction - Cry - Mild id : 892 Room: -1
Object Name : Puddle - Rain id : 888 Room: 0
Object Name : Motive - Helper - Hunger id : 871 Room: -1
Object Name : Motive - Helper - Hunger id : 870 Room: -1
Object Name : Reaction - Cry - Mild id : 869 Room: -1
Object Name : Motive - Helper - Energy id : 889 Room: -1
Object Name : Puddle - Rain id : 893 Room: 0
Object Name : Puddle - Rain id : 891 Room: 0
Object Name : Memory - Wealth - Vermin id : 878 Room: -1
Object Name : Puddle - Rain id : 865 Room: 0
Object Name : Puddle - Rain id : 862 Room: 0
Object Name : Puddle - Rain id : 861 Room: 0
Object Name : Memory - Wealth - Fire id : 859 Room: -1
Object Name : Memory - Wealth - Fire id : 880 Room: -1
Object Name : Memory - Wealth - Fire id : 881 Room: -1
Object Name : Memory - Wealth - Fire id : 901 Room: -1
Object Name : Puddle - Rain id : 886 Room: 0
Object Name : Puddle - Rain id : 885 Room: 0
Object Name : Puddle - Rain id : 884 Room: 0
Object Name : Puddle - Rain id : 883 Room: 0
Object Name : Social - Pet - Bark Growl Hiss (Pet2Sim) id : 882 Room: -1
Object Name : Puddle - Rain id : 877 Room: 0
Object Name : Puddle - Rain id : 876 Room: 0
Object Name : Puddle - Rain id : 845 Room: 0
Object Name : Puddle - Rain id : 832 Room: 0
Object Name : Puddle - Rain id : 874 Room: 0
Object Name : Puddle - Rain id : 873 Room: 0
Object Name : Puddle - Rain id : 872 Room: 0
Object Name : Puddle - Rain id : 868 Room: 0
Object Name : Puddle - Rain id : 867 Room: 0
Object Name : Puddle - Rain id : 866 Room: 0
Object Name : Puddle - Rain id : 864 Room: 0
Object Name : Puddle - Rain id : 860 Room: 0
Object Name : Puddle - Rain id : 858 Room: 0
Object Name : Puddle - Rain id : 831 Room: 0
Object Name : Puddle - Rain id : 857 Room: 0
Object Name : Puddle - Rain id : 856 Room: 0
Object Name : Puddle - Rain id : 839 Room: 0
Object Name : Puddle - Rain id : 810 Room: 0
Object Name : Puddle - Rain id : 301 Room: 0
Object Name : Puddle - Rain id : 895 Room: 0
Object Name : Puddle - Rain id : 894 Room: 0
Object Name : Puddle - Rain id : 890 Room: 0
Object Name : Puddle - Rain id : 848 Room: 0
Object Name : Puddle - Rain id : 863 Room: -1
Object Name : Puddle - Rain id : 853 Room: 0
Object Name : Puddle - Rain id : 809 Room: 0
Object Name : Puddle - Rain id : 855 Room: 0
Object Name : Puddle - Rain id : 854 Room: 0
Object Name : Puddle - Rain id : 850 Room: 0
Object Name : Puddle - Rain id : 842 Room: 0
Object Name : Puddle - Rain id : 766 Room: 0
Object Name : Puddle - Rain id : 852 Room: 0
Object Name : Puddle - Rain id : 851 Room: 0
Object Name : Puddle - Rain id : 849 Room: 0
Object Name : Puddle - Rain id : 847 Room: 0
Object Name : Puddle - Rain id : 843 Room: 0
Object Name : Puddle - Rain id : 825 Room: 0
Object Name : Puddle - Rain id : 846 Room: 0
Object Name : Puddle - Rain id : 764 Room: 0
Object Name : Puddle - Rain id : 844 Room: -1
Object Name : Puddle - Rain id : 841 Room: 0
Object Name : Puddle - Rain id : 829 Room: -1
Object Name : Puddle - Rain id : 828 Room: -1
Object Name : Puddle - Rain id : 826 Room: 0
Object Name : Puddle - Rain id : 838 Room: 0
Object Name : Puddle - Rain id : 823 Room: 0
Object Name : Puddle - Rain id : 717 Room: 0
Object Name : Puddle - Rain id : 824 Room: 0
Object Name : Puddle - Rain id : 812 Room: 0
Object Name : Puddle - Rain id : 531 Room: 0
Object Name : Puddle - Rain id : 527 Room: 0
Object Name : Puddle - Rain id : 820 Room: 0
Object Name : Puddle - Rain id : 818 Room: 0
Object Name : Puddle - Rain id : 835 Room: 0
Object Name : Puddle - Rain id : 834 Room: 0
Object Name : Puddle - Rain id : 833 Room: 0
Object Name : Puddle - Rain id : 813 Room: 0
Object Name : Puddle - Rain id : 807 Room: 0
Object Name : Puddle - Rain id : 803 Room: 0
Object Name : Puddle - Rain id : 567 Room: 0
Object Name : Puddle - Rain id : 806 Room: 0
Object Name : Puddle - Rain id : 791 Room: 0
Object Name : Puddle - Rain id : 770 Room: 0
Object Name : Puddle - Rain id : 802 Room: 0
Object Name : Puddle - Rain id : 801 Room: 0
Object Name : Puddle - Rain id : 800 Room: 0
Object Name : Puddle - Rain id : 715 Room: -1
Object Name : Puddle - Rain id : 799 Room: 0
Object Name : Puddle - Rain id : 797 Room: 0
Object Name : Puddle - Rain id : 769 Room: 0
Object Name : Puddle - Rain id : 626 Room: 0
Object Name : Puddle id : 796 Room: 11
Object Name : Puddle id : 840 Room: 11
Object Name : Puddle - Rain id : 708 Room: 0
Object Name : Puddle - Rain id : 702 Room: 0
Object Name : Puddle - Rain id : 700 Room: 0
Object Name : Puddle - Rain id : 837 Room: 0
Object Name : Puddle - Rain id : 836 Room: 0
Object Name : Puddle - Rain id : 777 Room: -1
Object Name : Puddle - Rain id : 771 Room: 0
Object Name : Puddle - Rain id : 719 Room: 0
Object Name : Puddle - Rain id : 767 Room: -1
Object Name : Puddle - Rain id : 751 Room: 0
Object Name : Puddle - Rain id : 723 Room: 0
Object Name : Puddle - Rain id : 695 Room: 0
Object Name : Puddle id : 721 Room: 11
Object Name : Puddle - Rain id : 707 Room: 0
Object Name : Puddle - Rain id : 705 Room: 0
Object Name : Puddle - Rain id : 703 Room: -1
Object Name : Puddle - Rain id : 805 Room: 0
Object Name : Puddle - Rain id : 804 Room: 0
Object Name : Puddle - Rain id : 768 Room: 0
Object Name : Puddle - Rain id : 776 Room: 0
Object Name : Puddle - Rain id : 775 Room: 0
Object Name : Puddle - Rain id : 773 Room: 0
Object Name : Puddle - Rain id : 738 Room: 0
Object Name : Puddle - Rain id : 686 Room: 0
Object Name : Memory - Reputation - Bladder Failure id : 772 Room: -1
Object Name : Puddle - Rain id : 620 Room: 0
Object Name : Puddle - Rain id : 774 Room: 0
Object Name : Puddle - Rain id : 765 Room: 0
Object Name : Puddle - Rain id : 720 Room: 0
Object Name : Puddle - Rain id : 689 Room: 0
Object Name : Puddle - Rain id : 480 Room: -1
Object Name : Puddle - Rain id : 627 Room: 0
Object Name : Puddle - Rain id : 698 Room: 0
Object Name : Puddle - Rain id : 696 Room: 0
Object Name : Puddle - Rain id : 614 Room: 0
Object Name : Puddle - Rain id : 726 Room: -1
Object Name : Puddle - Rain id : 718 Room: 0
Object Name : Puddle - Rain id : 716 Room: 0
Object Name : Puddle - Rain id : 690 Room: 0
Object Name : Puddle - Rain id : 714 Room: 0
Object Name : Puddle - Rain id : 688 Room: 0
Object Name : Puddle - Rain id : 713 Room: -1
Object Name : Puddle - Rain id : 685 Room: 0
Object Name : Puddle - Rain id : 619 Room: 0
Object Name : Puddle - Rain id : 712 Room: 0
Object Name : Puddle - Rain id : 711 Room: -1
Object Name : Destination - For Go Here & Shoo id : 573 Room: -1
Object Name : Puddle - Rain id : 683 Room: 0
Object Name : Puddle - Rain id : 201 Room: 0
Object Name : Puddle - Rain id : 601 Room: 0
Object Name : Puddle - Rain id : 535 Room: 0
Object Name : Puddle - Rain id : 617 Room: 0
Object Name : Puddle - Rain id : 608 Room: 0
Object Name : Puddle - Rain id : 564 Room: 0
Object Name : Puddle - Rain id : 625 Room: 0
Object Name : Puddle - Rain id : 615 Room: 0
Object Name : Puddle - Rain id : 207 Room: -1
Object Name : Puddle - Rain id : 598 Room: 0
Object Name : Puddle - Rain id : 576 Room: 0
Object Name : Controller - Ingame Help id : 710 Room: -1
Object Name : Roaches id : 581 Room: 0
Object Name : Roaches id : 602 Room: 0
Object Name : Roaches id : 583 Room: 0
Object Name : Roaches id : 420 Room: 0
Object Name : Newspaper id : 687 Room: 0
Object Name : Roaches id : 613 Room: 0
Object Name : Roaches id : 618 Room: 0
Object Name : Roaches id : 611 Room: 0
Object Name : Lamp - Streetlight - Triple id : 724 Room: 0
Object Name : Roaches id : 561 Room: 0
Object Name : Roaches id : 191 Room: 0
Object Name : Lamp - Wall - Courtesy Light - Blue (by Numenor) id : 597 Room: 0
Object Name : Lamp - Wall - Courtesy Light - Blue (by Numenor) id : 436 Room: 0
Object Name : Lamp - Wall - Stylish id : 616 Room: 9
Object Name : Lamp - Wall - Stylish id : 607 Room: 9
Object Name : Roaches id : 587 Room: 0
Object Name : Television - Floor - Moderate id : 518 Room: 8
Object Name : Leaf Pile 1,1 id : 584 Room: 0
Object Name : Leaf Pile 1,0 id : 575 Room: 0
Object Name : Leaf Pile 0,0 id : 555 Room: 0
Object Name : Leaf Pile 0,1 - Lead id : 466 Room: 0
Object Name : Roaches id : 578 Room: 0
Object Name : Newspaper id : 594 Room: 0
Object Name : Leaf Pile 1,1 id : 528 Room: 0
Object Name : Leaf Pile 1,0 id : 521 Room: 0
Object Name : Leaf Pile 0,0 id : 429 Room: 0
Object Name : Leaf Pile 0,1 - Lead id : 152 Room: 0
Object Name : Clock - Alarm - Cheap id : 161 Contained within object id 284 in slot 0 Room: 10
Object Name : Zits Tracker id : 610 Room: -1
Object Name : Leaf Pile 1,1 id : 574 Room: 0
Object Name : Leaf Pile 1,0 id : 285 Room: 0
Object Name : Leaf Pile 0,0 id : 282 Room: 0
Object Name : Leaf Pile 0,1 - Lead id : 264 Room: 0
Object Name : Idle - Chair - Dining - 45 id : 211 Room: -1
Object Name : Leaf Pile 1,1 id : 554 Room: 0
Object Name : Leaf Pile 1,0 id : 552 Room: 0
Object Name : Leaf Pile 0,0 id : 551 Room: 0
Object Name : Leaf Pile 0,1 - Lead id : 543 Room: 0
Object Name : Leaf Pile - Under Tree id : 538 Room: 0
Object Name : Newspaper id : 178 Contained within object id 225 in slot 0 Room: 4
Object Name : Leaf Pile 1,1 id : 520 Room: 0
Object Name : Leaf Pile 1,0 id : 512 Room: 0
Object Name : Leaf Pile 0,0 id : 511 Room: 0
Object Name : Leaf Pile 0,1 - Lead id : 509 Room: 0
Object Name : Aspiration Reward - Weather Control Device - 1, 0 id : 402 Room: 0
Object Name : Aspiration Reward - Weather Control Device - 1, 1 id : 291 Room: 0
Object Name : Aspiration Reward - Weather Control Device - 0, 0 id : 283 Room: 0
Object Name : Aspiration Reward - Weather Control Device - 0, 1 - Lead id : 183 Room: 0
Object Name : Table - End - Lack id : 284 Room: 10
Object Name : Lamp - Table - BigBulb - Blue id : 208 Contained within object id 269 in slot 1 Room: 6
Object Name : Electric Box (1,0) id : 463 Room: 0
Object Name : Electric Box (0,0) - Lead id : 315 Room: 0
Object Name : Lamp - Ceiling - Club - Glass id : 160 Room: 4
Object Name : Lamp - Ceiling - Regolit Sphere id : 204 Room: 5
Object Name : Lamp - Ceiling - Regolit Sphere id : 257 Room: 8
Object Name : Book id : 168 Contained within object id 699 in slot 0 Room: 7
Object Name : Homework id : 323 Contained within object id 473 in slot 0 Room: 12
Object Name : Idle - Temperature - Cold id : 274 Room: -1
Object Name : VideoGame - CD - NewGame05 id : 549 Room: -1
Object Name : Lamp - Floor - Euro id : 263 Room: 1
Object Name : Dirt Pile 1,0 id : 546 Room: 0
Object Name : Dirt Pile 0,0 id : 545 Room: 0
Object Name : Dirt Pile 1,1 id : 536 Room: 0
Object Name : Dirt Pile 0,1 - Lead id : 186 Room: 0
Object Name : Controller - Twojeffs Smart Beds id : 190 Room: -1
Object Name : Lamp - Floor - ClubSwingArm id : 612 Room: 7
Object Name : Painting - Square - Bella id : 609 Room: 7
Object Name : Painting - Modern Print - Maxis Lost - 1, 0 id : 605 Room: 7
Object Name : Painting - Modern Print - Maxis Lost - 0, 0 id : 604 Room: 7
Object Name : Painting - Horizontal - LandscapeCountry - 1, 0 id : 600 Room: 7
Object Name : Painting - Horizontal - LandscapeCountry - 0, 0 id : 599 Room: 7
Object Name : Sculpture - Urn id : 593 Room: 5
Object Name : Sculpture - Floor - CD Rack id : 553 Room: 7
Object Name : Plant - Floor - PottedBambooModernAsian - 1, 0 id : 592 Room: 5
Object Name : Plant - Floor - PottedBambooModernAsian - 0, 0 - Lead id : 588 Room: 5
Object Name : Lamp - Ceiling - Regolit Sphere id : 539 Room: 3
Object Name : Route - Step Over id : 570 Room: -1
Object Name : Childs Rideable Bike id : 569 Room: -1
Object Name : Route - Step Over id : 439 Room: -1
Object Name : Childs Rideable Bike id : 482 Room: -1
Object Name : Route - Step Over id : 193 Room: -1
Object Name : Rug - Gearhead - 1, 2 id : 497 Room: 5
Object Name : Rug - Gearhead - 1, 1 id : 487 Room: 5
Object Name : Rug - Gearhead - 1, 0 id : 483 Room: 5
Object Name : Rug - Gearhead - 0, 1 id : 474 Room: 5
Object Name : Rug - Gearhead - 0, 0 id : 465 Room: 5
Object Name : Rug - Gearhead - 0, 2 - Lead id : 434 Room: 5
Object Name : Painting - Vertical - Bella id : 122 Room: 5
Object Name : Clock - Alarm - Ikea PS id : 706 Contained within object id 704 in slot 0 Room: 3
Object Name : Table - End - Lack id : 704 Room: 3
Object Name : Clock - Alarm - Cheap id : 701 Contained within object id 697 in slot 0 Room: 7
Object Name : Table - End - Malm id : 699 Room: 7
Object Name : Table - End - Malm id : 697 Room: 7
Object Name : Dresser - Designer - 1, 1 id : 694 Room: 7
Object Name : Dresser - Designer - 1, 0 id : 693 Room: 7
Object Name : Dresser - Designer - 0, 0 id : 692 Room: 7
Object Name : Dresser - Designer - 0, 1 id : 691 Room: 7
Object Name : VideoGame - Controller - Handheld id : 624 Room: 8
Object Name : VideoGame - Controller - Handheld id : 623 Room: 8
Object Name : Route - Step Over id : 622 Room: 8
Object Name : VideoGame - System id : 621 Room: 8
Object Name : Stereo - BoomBox id : 606 Contained within object id 603 in slot 0 Room: 8
Object Name : Table - End - Lack id : 603 Room: 8
Object Name : Sofa - Loveseat - Value (1,0) id : 596 Room: 8
Object Name : Sofa - Loveseat - Value (0,0) id : 595 Room: 8
Object Name : Tub - Rectangular 0,0 id : 590 Room: 9
Object Name : Tub - Rectangular 0,1 id : 589 Room: 9
Object Name : Sink - Cheap id : 586 Room: 9
Object Name : Toilet - Cheap id : 580 Room: 9
Object Name : Sculpture - Wall - CoatHangerSurfer id : 470 Room: 3
Object Name : Dresser - Medium - Bohemian - 0, 0 id : 464 Room: 3
Object Name : Dresser - Medium - Bohemian - 1, 1 id : 458 Room: 3
Object Name : Dresser - Medium - Bohemian - 1, 0 id : 453 Room: 3
Object Name : Dresser - Medium - Bohemian - 0, 1 - Lead id : 452 Room: 3
Object Name : Bed - Double - Hemnes - 0, 0 id : 430 Room: 3
Object Name : Bed - Double - Hemnes - 1, 2 id : 392 Room: 3
Object Name : Bed - Double - Hemnes - 1, 1 id : 265 Room: 3
Object Name : Bed - Double - Hemnes - 0, 1 id : 259 Room: 3
Object Name : Bed - Double - Hemnes - 1, 0 id : 215 Room: 3
Object Name : Bed - Double - Hemnes - 0, 2 - Lead id : 202 Room: 3
Object Name : Sculpture - TrayOSpheres id : 247 Contained within object id 313 in slot 0 Room: 12
Object Name : Sculpture - ChinaVase id : 129 Contained within object id 419 in slot 0 Room: 12
Object Name : Chair - Dining - Value1 id : 260 Room: 12
Object Name : Computer - Techie id : 488 Contained within object id 471 in slot 0 Room: 12
Object Name : Desk - ArtNouveauEP99 - 1, 0 id : 473 Room: 12
Object Name : Desk - ArtNouveauEP99 - 0, 0 - Lead id : 471 Room: 12
Object Name : Table - Dining - Club - 1,0 id : 419 Room: 12
Object Name : Table - Dining - Club - 0,0 id : 313 Room: 12
Object Name : Car Ownable - MiniVan id : 684 Contained within object id 628 in slot 0 Room: 0
Object Name : Driveway Extension - Concrete - 4, 7 id : 682 Room: 0
Object Name : Driveway Extension - Concrete - 4, 5 id : 681 Room: 0
Object Name : Driveway Extension - Concrete - 4, 3 id : 680 Room: 0
Object Name : Driveway Extension - Concrete - 4, 1 id : 679 Room: 0
Object Name : Driveway Extension - Concrete - 3, 7 id : 678 Room: 0
Object Name : Driveway Extension - Concrete - 3, 5 id : 677 Room: 0
Object Name : Driveway Extension - Concrete - 3, 3 id : 676 Room: 0
Object Name : Driveway Extension - Concrete - 3, 1 id : 675 Room: 0
Object Name : Driveway Extension - Concrete - 2, 7 id : 674 Room: 0
Object Name : Driveway Extension - Concrete - 2, 5 id : 673 Room: 0
Object Name : Driveway Extension - Concrete - 2, 3 id : 672 Room: 0
Object Name : Driveway Extension - Concrete - 2, 1 id : 671 Room: 0
Object Name : Driveway Extension - Concrete - 1, 7 id : 670 Room: 0
Object Name : Driveway Extension - Concrete - 1, 5 id : 669 Room: 0
Object Name : Driveway Extension - Concrete - 1, 3 id : 668 Room: 0
Object Name : Driveway Extension - Concrete - 1, 1 id : 667 Room: 0
Object Name : Driveway Extension - Concrete - 0, 5 id : 666 Room: 0
Object Name : Driveway Extension - Concrete - 0, 3 id : 661 Room: 0
Object Name : Driveway Extension - Concrete - 0, 1 id : 650 Room: 0
Object Name : Driveway Extension - Concrete - 4, 6 id : 649 Room: 0
Object Name : Driveway Extension - Concrete - 4, 4 id : 648 Room: 0
Object Name : Driveway Extension - Concrete - 4, 2 id : 647 Room: 0
Object Name : Driveway Extension - Concrete - 4, 0 id : 646 Room: 0
Object Name : Driveway Extension - Concrete - 3, 6 id : 645 Room: 0
Object Name : Driveway Extension - Concrete - 3, 4 id : 644 Room: 0
Object Name : Driveway Extension - Concrete - 3, 2 id : 643 Room: 0
Object Name : Driveway Extension - Concrete - 3, 0 id : 641 Room: 0
Object Name : Driveway Extension - Concrete - 2, 6 id : 640 Room: 0
Object Name : Driveway Extension - Concrete - 2, 4 id : 639 Room: 0
Object Name : Driveway Extension - Concrete - 2, 2 id : 638 Room: 0
Object Name : Driveway Extension - Concrete - 1, 6 id : 637 Room: 0
Object Name : Driveway Extension - Concrete - 1, 4 id : 636 Room: 0
Object Name : Driveway Extension - Concrete - 1, 2 id : 635 Room: 0
Object Name : Driveway Extension - Concrete - 1, 0 id : 634 Room: 0
Object Name : Driveway Extension - Concrete - 0, 2 id : 633 Room: 0
Object Name : Driveway Extension - Concrete - 0, 4 id : 632 Room: 0
Object Name : Driveway Extension - Concrete - 0, 6 id : 631 Room: 0
Object Name : Driveway Extension - Concrete - 0, 0 id : 630 Room: 0
Object Name : Driveway Extension - Concrete - 2, 0 id : 629 Room: 0
Object Name : Driveway Extension - Concrete - 0, 7 - Lead id : 628 Room: 0
Object Name : Curtains - Quaint Short id : 422 Room: 12
Object Name : Curtains - Quaint Short id : 305 Room: 12
Object Name : Idle - System - Cat id : 182 Room: -1
Object Name : Plant - Floor - Fig Tree NEW id : 437 Room: 12
Object Name : Door - 1 Tile - Quaint 0,1 id : 218 Room: 4
Object Name : Door - 1 Tile - Quaint 0,0 id : 195 Room: 12
Object Name : Lamp - Floor - ClubSwingArm id : 173 Room: 12
Object Name : Lamp - Floor - Euro id : 423 Room: 4
Object Name : Bookcase - Secret Large - 1,0 id : 417 Room: 4
Object Name : Bookcase - Secret Large - 0,0 id : 415 Room: 4
Object Name : Childs Rideable Bike id : 320 Room: -1
Object Name : Dryer id : 269 Room: 6
Object Name : Washing Machine id : 255 Room: 6
Object Name : Lamp - Wall - Stylish id : 221 Room: 6
Object Name : Lamp - Wall - Stylish id : 216 Room: 6
Object Name : Painting - Poster - Reggae id : 448 Room: 10
Object Name : Painting - Poster - Teen Angst id : 426 Room: 10
Object Name : Sculpture - Laundry Basket id : 421 Room: 10
Object Name : Sculpture - Wall - FamilyCorkBoard id : 418 Room: 10
Object Name : Painting - Poster Tech - 1, 0 id : 411 Room: 10
Object Name : Painting - Poster Tech - 0, 0 - Lead id : 406 Room: 10
Object Name : VideoGame - CD - SSX3 (Default Game) id : 360 Room: -1
Object Name : Computer - Cheap id : 321 Contained within object id 309 in slot 0 Room: 10
Object Name : Chair - Dining - Loft Office id : 316 Room: 10
Object Name : Desk - Underwater - 1, 0 id : 310 Room: 10
Object Name : Desk - Underwater - 0, 0 - Lead id : 309 Room: 10
Object Name : Bed - Single - Expensive - A id : 297 Room: 10
Object Name : Bed - Single - Expensive - C id : 296 Room: 10
Object Name : Bed - Single - Expensive - E - Head id : 293 Room: 10
Object Name : Lamp - Floor - Moroccan id : 290 Room: 10
Object Name : Lamp - Floor - Euro id : 172 Room: 1
Object Name : Lamp - Floor - Euro id : 159 Room: 1
Object Name : Sofa - Loveseat - Club (1,0) id : 367 Room: 1
Object Name : Sofa - Loveseat - Club (0,0) id : 350 Room: 1
Object Name : Sofa - Loveseat - Club (1,0) id : 308 Room: 1
Object Name : Sofa - Loveseat - Club (0,0) id : 304 Room: 1
Object Name : Television - Floor - Home Theatre - 1, 0 id : 266 Room: 1
Object Name : Television - Floor - Home Theatre - 2, 0 id : 261 Room: 1
Object Name : Television - Floor - Home Theatre - 0, 0 - Lead id : 258 Room: 1
Object Name : Sofa - Club (2,0) id : 254 Room: 1
Object Name : Sofa - Club (1,0) id : 252 Room: 1
Object Name : Sofa - Club (0,0) id : 249 Room: 1
Object Name : Stereo - Expensive (1,0) id : 198 Room: 1
Object Name : Stereo - Expensive (0,0) - Lead id : 175 Room: 1
Object Name : Lamp - Table - Tealight Ikea PS id : 170 Contained within object id 148 in slot 0 Room: 1
Object Name : Lamp - Table - Tealight Ikea PS id : 162 Contained within object id 103 in slot 0 Room: 1
Object Name : Table - End - Lack id : 148 Room: 1
Object Name : Table - End - Lack id : 103 Room: 1
Object Name : Idle - Temperature - Hot id : 214 Room: -1
Object Name : Idle - System - Dog id : 250 Room: -1
Object Name : Controller - Chat id : 127 Room: -1
Object Name : Idle - Chair - Dining id : 280 Room: -1
Object Name : Idle - Chair - Living id : 199 Room: -1
Object Name : Idle - System - Small Dog id : 262 Room: -1
Object Name : Controller - Weather Channel id : 167 Room: -1
Object Name : Reaction Trigger Handler id : 171 Room: -1
Object Name : Routing - Idle id : 169 Room: -1
Object Name : Twojeffs - Sim Blender id : 104 Room: 8
Object Name : Controller - Look At id : 163 Room: -1
Object Name : Routing - Look At id : 166 Room: -1
Object Name : Idle - System id : 165 Room: -1
Object Name : Emitter - Be Greeted id : 158 Contained within object id 568 in slot 18 Room: 0
Object Name : Emitter - Be Greeted id : 157 Contained within object id 565 in slot 18 Room: 0
Object Name : Emitter - Be Greeted id : 155 Contained within object id 557 in slot 18 Room: 10
Object Name : Controller - CLP - Community Lot - Populator id : 585 Room: -1
Object Name : Accessory - Wedding Ring id : 572 Contained within object id 568 in slot 13 Room: 0
Object Name : Head Slots Holder id : 571 Contained within object id 568 in slot 2 Room: 0
Object Name : N004_User00494 - Mike id : 568 Room: 0
Object Name : Head Slots Holder id : 566 Contained within object id 565 in slot 2 Room: 0
Object Name : N004_User00493 - Lilly id : 565 Room: 0
Object Name : Accessory - Wedding Ring id : 562 Contained within object id 557 in slot 13 Room: 10
Object Name : Head Slots Holder id : 559 Contained within object id 557 in slot 2 Room: 10
Object Name : N004_User00492 - Rosa id : 557 Contained within object id 293 in slot 0 Room: 10
Object Name : JobData - Adult - Music id : 550 Room: -1
Object Name : JobData - Adult - Law id : 548 Room: -1
Object Name : JobData - Adult - Journalism id : 547 Room: -1
Object Name : JobData - Adult - Gamer id : 544 Room: -1
Object Name : JobData - Adult - Education id : 541 Room: -1
Object Name : JobData - Adult - Adventurer id : 540 Room: -1
Object Name : JobData - Teen Elder - Music id : 537 Room: -1
Object Name : JobData - Teen Elder - Law id : 534 Room: -1
Object Name : JobData - Teen Elder - Journalism id : 532 Room: -1
Object Name : JobData - Teen Elder - Gamer id : 530 Room: -1
Object Name : JobData - Teen Elder - Education id : 529 Room: -1
Object Name : JobData - Teen Elder - Adventurer id : 526 Room: -1
Object Name : Controller - Garden Many id : 525 Room: -1
Object Name : Food - Fish - Rainbow Trout - Menu id : 523 Room: -1
Object Name : Food - Fish - Golden Trout - Menu id : 522 Room: -1
Object Name : Food - Fish - Catfish - Menu id : 519 Room: -1
Object Name : Food - Fish - Bass - Menu id : 516 Room: -1
Object Name : Television - Channel - Weather id : 515 Room: -1
Object Name : Controller - Temperature Receptivity id : 514 Room: -1
Object Name : Controller - Weather Receptivity id : 513 Room: -1
Object Name : Controller - Juicer Tokens id : 510 Room: -1
Object Name : Controller - Fish Pond Effects id : 508 Room: -1
Object Name : Controller - Climate - Accumulation id : 507 Room: -1
Object Name : Controller - Climate id : 505 Room: -1
Object Name : Controller - Capturable - Flies id : 503 Room: -1
Object Name : Emitter - Pet - Run Around Lot id : 502 Room: 0
Object Name : Emitter - Pet - Howling and Yowling id : 486 Room: 0
Object Name : Emitter - Pet - Cat Crazy id : 485 Room: 0
Object Name : Emitter - Pet - Bark Randomly id : 484 Room: 0
Object Name : Lot Noises - Pet id : 481 Room: 0
Object Name : JobData - Pet - ShowBiz id : 479 Room: -1
Object Name : JobData - Pet - Service id : 478 Room: -1
Object Name : JobData - Pet - Security id : 477 Room: -1
Object Name : Controller - Stray id : 476 Room: -1
Object Name : Controller - Lycanthropy id : 475 Room: -1
Object Name : JobData - Owned Business - Teen id : 472 Room: -1
Object Name : JobData - Owned Business id : 469 Room: -1
Object Name : Food - Dessert - Pie - Menu id : 468 Room: -1
Object Name : Food - Dessert - Cheesecake - Menu id : 467 Room: -1
Object Name : Controller - Remote Business id : 462 Room: -1
Object Name : Controller - Download Object Patcher id : 461 Room: -1
Object Name : Controller - Business - Customer Loyalty id : 460 Room: -1
Object Name : Controller - Business - Employee Management id : 459 Room: -1
Object Name : Emitter - Vampire in Sunlight id : 457 Room: 0
Object Name : Food - Dining - Nectarine Tartlette - Menu id : 450 Room: -1
Object Name : Food - Dining - Lime Seared Prawns - Menu id : 438 Room: -1
Object Name : Food - Dining - Fried Chicken - Menu id : 435 Room: -1
Object Name : Food - Dining - Filet Mignon - Menu id : 432 Room: -1
Object Name : Food - Dessert - Crepe Suzette - Menu id : 425 Room: -1
Object Name : JobData - Adult - Oceanography id : 416 Room: -1
Object Name : JobData - Adult - Intelligence id : 414 Room: -1
Object Name : JobData - Adult - Entertainment id : 413 Room: -1
Object Name : JobData - Adult - Dance id : 412 Room: -1
Object Name : JobData - Adult - Construction id : 410 Room: -1
Object Name : JobData - Teen Elder - Oceanography id : 409 Room: -1
Object Name : JobData - Teen Elder - Intelligence id : 408 Room: -1
Object Name : JobData - Teen Elder - Entertainment id : 407 Room: -1
Object Name : JobData - Teen Elder - Dance id : 405 Room: -1
Object Name : JobData - Teen Elder - Construction id : 404 Room: -1
Object Name : Food - Platter - Chips - Menu id : 403 Room: -1
Object Name : Food - Platter - Cheese - Menu id : 397 Room: -1
Object Name : Food - Platter - Appetizer - Menu id : 387 Room: -1
Object Name : Food - Family Comfort Soup - Menu id : 382 Room: -1
Object Name : Food - Drink - Protein Shake - Menu id : 377 Room: -1
Object Name : Television - Channel - Movie - Spooky - Werewolf id : 372 Room: -1
Object Name : Television - Channel - Movie - Spooky - Cat Lady id : 362 Room: -1
Object Name : Television - Channel - Movie - Kids - Family Fun id : 356 Room: -1
Object Name : Television - Channel - Movie - Kids - Fairies id : 355 Room: -1
Object Name : Television - Channel - Movie - Drama - Pool Table id : 334 Room: -1
Object Name : Television - Channel - Movie - Drama - Bubble Bath id : 332 Room: -1
Object Name : Television - Channel - Movie - Comedy - Mime Cat id : 326 Room: -1
Object Name : Television - Channel - Movie - Comedy - Checkers id : 325 Room: -1
Object Name : Television - Channel - Movie - Action - Weather Control id : 324 Room: -1
Object Name : Television - Channel - Movie - Action - Fetch id : 322 Room: -1
Object Name : Controller - Magazine Subscriptions id : 319 Room: -1
Object Name : Controller - LTA Superpowers id : 317 Room: -1
Object Name : Controller - Genie id : 314 Room: -1
Object Name : Controller - EP7 - Secret Hobby Lots id : 312 Room: -1
Object Name : Controller - Bug Collection id : 311 Room: -1
Object Name : Food - Food Stand Tropical Ribs - Menu id : 307 Room: -1
Object Name : Food - Food Stand Rice Bowl - Menu id : 306 Room: -1
Object Name : Food - Food Stand Ramen - Menu id : 303 Room: -1
Object Name : Food - Food Stand Pineapple Surprise - Menu id : 302 Room: -1
Object Name : Food - Food Stand Mahi-Mahi - Menu id : 300 Room: -1
Object Name : Food - Food Stand Flapjacks - Menu id : 299 Room: -1
Object Name : Food - Food Stand Chirashi - Menu id : 298 Room: -1
Object Name : Food - Food Stand Chicken Pot Pie - Menu id : 294 Room: -1
Object Name : Food - Food Stand Charbroiled Catfish - Menu id : 292 Room: -1
Object Name : Controller - Vacation Benefits id : 288 Room: -1
Object Name : Controller - Poison Ivy id : 286 Room: -1
Object Name : Controller - Bigfoot id : 270 Room: -1
Object Name : Major - Undeclared id : 267 Room: -1
Object Name : Major - Psychology id : 256 Room: -1
Object Name : Major - Politics id : 253 Room: -1
Object Name : Major - Physics id : 246 Room: -1
Object Name : Major - Philosophy id : 244 Room: -1
Object Name : Major - Mathematics id : 243 Room: -1
Object Name : Major - Literature id : 227 Room: -1
Object Name : Major - History id : 226 Room: -1
Object Name : Major - Economics id : 224 Room: -1
Object Name : Major - Drama id : 222 Room: -1
Object Name : Major - Biology id : 220 Room: -1
Object Name : Major - Art id : 217 Room: -1
Object Name : JobData - Adult - ShowBiz id : 210 Room: -1
Object Name : JobData - Adult - Paranormal id : 205 Room: -1
Object Name : JobData - Adult - Natural Scientist id : 189 Room: -1
Object Name : JobData - Adult - Artist id : 187 Room: -1
Object Name : Food - Cup O Ramen - Menu id : 185 Room: -1
Object Name : Television - Channel - Sports id : 174 Room: -1
Object Name : Handheld Game - Rack Obj id : 164 Room: -1
Object Name : Controller - Lot Transitions id : 156 Room: -1
Object Name : Controller - Age id : 154 Room: -1
Object Name : Controller - Display Sim's Family id : 150 Room: -1
Object Name : Auto Save Game Controller id : 149 Room: -1
Object Name : Phone - CellPhone - Controller id : 147 Room: -1
Object Name : Phone - CellPhone - Rack Obj id : 142 Room: -1
Object Name : Display Period Stats id : 141 Room: -1
Object Name : Period Controller id : 118 Room: -1
Object Name : Controller - Squinge - Rub Belly id : 38 Room: -1
Object Name : Medicine Cabinet id : 153 Room: 11
Object Name : Fireplace - Bohemian - Chimney - 1, 0 id : 151 Room: 0
Object Name : Fireplace - Bohemian - Chimney - 0, 0 - Lead id : 146 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - Footprint - 1, 0 id : 145 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - Footprint - 0, 0 - Lead id : 144 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - 1, 0 id : 143 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - 0, 0 - Lead id : 140 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - 1, 0 id : 139 Room: 0
Object Name : Fireplace - Bohemian - Chimney Cap - 0, 0 - Lead id : 138 Room: 0
Object Name : Fireplace - Bohemian - Mantle - 1, 0 id : 131 Room: 4
Object Name : Fireplace - Bohemian - Mantle - 0, 0 - Lead id : 128 Room: 4
Object Name : Holiday - Food - Dessert - Santa Cookies - Menu id : 117 Room: -1
Object Name : Holiday - Food - Roast - Menu id : 110 Room: -1
Object Name : Sofa - Socialite - 2, 0 id : 251 Room: 4
Object Name : Sofa - Socialite - 1, 0 id : 248 Room: 4
Object Name : Sofa - Socialite - 0, 0 - Lead id : 245 Room: 4
Object Name : Table - Coffee - Socialite - 0, 0 - Lead id : 225 Room: 4
Object Name : Table - Coffee - Socialite - 0, 0 - Lead id : 223 Room: 4
Object Name : Chair - Living - Socialite id : 196 Room: 4
Object Name : Chair - Living - Socialite id : 188 Room: 4
Object Name : Rug - Bohemian - 1, 2 id : 184 Room: 4
Object Name : Rug - Bohemian - 1, 1 id : 181 Room: 4
Object Name : Rug - Bohemian - 1, 0 id : 180 Room: 4
Object Name : Rug - Bohemian - 0, 1 id : 179 Room: 4
Object Name : Rug - Bohemian - 0, 0 id : 177 Room: 4
Object Name : Rug - Bohemian - 0, 2 - Lead id : 176 Room: 4
Object Name : Phone - Handset id : 10 Contained within object id 811 in slot 0 Room: 2
Object Name : PlumbBob id : 9 Contained within object id 571 in slot 0 Room: 0
Object Name : Lamp - Ceiling - Papershade id : 830 Room: 2
Object Name : Lamp - Ceiling - Value id : 827 Room: 7
Object Name : Bed - Double - Moderate - F - Head id : 822 Room: 7
Object Name : Bed - Double - Moderate - D id : 821 Room: 7
Object Name : Bed - Double - Moderate - C id : 819 Room: 7
Object Name : Bed - Double - Moderate - B id : 808 Room: 7
Object Name : Bed - Double - Moderate - A id : 798 Room: 7
Object Name : Bed - Double - Moderate - E - Head id : 786 Room: 7
Object Name : Stairs - Spiral - Wooden - Lo 1, 0 id : 130 Room: 4
Object Name : Stairs - Spiral - Wooden - Hi 1, 1 id : 125 Room: 5
Object Name : Stairs - Spiral - Wooden - Hi 0, 1 id : 124 Room: 5
Object Name : Stairs - Spiral - Wooden - Hi 0, 0 id : 123 Room: 5
Object Name : Stairs - Spiral - Wooden - Hi 1, 0 id : 116 Room: 5
Object Name : Stairs - Spiral - Wooden - Lo 1, 1 id : 101 Room: 4
Object Name : Stairs - Spiral - Wooden - Lo 0, 0 id : 19 Room: 4
Object Name : Stairs - Spiral - Wooden - Lo 0, 1 - Lead id : 18 Room: 4
Object Name : Door - 2 Tile - Jock - 1, 0 id : 563 Room: 4
Object Name : Door - 2 Tile - Jock - 1, 1 id : 560 Room: 0
Object Name : Door - 2 Tile - Jock - 0, 1 id : 558 Room: 0
Object Name : Door - 2 Tile - Jock - 0, 0 - Lead id : 556 Room: 4
Object Name : Chair - Dining - Tech EP8 id : 542 Room: 2
Object Name : Chair - Dining - Tech EP8 id : 533 Room: 2
Object Name : Chair - Dining - Tech EP8 id : 524 Room: 2
Object Name : Chair - Dining - Tech EP8 id : 517 Room: 2
Object Name : Table - Dining - Quaint - 1,0 id : 506 Room: 2
Object Name : Table - Dining - Quaint - 0,0 id : 504 Room: 2
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 281 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 277 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 268 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 238 Room: 1
Object Name : Controller - STA to LTA id : 133 Room: -1
Object Name : Controller - Apartment id : 132 Room: -1
Object Name : Food - Food Stand Gyro - Menu id : 126 Room: -1
Object Name : Food - Vending Machine - Blue Drink - Menu id : 121 Room: -1
Object Name : Food - Vending Machine - Green Drink - Menu id : 120 Room: -1
Object Name : Food - Vending Machine - Pink Drink - Menu id : 107 Room: -1
Object Name : Food - Vending Machine - Yellow Drink - Menu id : 100 Room: -1
Object Name : Controller - NPC Animal Control Officer id : 99 Room: -1
Object Name : Tree - Willow 1,0 id : 817 Room: 0
Object Name : Tree - Willow 0,0 id : 816 Room: 0
Object Name : Tree - Willow 1,1 id : 815 Room: 0
Object Name : Tree - Willow 0,1 id : 814 Room: 0
Object Name : Phone - Base - Wall id : 811 Room: 2
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 795 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 794 Room: 12
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 793 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 792 Room: 12
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 790 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 789 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 788 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 787 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 785 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 784 Room: 12
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 783 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 782 Room: 12
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 781 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 780 Room: 10
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 779 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 778 Room: 10
Object Name : Swing Set - 0,0 id : 763 Room: 0
Object Name : Swing Set - Front 3 id : 762 Room: 0
Object Name : Swing Set - Front 2 id : 761 Room: 0
Object Name : Swing Set - Front 1 id : 760 Room: 0
Object Name : Swing Set - Front 0 id : 759 Room: 0
Object Name : Swing Set - Back 3 id : 758 Room: 0
Object Name : Swing Set - Back 2 id : 757 Room: 0
Object Name : Swing Set - Back 1 id : 756 Room: 0
Object Name : Swing Set - Back 0 id : 755 Room: 0
Object Name : Swing Set - 1,1 id : 754 Room: 0
Object Name : Swing Set - 1,0 id : 753 Room: 0
Object Name : Swing Set - 0,1 id : 752 Room: 0
Object Name : Swing Set - 0,0 id : 750 Room: 0
Object Name : Swing Set - Front 3 id : 749 Room: 0
Object Name : Swing Set - Front 2 id : 748 Room: 0
Object Name : Swing Set - Front 1 id : 747 Room: 0
Object Name : Swing Set - Front 0 id : 746 Room: 0
Object Name : Swing Set - Back 3 id : 745 Room: 0
Object Name : Swing Set - Back 2 id : 744 Room: 0
Object Name : Swing Set - Back 1 id : 743 Room: 0
Object Name : Swing Set - Back 0 id : 742 Room: 0
Object Name : Swing Set - 1,1 id : 741 Room: 0
Object Name : Swing Set - 1,0 id : 740 Room: 0
Object Name : Swing Set - 0,1 id : 739 Room: 0
Object Name : Swing Set - 0,0 id : 737 Room: 0
Object Name : Swing Set - Front 3 id : 736 Room: 0
Object Name : Swing Set - Front 2 id : 735 Room: 0
Object Name : Swing Set - Front 1 id : 734 Room: 0
Object Name : Swing Set - Front 0 id : 733 Room: 0
Object Name : Swing Set - Back 3 id : 732 Room: 0
Object Name : Swing Set - Back 2 id : 731 Room: 0
Object Name : Swing Set - Back 1 id : 730 Room: 0
Object Name : Swing Set - Back 0 id : 729 Room: 0
Object Name : Swing Set - 1,1 id : 728 Room: 0
Object Name : Swing Set - 1,0 id : 727 Room: 0
Object Name : Swing Set - 0,1 id : 725 Room: 0
Object Name : Shrub - Rosebush (New) id : 722 Room: 0
Object Name : Lamp - Wall - Decksconce id : 709 Room: 0
Object Name : Pool Ladder - 1,0,0 id : 665 Room: 0
Object Name : Pool Ladder - 0,0,0 id : 664 Room: 13
Object Name : Pool Ladder - 1,0,2 id : 663 Room: 0
Object Name : Pool Ladder - 1,0,1 id : 662 Room: 0
Object Name : Pool Diving Board - 1,0,5 id : 660 Room: 0
Object Name : Pool Diving Board - 1,0,3 id : 659 Room: 0
Object Name : Pool Diving Board - 1,0,2 id : 658 Room: 0
Object Name : Pool Diving Board - 1,0,0 id : 657 Room: 0
Object Name : Pool Diving Board - 0,0,3 id : 656 Room: 13
Object Name : Pool Diving Board - 0,0,0 id : 655 Room: 13
Object Name : Pool Diving Board - 0,0,2 id : 654 Room: 13
Object Name : Pool Diving Board - 1,0,1 id : 653 Room: 0
Object Name : Pool Diving Board - 0,0,1 id : 652 Room: 13
Object Name : Pool Diving Board - 1,0,4 - Lead id : 651 Room: 0
Object Name : Sink - Counter - Quaint id : 642 Contained within object id 203 in slot 4 Room: 2
Object Name : Counter - Designer id : 591 Room: 6
Object Name : Counter - Designer id : 582 Room: 6
Object Name : Door - 1 Tile - Quaint 0,1 id : 579 Room: 3
Object Name : Door - 1 Tile - Quaint 0,0 id : 577 Room: 6
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 501 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 500 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 499 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 498 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 496 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 495 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 494 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 493 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 492 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 491 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 490 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 489 Room: 0
Object Name : Piano Upright 1,1 id : 456 Room: 4
Object Name : Piano Upright 1,0 id : 455 Room: 4
Object Name : Piano Upright 0,1 id : 454 Room: 4
Object Name : Piano Upright 0,0 - Lead id : 449 Room: 4
Object Name : Lamp - Ceiling - Quaint id : 451 Room: 11
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 447 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 446 Room: 4
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 445 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 444 Room: 4
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 443 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 442 Room: 11
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 441 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 440 Room: 11
Object Name : Sink - Counter - Quaint id : 433 Contained within object id 431 in slot 4 Room: 11
Object Name : Counter - Loft id : 431 Room: 11
Object Name : Tub - Rectangular 0,0 id : 428 Room: 11
Object Name : Tub - Rectangular 0,1 id : 427 Room: 11
Object Name : Toilet - Expensive id : 424 Room: 11
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 401 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 400 Room: 8
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 399 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 398 Room: 8
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 396 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 395 Room: 9
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 394 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 393 Room: 9
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 391 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 390 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 389 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 388 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 386 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 385 Room: 3
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 384 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 383 Room: 3
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 381 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 380 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 379 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 378 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 376 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 375 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 374 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 373 Room: 7
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 371 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 370 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 369 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 368 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 366 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 365 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 364 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 363 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 361 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 359 Room: 8
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 358 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 357 Room: 8
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 342 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 341 Room: 6
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 340 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 339 Room: 6
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 336 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 333 Room: 3
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 331 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 328 Room: 3
Object Name : Lamp - Ceiling - Designer id : 318 Room: 4
Object Name : Phone - Line Controller id : 295 Room: -1
Object Name : Door - 1 Tile - Diagonal - Quaint 0,0 id : 229 Room: 11
Object Name : Door - 1 Tile - Diagonal - Quaint 0,0 id : 137 Room: 5
Object Name : Door - 1 Tile - Quaint 0,1 id : 136 Room: 6
Object Name : Door - 1 Tile - Quaint 0,0 id : 135 Room: 8
Object Name : Door - 1 Tile - Diagonal - Quaint 0,0 id : 134 Room: 8
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 354 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 353 Room: 4
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 352 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 351 Room: 4
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 349 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 348 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 347 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 346 Room: 1
Object Name : Window - Colonial Double Hung with Shutters 1,1 id : 345 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 1,0 id : 344 Room: 4
Object Name : Window - Colonial Double Hung with Shutters 0,1 id : 343 Room: 0
Object Name : Window - Colonial Double Hung with Shutters 0,0 id : 338 Room: 4
Object Name : Door - 1 Tile - Quaint 0,1 id : 337 Room: 10
Object Name : Door - 1 Tile - Quaint 0,0 id : 335 Room: 4
Object Name : Door - 1 Tile - Quaint 0,1 id : 329 Room: 7
Object Name : Door - 1 Tile - Quaint 0,0 id : 327 Room: 5
Object Name : Door - 1 Tile - Diagonal - Quaint 0,0 id : 330 Room: 9
Object Name : Door - 1 Tile - Beveled Glass 0,1 id : 289 Room: 0
Object Name : Door - 1 Tile - Beveled Glass 0,0 id : 287 Room: 2
Object Name : Column - Quaint id : 279 Room: 0
Object Name : Window - Quaint - 0,1 id : 278 Room: 2
Object Name : Window - Quaint - 0,0 id : 276 Room: 0
Object Name : Window - Quaint - 0,1 id : 275 Room: 0
Object Name : Window - Quaint - 0,0 id : 273 Room: 2
Object Name : Window - Quaint - 0,1 id : 272 Room: 2
Object Name : Window - Quaint - 0,0 id : 271 Room: 0
Object Name : Door - 2 Tile - Front Loft Arch 1,1 id : 242 Room: 2
Object Name : Door - 2 Tile - Front Loft Arch 1,0 id : 241 Room: 4
Object Name : Door - 2 Tile - Front Loft Arch 0,1 id : 240 Room: 2
Object Name : Door - 2 Tile - Front Loft Arch 0,0 id : 239 Room: 4
Object Name : Door - 2 Tile - Front Loft Arch 1,1 id : 237 Room: 4
Object Name : Door - 2 Tile - Front Loft Arch 1,0 id : 236 Room: 1
Object Name : Door - 2 Tile - Front Loft Arch 0,1 id : 235 Room: 4
Object Name : Door - 2 Tile - Front Loft Arch 0,0 id : 234 Room: 1
Object Name : Door - 2 Tile - Front Loft Arch 1,1 id : 233 Room: 2
Object Name : Door - 2 Tile - Front Loft Arch 1,0 id : 232 Room: 1
Object Name : Door - 2 Tile - Front Loft Arch 0,1 id : 231 Room: 2
Object Name : Door - 2 Tile - Front Loft Arch 0,0 id : 230 Room: 1
Object Name : Trash Can - Inside id : 228 Room: 2
Object Name : Alarm - Smoke id : 219 Room: 2
Object Name : Stove - Cheap - 0,0 id : 213 Room: 2
Object Name : Stove - Cheap - 0,1 id : 212 Room: 2
Object Name : Fridge - Cheap id : 209 Room: 2
Object Name : Counter - Designer id : 206 Room: 2
Object Name : Counter - Designer id : 203 Room: 2
Object Name : Counter - Designer id : 200 Room: 2
Object Name : Counter - Designer id : 197 Room: 2
Object Name : Counter - Designer id : 194 Room: 2
Object Name : Counter - Designer id : 192 Room: 2
Object Name : Accessory - Glass - Water - MENU id : 119 Room: -1
Object Name : Controller - Locomotion id : 115 Room: -1
Object Name : Controller - NPC Pool id : 114 Room: -1
Object Name : Zits Controller id : 113 Room: -1
Object Name : Controller - Disease id : 112 Room: -1
Object Name : Fitness - Controller id : 111 Room: -1
Object Name : Controller - Inheritance id : 109 Room: -1
Object Name : Controller - Light id : 108 Room: -1
Object Name : Pool - Controller id : 106 Room: -1
Object Name : Controller - Scenarios id : 105 Room: -1
Object Name : Controller - NPC Social Worker id : 102 Room: -1
Object Name : Television - Channel - Childrens id : 98 Room: -1
Object Name : Television - Channel - Food id : 97 Room: -1
Object Name : Television - Channel - Music id : 96 Room: -1
Object Name : Television - Channel - SBN id : 95 Room: -1
Object Name : Television - Channel - Workout id : 94 Room: -1
Object Name : Food - Bag - Chips - Menu id : 93 Room: -1
Object Name : Food - Bag - Cookies - Menu id : 92 Room: -1
Object Name : Food - Dessert - Baked Alaska - Menu id : 91 Room: -1
Object Name : Food - Cereal - Menu id : 90 Room: -1
Object Name : Food - Chef Salad - Menu id : 89 Room: -1
Object Name : Food - Chili Con Carne - Menu id : 88 Room: -1
Object Name : Food - Drink - Instant Meal - Menu id : 87 Room: -1
Object Name : Food - Drink - Juice - Menu id : 86 Room: -1
Object Name : Food - Dessert - Gelatin - Menu id : 85 Room: -1
Object Name : Food - Grill - Hamburger - Menu id : 84 Room: -1
Object Name : Food - Grill - Hotdog - Menu id : 83 Room: -1
Object Name : Food - Grill - Ribs - Menu id : 82 Room: -1
Object Name : Food - Dessert - Layer Cake - Menu id : 81 Room: -1
Object Name : Food - Lobster Thermador - Menu id : 80 Room: -1
Object Name : Food - Mac & Cheese - Menu id : 79 Room: -1
Object Name : Food - Omelette - Menu id : 78 Room: -1
Object Name : Food - Pancakes - Menu id : 77 Room: -1
Object Name : Food - Pork Chop - Menu id : 76 Room: -1
Object Name : Food - Salmon - Menu id : 75 Room: -1
Object Name : Food - Sandwich - Grilled Cheese - Menu id : 74 Room: -1
Object Name : Food - Sandwich - Lunch Meat - Menu id : 73 Room: -1
Object Name : Food - Spaghetti - Menu id : 72 Room: -1
Object Name : Food - Toaster Pastry - Menu id : 71 Room: -1
Object Name : Food - Toddler Mush - Menu id : 70 Room: -1
Object Name : Food - Turkey - Menu id : 69 Room: -1
Object Name : Food - TV Dinner - Menu id : 68 Room: -1
Object Name : Food - Wants Verify Controller id : 67 Room: -1
Object Name : JobData - Teen Elder - Athletics id : 66 Room: -1
Object Name : JobData - Teen Elder - Business id : 65 Room: -1
Object Name : JobData - Teen Elder - Criminal id : 64 Room: -1
Object Name : JobData - Teen Elder - Culinary id : 63 Room: -1
Object Name : JobData - Teen Elder - Law Enforcement id : 62 Room: -1
Object Name : JobData - Teen Elder - Medicine id : 61 Room: -1
Object Name : JobData - Teen Elder - Military id : 60 Room: -1
Object Name : JobData - Teen Elder - Politics id : 59 Room: -1
Object Name : JobData - Teen Elder - Science id : 58 Room: -1
Object Name : JobData - Teen Elder - Slacker id : 57 Room: -1
Object Name : JobData - Adult - Athletics id : 56 Room: -1
Object Name : JobData - Adult - Business id : 55 Room: -1
Object Name : JobData - Adult - Criminal id : 54 Room: -1
Object Name : JobData - Adult - Culinary id : 53 Room: -1
Object Name : JobData - Adult - Law Enforcement id : 52 Room: -1
Object Name : JobData - Adult - Medicine id : 51 Room: -1
Object Name : JobData - Adult - Military id : 50 Room: -1
Object Name : JobData - Adult - Politics id : 49 Room: -1
Object Name : JobData - School - Public id : 48 Room: -1
Object Name : JobData - School - Private id : 47 Room: -1
Object Name : JobData - Adult - Science id : 46 Room: -1
Object Name : JobData - Adult - Slacker id : 45 Room: -1
Object Name : Job Finder id : 44 Room: -1
Object Name : Controller - Short Term Memory Effects id : 43 Room: -1
Object Name : Controller - Aspiration Score Decay id : 42 Room: -1
Object Name : Controller - Relationship Decay id : 41 Room: -1
Object Name : Global Sim - Temp Array id : 40 Room: -1
Object Name : Controller - Maintenance id : 39 Room: -1
Object Name : Visit Generator id : 37 Room: -1
Object Name : Wants - Check Trees id : 36 Room: -1
Object Name : Wants - Controller id : 35 Room: -1
Object Name : Controller - Weather id : 34 Room: -1
Object Name : Controller - NPC id : 33 Room: -1
Object Name : Controller - Visitor id : 32 Room: -1
Object Name : Personality - Active id : 31 Room: -1
Object Name : Personality - Lazy id : 30 Room: -1
Object Name : Personality - Mean id : 29 Room: -1
Object Name : Personality - Neat id : 28 Room: -1
Object Name : Personality - Nice id : 27 Room: -1
Object Name : Personality - Outgoing id : 26 Room: -1
Object Name : Personality - Playful id : 25 Room: -1
Object Name : Personality - Serious id : 24 Room: -1
Object Name : Personality - Shy id : 23 Room: -1
Object Name : Personality - Sloppy id : 22 Room: -1
Object Name : Controller - Emit - Timing id : 21 Room: -1
Object Name : Controller - Periodic Events id : 20 Room: -1
Object Name : Controller - Secret Networking id : 17 Room: -1
Object Name : Controller - Witch id : 16 Room: -1
Object Name : Food - Vending Machine - Candy - Menu id : 15 Room: -1
Object Name : Food - Vending Machine - Chips - Menu id : 14 Room: -1
Object Name : Food - Vending Machine - Cookies - Menu id : 13 Room: -1
Object Name : Food - Vending Machine - Nuts - Menu id : 12 Room: -1
Object Name : Controller - Token Decay id : 11 Room: -1
Object Name : Trash Can - Outside id : 2 Room: 0
Object Name : MailBox id : 1 Room: 0
Object Name : Portal - Pedestrian id : 8 Room: 0
Object Name : Portal - Pedestrian id : 7 Room: 0
Object Name : Portal - Car - Stop id : 6 Room: 0
Object Name : Portal - Car - Start id : 5 Room: 0
Object Name : Portal - Car - Service Stop id : 4 Room: 0
Object Name : Portal - Car - Service Start id : 3 Room: 0
Dumping all current cheats
propertyRevision = 6
testingCheatsEnabled = true
allowCustomContent = true
animationLOD = false
antialiasingQuality = 4
autoCentering = true
autoLogin = false
bumpMapping = true
checkForPatch = true
constrainFloorElevation = true
cutawayMemorySize = 3
cutawayOutside = true
disableCustomObjects = false
displayCustomObjectInfo = true
displayLookAtBoxes = false
displayPaths = false
deviceVsynch = true
dynamicRenderStrategy = 2
edgeScrolling = true
horzedgescrollrate = 0,5
vertedgescrollrate = 0,5
effectPriorityLevel = 3
lastLoadedNeighborhood = Triville
freeWill = true
geomBoneInfluenceThreshold = 0,01
geomCheckGeomDataIntegrity = false
geomGenerateTangentSpaceNormalLines = 0
geomGenerateTangentSpaceSxT = false
geomGeneratedTangentSpaceNormalLineLength = 0,1
geomMaxBoneInfluencesPerVertex = 4
geomMaxMorphTargetDeltasPerVertex = 4
geomMorphTargetDeltaThreshold = 0,001
geomPerBoneBoundBlendWeightThreshold = 0,9
guob = true
interrupt = false
lightOpenGLStyle = false
lightingQuality = 3
livePIP = true
lotInfoAdvancedMode = true
lotWindowFillColor = (0,0,0,1)
maxParticlesTarget = 10000
maxTerrainGrade = 5
morph = true
neighborhoodWindowFillColor = (0.5,0.5,0.5,1)
noStupidIFFUnlocking = false
optimizeMeshes = true
particleDamping = 0
particleDensity = 1
particleLODOffset = 0
particleScale = 1
particleSizeThreshold = 1
quickTips = true
reduceBoneWeights = false
renderOpaqueUI = false
reflectionWithExtraViewer = true
rotateCameraSims1Mode = false
nhoodWaterReflection = true
renderInsideObjectOnlyOnSelectedSimLevel = true
showSnowOnGround = true
renderInsideVisibleObjects = 1
renderSelectedSimLevel = false
sleepInBackground = true
simInBackground = true
simShadows = true
snapObjectsToGrid = true
soundDetail = 2
specHighlights = true
unevenTilesFloorable = true
useEffects = true
useLODs = false
snapshotPictureQuality = 3
snapshotPictureSize = 3
usePixelAspectRatio = false
videoCaptureMaxRecordingSeconds = 60
videoCaptureQuality = 1
videoCaptureSize = 1
videoCaptureAudioOn = true
CameraDriftCamEnabled = true
CameraSpecialEventEnabled = true
ShowLotPackageFilename = false
SoundMasterGroupVoxEnabled = true
SoundMasterGroupFXEnabled = true
SoundMasterGroupMusicEnabled = true
SoundMasterGroupAmbienceEnabled = true
FXVolume = 100
VOXVolume = 100
AmbienceVolume = 100
MusicVolume = 43
tvVolume = 0,5
AudioPerformance = 2
ShowTutorialWelcome = true
visitedNeighborhoods = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoCollege = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoDowntown = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP1 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP2 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP3 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP4 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP5 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP6 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP7 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP8 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP9 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP10 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP11 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP12 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP13 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP14 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP15 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP16 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP17 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP18 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP19 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP20 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP21 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP22 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP23 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP24 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP25 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP26 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP27 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP28 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP29 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP30 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP31 = UNKNOWN TYPE 0xad9a861e
visitedNeighborhoodsNoNeighborhoodForEP32 = UNKNOWN TYPE 0xad9a861e
NoLegacySounds = true
liveCameraConstraints = true
edithConfigFlags = 1
copiedShippedDataToUserDataFolder = 262143
enableLotImpostersInLot = true
enableNeighborhoodOccupantsInLot = true
lotSkirtSizeIncrease = 120
neighborhoodPropFadeDistance = 0
clickableLotImposters = true
showXRayCursor = false
maxTotalSims = 10
maxTotalHumans = 8
maxTotalPets = 6
pagodaSlopeControlX = 1
pagodaSlopeControlY = 1
pagodaCornerHeightRatio = 0,25
pagodaEaveX = 1,5
pagodaEaveY = 1,5
diagonalPagodaEaveX = 1
diagonalPagodaEaveY = 1
force12HrTime = false
enableOceanReflection = true
includeCeilings = true
quarterTilePlacementEnabled = false
activeDeviceDisplayMode = 1920x1080x32x0
activeDeviceUseSoftwareRasterizer = false
optionMaterialDetail = 3
optionObjectDetail = 3
optionObjectHiding = 1
optionSnowOnGround = 1
optionShadows = 3
optionOpaqueUI = 0
optionReflection = 1
optionCeiling = 1
optionEffectsQuality = 3
optionLightingQuality = 3
optionSoundQuality = 3
optionEnableLotImpostersInLot = 1
optionEnableNeighborhoodOccupantsInLot = 1
optionLotSkirtSizeIncrease = 3
activeDeviceNum = 0
copiedUSToUKEnglishNames = false
activeDeviceList = 2;0;NVIDIA GeForce GTX 970;10de;13c2;8813;23.21.13.8813, GUID: D7B71E3E-5082-11CF-8555-62161BC2DA35;1;NVIDIA GeForce GTX 970;10de;13c2;8813;23.21.13.8813, GUID: D7B71E3E-5082-11CF-8555-62161BC2DA35;
SoundOutputMode = 5.1
perfAddLights = true
perfRenderParts = true
perfLightCaching = true
perfEnableSkinning = true
perfEnableMorphing = true
lodOverride = 0
effectLODSoftChange = true
effectMaxTimeDelta = 0
enableSnapshot = true
floorCollisions = true
wallCollisions = true
creatingLotTemplate = false
useRenderTextures = false
antialiasingSupport = 3
dontMergeNHFlora = false
enableDriverMemoryManager = false
vs2LoopsFunctional = false
presentWorkaround = false
enumerateMultisampleLevels = true
createNVidiaWorkaroundTexture = true
deviceLocalVideoMemorySizeDefault = 1073741824
configParserErrorCode = 0
hwMajorPSVersion = 3
imageDataSizeReductionOnLoad = 0
objectShadows = true
heightMapShadows = true
lightingEnabled = true
portalLighting = true
floorAndWallNormalMapping = true
useTurboRect = true
maxNumOfVisitingSims = 8
optimizedDiffusion = true
incrementalLighting = true
lerpLights = true
useDirtyTiles = true
animationFrameSampling = false
livePIPDefault = true
chooseCameraSpecialEventEnabled = true
maxResWidth = 1920
maxResHeight = 1080
defaultResWidth = 1366
defaultResHeight = 768
centerTrackingDeadZoneMagnitude = 30
optionDirtyRect = 2
optionFullscreenFadeEffect = 1
optionTurbo = 2
optionSimulatorControls = 3
optionLightingOptimizations = 3
optionAnimationSamplingLevel = 2
optionLivePIP = 1
optionSpecialEventCamera = 1
optionScreenModeResolution = 3
optionSubjectTracking = 3
enablePostProcessing = true
debugRenderRes = 1
UseShaders = true
skipTangentsInVertexData = false
customObjectsDisabled = false
reparseShaders = false
usePS30 = true
raiseLightSnowFF = false
simpleTerrain = false
flagSkinnedObjects = false
gpuCompositing = false
causticsEnabled = true
lmReserveBorderTiles = true
cutawayForSelectedSim = true
fenceSectorSize = 2
useSnowForShadows = false
testLightingUpdates = false
debugDirtyTiles = false
allObjectLightsOn = false
integratedShadows = false
lightRadianceRangeCutoff = 0,075
animationCacheSize = 6
animationPermanentCache = true
animationPrediction = true
animationBackgroundLoad = true
debugCinematics = false
displayMissingAnimations = false
animationTimerIsMaster = true
carsEnabled = true
carsCompact = false
lotTerrainCanvas = true
lotTerrainPaints = true
lotWater = true
lotTerrainLighting = true
displayLotImposters = true
displayNeighborhoodWater = true
displayNeighborhoodFlora = true
displayNeighborhoodRoads = true
displayNeighborhoodRoadsWithModel = true
displayNeighborhoodProps = true
lightBoundsInflate = 3
CameraNeighborhoodFlythroughEnabled = true
controlPets = false
ignoreImageDataSizeReductionOnLoad = false
systemSpecifiedPreferredLOD = -1
carsOnRight = true
neighborhoodEPJustInstalled = 0
currentSim.age = 0
currentSim.species = human
currentSim.ageGroup = adult
currentSim.gender = male
currentSim.firstName = Mike
currentSim.lastName = Anderson
currentSim.fullName = Mike Anderson
dormSpecificToolsDisabled = false
aptSubLotSpecificToolsDisabled = false
aptBaseLotSpecificToolsDisabled = false
Posts: 7,548
Thanks: 4 in 2 Posts
Stand up, speak out. Just not to me..
Posts: 1,574
Thanks: 17379 in 58 Posts
grammapat, I'm sorry, I don't understand what you are trying to say by "did get settings".
MHS0501, fun suggestion! My mod works lot-wide and it might be tricky to power one object without powering the others, but I'll think about it. I like the idea.
Posts: 7,548
Thanks: 4 in 2 Posts
Thank you, Bananensap. I see the problem and pretty sure I'll be able to fix it. grammapat, I'm sorry, I don't understand what you are trying to say by "did get settings".. |
I've placed in in a number of residences; usually I can click on it and get 3 options: tinker, upgrade, and settings. But the FIRST house I tried in on was a basement, where the option Settings was grayed out. So the basement placement did not have "settings", but the houses I tried after that first one "did get settings". ALSO noted that when lights went out elder, adult, and a TODDLER all "looked around". And it's FUN! "How do I open this thing", "Where's the manual".
PS: I'm going to use this in conjunction with this http://www.modthesims.info/d/211415 - utility poles and lots of related (deco only) electrical stuff.
QUESTION: does it ever effect the whole hood? Seems not, that it is lot only, even when it says something LIKE "main power plant is off line"
Stand up, speak out. Just not to me..
Posts: 978
I've tested the lot traits in a few different settings. I haven't experienced any problems so far, and I love the random blackouts. I noticed that my laptop died during the blackout too though; I guess I could edit it to not be affected, but I can also just pretend that it doesn't have any batteries since it's not like the game can differentiate between laptops and desktops. I also find it somewhat amusing that if there's a blackout around the time you get called for an outing downtown, the call comes in as soon as the power returns, even though it's 3:00 AM.
Edit: I forgot to mention that sims wake up to laugh at busted lights(?). I didn't realize that they'd be woken up for that or maybe that's just my game.
Posts: 2,627
Thanks: 3 in 1 Posts
Posts: 978
- It's mentioned that the electrical box randomizes its settings when placed onto an empty lot. I was wondering it's possible to have it cycle through the settings instead. There were instances when it took me longer to place the boxes into the apartments/houses because I couldn't get the specific setting I wanted. I guess I can just move the sims in and have them adjust it manually, but it affects sale price when they move into houses (not apartments, because lot value reduction doesn't work on them).
- Is it possible to place and use the electrical box on a diagonal wall without cheats? I did so with moveObjects and snapObjectsToGrid, but I assume it'd be harder/impossible for routing and animations. I have to test if it can be used in such a position.
- Minor comment, but it'd be nice to have the option to have the 1-tiled version of the box from Buy mode; I understand that this would be double the work, however, since it's a new object. I had to place the box in some small apartments and I just placed it on with moveObjects and manually changed and moved it when the sim moved in. It's kind of funny when I visit an NPC apartment resident and find it in an odd area/position.
- Are sims supposed to wake up when the power goes out to laugh at the lightbulbs? I think it's all right (and amusing in some cases), but what are the factors that determine whether the action is initiated? Sometimes it happens, and other times it doesn't, so I'm curious.
- I also mentioned the downtown and outing calls that come in as soon as the power returns regardless of the time. Is it possible to cancel the call instead if it's past a certain hour during the night? Sometimes they call around 3:00 AM onwards.
I'll continue testing in the mean time. I hope you'll be able to release the pipeline addition, but no rush and pressure; the current lot traits are already quite comprehensive.
Posts: 56
Would be a nice touch if kids would run towards their parents crying depending on their personality.
Posts: 978
Edit: Another household went through the same thing, so I sold the electrical box and replaced it with another one. The computers were fine this time. Perhaps it was just a one-time thing then, or maybe I'm being silly because I could've just debugged the box.
In another apartment building, I also had an instance wherein the 1-tile electrical box had no interactions available and was unselectable during Build and Buy mode. I thought that it might be another hiccup, so I left it there. It was selectable the next day but the Settings option was grayed out.
Edit 2: In another building in another hood, I had the notice for a 19-hour blackout. It was fine and the TV functioned after it passed, but nothing else did, the electrical box reported that it was working, and I debugged it to make sure the power was back, and I had to force reset all of the lights to get them to work again. I'm not sure if that's intended or an effect of short-circuit, but the fridge couldn't be selected outside of Build/Buy mode despite the force reset and I had to buy a new fridge.
Edit 3: I noticed something interesting. Before I saved a household in an apartment, their phone lines were down. When I played their neighbors and had one sim visit the first household, their own phone lines went down. There wasn't a notice but it seems that the phone status transferred over to the second household. Their electrical boxes would say that the phone lines were fine yet none of the phones were selectable; trying to force reset them just caused the menu to disappear so quickly it was impossible to click it. Debugging the electrical box didn't work either - it refused to set the option to force the phones off.
I had a hunch that it might be related to the first apartment, so I went over there, debugged the box to return their phone lines, and went back to the second household, whose phones started functioning again.
Posts: 1,574
Thanks: 17379 in 58 Posts
Thank you for testing and posting your thoughts!
Now to some late answers.
QUESTION: does it ever effect the whole hood? Seems not, that it is lot only, even when it says something LIKE "main power plant is off line" |
It's lot only. Notifications contain a bit of a storytelling.
(Thank you for the link to utility poles. Nice find!)
Edit: I forgot to mention that sims wake up to laugh at busted lights(?). I didn't realize that they'd be woken up for that or maybe that's just my game. |
It's supposed to test if sims are asleep and only push reactions if they're not.
I checked the code and didn't see where I screwed up... Might take me some time to get to to the bottom of this one.
I immediately thought of this: it would be fun if when the power went off, there's an increased chance for an unexpected romance - I mean stuck in the dark, a little candlelight... it happens, right? |
Sounds like fun =) I would make it standalone functionality though, not pushed by the electrical box itself. I'll think about it.
It's mentioned that the electrical box randomizes its settings when placed onto an empty lot. I was wondering it's possible to have it cycle through the settings instead. |
I'm afraid not. Every time you click to buy new electrical box it's a brand new object - it doesn't know what settings you got the last time.
Minor comment, but it'd be nice to have the option to have the 1-tiled version of the box from Buy mode; I understand that this would be double the work, however, since it's a new object. I had to place the box in some small apartments and I just placed it on with moveObjects and manually changed and moved it when the sim moved in. It's kind of funny when I visit an NPC apartment resident and find it in an odd area/position. |
Would it be better if I made 1-tiled model as default instead of 2-tiled? I definitely don't want to make 2 separate objects (it wouldn't just double the work, it'd be a HUGE complication).
+ About diagonal wall placement and downtown and outing calls. I haven't thought of testing it, but I will. Thanks for mentioning!
I don't know if this happens but if not, is it possible to have kids wake up at thunder (or if the power goes out with lightning)?. Would be a nice touch if kids would run towards their parents crying depending on their personality. |
Nice idea for a reaction for kids. I might use it as a reaction to turned off power.
I haven't had much time to play the game recently so I'm sorry that this isn't a continuation of my last notes, but I noticed something else - the circuit breaker shut off in an apartment and because nobody around had any mechanical points, it was down for 2 days. I thought I could bypass it by buying another electrical box (debugging works yet I wanted to see what'd happen if I did this instead), but then the computers wouldn't function (no interactions available) afterwards and I had to buy new ones. All other electronics were usable. |
For all the objects to return to normal state, the electrical box needs to perform special procedure of turning the power on. If it doesn't go through it some objects may remain unusable/unlit/etc. So, this is to be expected.
Keep in mind that you can hire repairman or complain to landlord about the breakage.
In another apartment building, I also had an instance wherein the 1-tile electrical box had no interactions available and was unselectable during Build and Buy mode. I thought that it might be another hiccup, so I left it there. It was selectable the next day but the Settings option was grayed out. |
I'm not sure what happened there. Was it completely unselectable or did you see a pop-up that it "can't be selected because of this-and-that"?
Edit 2: In another building in another hood, I had the notice for a 19-hour blackout. It was fine and the TV functioned after it passed, but nothing else did, the electrical box reported that it was working, and I debugged it to make sure the power was back, and I had to force reset all of the lights to get them to work again. I'm not sure if that's intended or an effect of short-circuit, but the fridge couldn't be selected outside of Build/Buy mode despite the force reset and I had to buy a new fridge. |
I'm not sure what happened there [2]. Fridges do not get made unusable by the mod at all. Weird. I don't even know where to start to investigate.
Edit 3: I noticed something interesting. Before I saved a household in an apartment, their phone lines were down. When I played their neighbors and had one sim visit the first household, their own phone lines went down. There wasn't a notice but it seems that the phone status transferred over to the second household. Their electrical boxes would say that the phone lines were fine yet none of the phones were selectable; trying to force reset them just caused the menu to disappear so quickly it was impossible to click it. Debugging the electrical box didn't work either - it refused to set the option to force the phones off. |
This one I can investigate.
Thank you very much, Sketching!
__________
Notes to self:
-
-
-
-
-
-
-
-
-
- repair function, ask landlord to repair phone wire
-
-
-
-
- consider modding candle for romance
- consider kids running towards their parents
- consider powering one object without powering the others
- consider the sabotage idea
I was away from modding for a month and I already feel sooo out of it... %)
__________
The updated file is down the thread
Posts: 978
It's supposed to test if sims are asleep and only push reactions if they're not. I checked the code and didn't see where I screwed up... Might take me some time to get to to the bottom of this one. |
It's happened a few times, so I thought you should know. It's inconsistent though - I was hoping to have more information for you but asides from the common trend that the sims involved were active, I couldn't think of anything else - that probably isn't helpful, however. I'm sorry about that. I'll try it out with your updated box and see if it happens again.
I'm afraid not. Every time you click to buy new electrical box it's a brand new object - it doesn't know what settings you got the last time. |
About the cycling options every time the box is selected from the menu, is that the same thing as reselecting the electrical box while it's on the wall? I'm not sure if I explained it properly now that I look at my comment.
Would it be better if I made 1-tiled model as default instead of 2-tiled? I definitely don't want to make 2 separate objects (it wouldn't just double the work, it'd be a HUGE complication). + About diagonal wall placement and downtown and outing calls. I haven't thought of testing it, but I will. Thanks for mentioning! |
Whoops, that was an understatement on my part - it would be horrendous to have to make 2 objects with the same functions anyway! If I think about it, I guess I'd prefer a default 1-tile version so that there'd be more options in terms of placement, especially in smaller lots - I'd especially love if it could be placed diagonally as well. I'm not sure how it works in other areas, but our electrical boxes here tend to be "1-tiled" as well. Why didn't I think of suggesting it as a default instead of separate objects? Oh, brain...
The downtown and outing calls were a bit shocking in the late hours when they first occurred. I almost didn't want to answer it (irrational fear from TS1, hahaha), but when I did I was surprised that someone asked me downtown at 3:00 AM.
Thanks for the information about the return of power. I was being silly and wanted to see what'd happen. It's all right now though.
I'm not sure what happened there. Was it completely unselectable or did you see a pop-up that it "can't be selected because of this-and-that"? |
The box was completely unselectable without pop-ups. Everytime I tried to grab it, it'd only select the surrounding objects. I had no idea what to do with it since nothing worked, so I thought just leave it for a while and suddenly it was selectable the next day. I thought it might be the placement, but it didn't have any problems before this incident. Edit: It's only happened once so far though, but if it helps, it was in this position.
I'm not sure what happened there. Fridges do not get made unusable by the mod at all. Weird. I don't even know where to start to investigate. |
Yeah, I was surprised and it only happened once too. I couldn't replicate it despite going through the debugging options. I was confused because it was dark and none of the lights were functioning even though the TV was on. Clicking them didn't give me the option to replace the bulbs, but they came back on when I forced reset them. That didn't work with the fridge though - it was still missing all of its options even after a day, so the only thing I could think of was to sell it.
This one I can investigate. Thank you very much, Sketching! I was away from modding for a month and I already feel sooo out of it... %) |
You're welcome! The collection has been a great addition to my game, so I'm happy to help out. No pressure, though - you just got back and you should be having fun with this too.
Posts: 1,574
Thanks: 17379 in 58 Posts
About the cycling options every time the box is selected from the menu, is that the same thing as reselecting the electrical box while it's on the wall? |
Actually, buying is not the point when settings are randomized - placement is. I remembered it wrong. It might be possible to implement what you ask. I just need to look at my code and get my brain around what I did and why I did it before I say something.
The box was completely unselectable without pop-ups. Everytime I tried to grab it, it'd only select the surrounding objects. |
Then I'd say it's that common Sims 2 glitch when you can't grab objects. For me, it sometimes happens with ceiling lights and stairs (not even CC). Otherwise you'd see a pop-up near your cursor.
About the rest, I'll be back as soon as I have news.
Posts: 978
Hey, Sketching. Since when helpful comments are considered spam? Not in my world. Actually, buying is not the point when settings are randomized - placement is. I remembered it wrong. It might be possible to implement what you ask. I just need to look at my code and get my brain around what I did and why I did it before I say something. Then I'd say it's that common Sims 2 glitch when you can't grab objects. For me, it sometimes happens with ceiling lights and stairs (not even CC). Otherwise you'd see a pop-up near your cursor. About the rest, I'll be back as soon as I have news. |
Good to know the constant posts weren't a bother and that the non-selectable box was one of those usual glitches. It'd be nice to have the cycling options instead of the randomized settings - there were times when it only gave me a specific one for 4 clicks, so I'd be grateful if it cycled instead.
I'll report back if I notice anything else. Thanks for your hard work!
Posts: 56
- consider kids running towards their parents __________ Again, new version has very minor change (fixed the bug found by Bananensap; there was a problem with TV). But still. |
you're the best! idk if this will ever make it but it would be a lovely touch when kids run towards their parents when power breaks down due to lightning! :D
Posts: 978
I also had a previous post that lights didn't turn on in a particular apartment even when the TV was working until I had to force error all of them back on. It happened again in another apartment in another hood:
No other unusual instances so far, but I have a question - is it possible to have a repairman, landlord, or influenced visitor switch the breaker back on via repair? Most of my sims don't have mechanical points and I realized that it was becoming a trend to debug the box back on since I can't do it otherwise unless I missed the option somewhere. I understand if it isn't, but I thought it'd be better to ask.
Edit: I noticed that the landlord can't repair the phone wire - I can ask them for repairs and they consent but it seems that it doesn't register to them to fix it, so they leave the lot to come back the next day when their other chores are done. When one of the sims broke the shower, I asked for repairs again and the only thing the landlady fixed was the shower. I still have to further test if it's consistent.
Posts: 1,574
Thanks: 17379 in 58 Posts
Good point about switching the breaker. I'll make it so that Switch the breaker On/Off interaction doesn't require skill. I guess, most people can handle as much.
I did some work on the electrical box, but haven't gotten a chance to test it in game, and I would really like to give it at least a quick test before I post it here. I'm pretty sure I didn't get it quite right with cycling settings. I hope that next week I'll get access to gaming computer and finally fire up the game.
Posts: 978
Thank you for the update. Now that I think about it, it's somewhat of a simple process given that it's possible to ask someone else which levers to tinker with without much knowledge of electronics otherwise. I appreciate the change.
Take your time though - there's no pressure at all. I'm grateful that you're taking the time and effort to thoroughly test the updates before uploading them and keeping us posted at the same time.
Posts: 122
Thanks: 301 in 5 Posts
Another possible name for this could be Sabotage, but that'd make more sense for an angrier version done by furious sims. Maybe there could be an upgrade to add a lock to the power box? Playful sims might have something like a 1% chance for it to be forced automatically, and if the lock is there they'll complain about not being able to do it. If a furious sim comes to fiddle / sabotage and it's locked, one of the other two interactions are forced (The kicky bin / stealing the newspaper).
Playful sims might be able to fiddle with the box, even with a lock if forced by the player.
By the way Lamare, I love this mod so much that I've made some changes and additions to the dialog for the telephone/electrical text. Mainly improvements to existing things, but I have added 2 or 3 new scenarios. Feel free to use it.
PJSE String file - single language export
<-String->
...
<-Desc->
<-String->
The power keeps going off constantly. There's got to be a problem with some electrical appliance.
<-Desc->
<-String->
A weak spot in your electrical equipment revealed itself when you hit that wire. Talk about an unlucky chain of events.
<-Desc->
<-String->
- Phone Line Status: $Attrib:6
(1=Broken, 2 = External outage, 3= Manually turned off.)
- Power state: $Attrib:0
(1=External outage, 2=Fuse(s) blown, 3=Circuit Breaker is off, 4=Circuit Breaker is broken, 5=Unpaid Bills, 6=Box fried)
- Power off hours remained = $Attrib:12
- Half-assed job done? = $Attrib:1
- Is it Open? = $Attrib:11
- Special flags: $Attrib:10
- Maintain level: $Local:0
- Repair level $Local:1
- Current Value: $Local:2
- Category: $Local:3
- Building condition: $Attrib:8
- Area condition: $Attrib:9
(0=Normal, 1=Terrible)
- Circuit breaker: $Attrib:2
- Surge protector: $Attrib:3
- Inverter: $Attrib:4
(0=No, 30=Purchased, 70=Started, 100=Installed)
<-Desc->
<-String->
The strike at the screwdriver factory keeps the phone company's repairmen short on tools. Accidents do happen, this time on the landline. This slip-up will take more or less $Local:0 hours to fix.
<-Desc->
<-String->
Latest news: The local telephone line was damaged by stray cat who climbed up a post and chewed on the telephone wire while waiting for rescue. The cat is fine, but the landline isn't. The expected repair time is $Local:0 hours, but it depends on the situation.
<-Desc->
<-String->
Latest news: A local taxi driver put his foot on the pedal while in reverse and rammed into an electrical pole. The cab is now a write-off and so is the pole. The bad news is that it held up the electrical and telephone wires in the sky, now both shredded. This careless mistake is estimated to take $Local:0 hours to fix.
<-Desc->
<-String->
The phone service is down for maintenance or something like that. Shouldn't be longer than $Local:0 hours, but who knows.
<-Desc->
<-String->
It appears you have a phone outage. The utility box might be a good place to start troubleshooting.
<-Desc->
<-String->
What's that? The phone is out of order, and something smells as if it has melted...
<-Desc->
<-String->
"Hello? I can't hear you. Hello..?"
<-Desc->
<-String->
"... You there? Hello?"
<-Desc->
<-String->
It was an extremely long outage, but now everything is in order. City service issues a small refund for the inconvenience.
<-Desc->
<-String->
At last, they fixed it. Moreover, thanks to local activists, who showered utility company with complaints, all those who suffered from this long outage receive a compensation.
<-Desc->
<-String->
The phone is out. Something must have happened during that large storm. All things considered, you can guess it's going to take them at least $Local:0 hours to fix it.
<-Desc->
<-String->
This storm is said to wreak some havoc. The landline was damaged among other things. The phone company says the downtime might be $Local:0 hours.
<-Desc->
<-String->
You can tell the storm is raging when the phone stops working.
<-Desc->
<-String->
Why doesn't the landline phone work? Must be the storm.
<-Desc->
<-String->
Let's see. Um... How do you even open this thing?
<-Desc->
<-String->
So... Where's the manual here?
<-Desc->
<-String->
Hmm, I've never thought there were wires in this thing.
<-Desc->
<-String->
...
<-Desc->
<-String->
$Me broke it! It seems $Me messed up the phone cable. It's time to call a repairman. Oh wait, the phone doesn't work...
<-Desc->
<-String->
Do poltergeists exist? It sure seems so when stuff gets messed up for no apparent reason.
<-Desc->
<-String->
What's with the sudden blackout? Some blame it on Homer Simpson, but no one really knows. Could last for just a blink, could be for $Local:0 hours.
<-Desc->
<-String->
Everybody was watching the latest sports broadcast, and you know what happened at halftime? Thankfully, apocalypse was averted, but the power is out for about $Local:0 hours.
<-Desc->
<-String->
The power plant was hacked, leaving the community without electricity. Expect $Local:0 hours of darkness.
<-Desc->
<-String->
The electric company became aware that it's your lot that's the site of the accident. They will send an electrician as soon as possible. Next time, be careful with digging.
<-Desc->
<-String->
SimCity Electric fails again. Or at least that's how they'll call it in tomorrow's newspapers. By your neighbour's calculation, the power outage will take $Local:0 hours.
<-Desc->
<-String->
The understaffed and undereducated folk at SimCity Electric spilt coffee on the power port to the coffee machine. With no coffee, someone fell asleep and drooled on a vital component of the system, causing a citywide blackout. Judging by how many times this has happened before, you decide this will probably take $Local:0 hours to fix.
<-Desc->
<-String->
Somewhere in SimNation, someone fell asleep while a meltdown occured at a nearby nuclear power plant. They missed the pretty colours of the new sunset. This meltdown is now sending a lack of power throughout the nation, and top analysts expect this will take $Local:0 hours to fix.
<-Desc->
<-String->
Distant power lines were damaged by lightning strike causing a blackout reaching far a d wide. They will be restored in about $Local:0 hours. Hang on there.
<-Desc->
<-String->
SimCity reports massive power outages due to weather conditions. Estimated recovery time is $Local:0 hours.
<-Desc->
<-String->
A blizzard knocks out power across the neighborhood, covering it in deep snow. The outage is going to last $Local:0 hours.
<-Desc->
<-String->
Whatever was broken in the electrical box, $Me made it worse. Ouch.
<-Desc->
<-String->
Some wires weren't connected properly in the box. Good thing, $Me noticed the fault before it had a chance to cause an accident.
<-Desc->
<-String->
Whoever is in charge of looking after the electrical box, they've been doing a sloppy job lately, which could have led to dangerous consequences. $Me has fixed the problem now.
<-Desc->
<-String->
Oops! What have you done, $Me?
<-Desc->
<-String->
$Me fiddled with upgrades, but wasn't careful and dislocated some equipment. $Me is going to have to adjust it again in order for it to work.
<-Desc->
<-String->
The screwdriver went too far when $Me tried to improve the voltage protector. It's not going to protect from anything any more.
<-Desc->
<-String->
It wasn't a good idea for $Me to tweak with the inverter. Now it has stopped working.
<-Desc->
<-String->
The circuit breaker is no good. $Me needs a new one. Meanwhile, good old fuses will do.
<-Desc->
<-String->
The burnt $Object caused overheating of the wiring, because the supply was not disconnected in time.
<-Desc->
<-String->
Apparently a major voltage spike went through. The surge protector should have stopped it, but it was messed up, either because it haven't been maintained or someone did a half-assed job.
<-Desc->
<-String->
Circuit breaker has crashed. It shouldn't have happened, but someone must have left an error lurking in the electrical box.
<-Desc->
<-String->
The electrical panel doesn't get enough maintenance. It's a risk to keep it in a bad shape.
<-Desc->
<-String->
...
<-Desc->
<-String->
SimCity Collection Agency would like to make it clear to you that electricity doesn't come free. Since you fail to pay your bills, it doesn't come to you at all now.
<-Desc->
<-String->
SimCity Utility company regrets to inform you that electrical power services had to be discontinued due to unpaid bills.
<-Desc->
<-String->
SimCity Collection Agency would like to friendly remind you to Pay. Your. Bills. Until then, you will have to live without electricity and phone. Loser.
<-Desc->
<-String->
SimCity Utility company was forced to disconnect your landline phone as well as your power supply until your bills are paid.
<-Desc->
<-String->
...
<-Desc->
<-String->
You have a power outage, but are currently running on backup sources.
<-Desc->
<-String->
The power is off because the electrical panel is out of order.
<-Desc->
<-String->
There's a power outage due to event that happened last time you checked. About $Attrib:12 hours to wait.
<-Desc->
<-String->
The circuit breaker is switched off.
<-Desc->
<-String->
The phone doesn't work because of the electrical box breakage.
<-Desc->
<-String->
There's a phone line downtime, you'll have to wait through.
<-Desc->
<-String->
The phone line has been switched off manually.
<-Desc->
<-String->
There's both a blackout and a landline issue. Welcome home!
<-Desc->
<-String->
Your phone is off and the power would be too, if it wasn't for your backup generator.
<-Desc->
<-String->
The electricity is off for a mysterious reason. Checking the switchboard might help.
<-Desc->
<-String->
The power is cut off due to unpaid bills.
<-Desc->
<-String->
Conditions:
<-Desc->
<-String->
- bad building
<-Desc->
<-String->
- normal building
<-Desc->
<-String->
- bad area
<-Desc->
<-String->
- normal area
<-Desc->
<-String->
...
<-Desc->
<-String->
...
<-Desc->
Also, should you add the fiddle event, here could be a dialog box that appears. "It seems that someone has been poking around in your electrical box. Whether it was a frustrated neighbor or a playful household member, you should get around to fixing it. Maybe consider adding a lock so this won't happen again." Automatic*
"It seems that someone has been poking around in your electrical box. Because you have a lock, it has to have been someone with access to the key for the box, probably someone playful in your household. Try not to let them to do it again. "
Player forced with lock*
Edit No. 2412 (Not Really, but I have made a lot of edits to this post.):
Maybe low logic skill can force the proposed Fiddle interaction more often, and low logic + low mechanical will cause that 2% electrocution rate to increase.
Hello? Nice to meet you. I'm a rather small Sims 2 modder that well, mods (And seems to post a lot on the forums with seemingly with a lot of posts. Or maybe just around 60 but who cares idk how to count well actually I do but that's a story for myself.)
Check out my creations Here!
Posts: 1,574
Thanks: 17379 in 58 Posts
Thank you for the suggestion. I'll think about it as soon as I took care of bugs.
Your text improvements - are they just tweaks to your liking or do they correct actual mistakes? I'm not a native English speaker and I can only imagine how much of what I say sounds wrong =) I wouldn't want to leave mistakes in my texts, but I wouldn't want to just blindly use your texts either (I hope you don't get me wrong). If you see a mistake or weird phrasing, feel free to point it out to me.
Posts: 122
Thanks: 301 in 5 Posts
Also, I found this odd error with the electrical box. With the area set to terrible and the building set to terrible, the power went off. I flipped the CB and I got a message saying "The power keeps going off," telling me to check a device. I turned the circuit breaker on again and the power stayed on without me repairing anything. Hopefully this makes you aware of something you don't know. Maybe add an indicator to the broken device (In general) as I have difficulty finding it.
Maybe I'll resend my updated texts with comparisons with the original messages.
I just did.
LEGEND
The new text is on the 1st line, the original is the 2nd line in brackets. If a scenario hasn't been edited, it will not appear.
The power keeps going off constantly. There's got to be a problem with some electrical appliance.
(Power keeps going off. There's got to be a problem with some electrical appliance.)
The strike at the screwdriver factory keeps the phone company's repairmen short on tools. Unluckily, there's been an accident to do with the landline. This slip-up will take more or less $Local:0 hours to fix.
(The strike at the screwdriver factory keeps phone company's repairmen short on tools. Accidents happen on the landline. This one will take more or less $Local:0 hours to fix.)
Latest news: The local telephone line was damaged by stray cat who climbed up a telephone post and chewed on the telephone wire while waiting for rescue. The cat is fine, but the landline isn't. The expected repair time is $Local:0 hours, but it depends on the situation.
(Latest news: The local telephone line was damaged by a cat who climbed up the post and chewed off the wire while waiting for the rescue. The cat is fine, but the landline isn't. The expected repair time is $Local:0 hours, but it depends on the situation. )
The phone service is down for maintenance or something like that. Shouldn't be longer than $Local:0 hours, but who knows.
(Phone service is down for maintenance or something. Shouldn't be longer than $Local:0 hours, but who knows.)
It appears you have a phone outage. The utility box might be a good place to start troubleshooting.
(It appears you have a phone outage. Utility box might be a good place to start troubleshooting.)
What's that? The phone is out of order, and something smells as if it has melted...
(What's that? Phone is out of order, and it smells of something melted.)
The phone is out. Something must have happened during the storm. All things considered, you can guess it's going to take the phone company at least $Local:0 hours to fix it.
(Phone is out. Something must have happened during storm. All things considered, you can guess it's going to take them at least $Local:0 hours to fix it.)
$Me broke the phone cable! It doesn't look very good. It's time to call a repairman. Oh wait, the phone doesn't work... Ironic.
($Me broke it! It seems $Me messed up the phone cord. It's time to call a repairman. Oh wait, the phone doesn't work...)
What's with the sudden blackout? Some blame it on Homer Simpson, but no one really knows. Could last for just a blink, could be for $Local:0 hours.
(What's with the sudden blackout? Some blame it on Homer Simpson, but no one really knows. Could be just a blink, could be for $Local:0 hours.)
The power plant was hacked, leaving the community without electricity. Expect $Local:0 hours of darkness.
(Power plant was hacked, leaving the community without electricity. Expect $Local:0 hours of darkness.)
The electric company has become aware that it's your lot that's the site of the accident. They will send an electrician as soon as possible. Next time, be careful with digging.
(Utility company became aware that it's your lot that's the site of the accident. They will send an electrician as soon as possible. Next time, be careful with digging.)
Distant power lines were damaged by lightning strike causing a blackout reaching far and wide. They will be restored in about $Local:0 hours. Hang on there.
(Distant power lines were damaged by lightning strike causing a wide blackout. They will be restored in about $Local:0 hours. Hang on there.)
A blizzard has covered the neighborhood in a blanket of snow. The same can be said for the power lines, and with too much weight from heavy, dense snow they have snapped. The power is out, expect to wait another $Local:0 hours until it's fixed.
(Blizzard knocks out power across the neighborhood covering it in deep snow. Outage is going to last $Local:0 hours.)
The screwdriver went too far when $Me tried to improve the voltage protector. It's not going to protect anything any more until it's fixed.
(The screwdriver went too far when $Me tried to improve voltage protector. It's not going to protect from anything any more.)
It wasn't a good idea for $Me to tweak with the inverter. Now it has stopped working. Get around to fixing sometime.
(It wasn't a good idea for $Me to tweak the inverter. Now it stopped working.)
The circuit breaker is no good. $Me needs a new one. Meanwhile, good old fuses will do. (P.S. Notice the comma next to Meanwhile)
(The circuit breaker is no good. $Me needs a new one. Meanwhile good old fuses will do.)
The fire has burnt the $Object and has caused the wiring to overheat, because the supply was not disconnected in time.
(Burnt $Object caused overheating of the wiring, because the supply was not disconnected in time.)
Apparently a major voltage spike went through. The surge protector should have stopped it, but the high voltages went through anyway, either because the surge protector hasn't been maintained or someone did a half-assed job.
(Apparently major voltage spike went through. Surge protector should have stopped it, but it was messed up, either because it haven't been maintained or someone did a half-assed job. )
The circuit breaker has crashed. It shouldn't have happened, but someone must have left an error lurking in the electrical box.
(Circuit breaker have crashed. It shouldn't have happened, but someone must have left an error lurking in the electrical box.)
The SimCity Collection Agency would like to make it clear to you that electricity doesn't come free. Since you have failed to pay your bills, it doesn't come to you at all now.
(SimCity Collection Agency would like to make it clear to you that electricity doesn't come free. Since you fail to pay your bills, it doesn't come to you at all now.)
The SimCity Utility Company regrets to inform you that your electrical power services have to be discontinued due to unpaid bills.
(SimCity Utility company regrets to inform you that electrical power services had to be discontinued due to unpaid bills.)
The SimCity Collection Agency would like to friendly remind you to Pay. Your. Bills. Until then, you will have to live without electricity and phone services. Loser.
(SimCity Collection Agency would like to friendly remind you to Pay.Your.Bills. Until then, you will have to live without electricity and phone. Loser.)
The SimCity Utility company is regrettably forced to disconnect your landline phone as well as your power supply until your bills are paid.
(SimCity Utility company was forced to disconnect your landline phone as well as power supply until your bills are paid.)
You currently have a power outage, but you are luckily running on backup sources.
(You have power outage, but currently run on backup sources.)
The power is off because the electrical panel is out of order.
(Power is off because the electrical panel is out of order.)
There's a power outage due to an event that happened last time you checked. Roughly about $Attrib:12 hours to wait.
(There's power outage due to event that happened last time you checked. About $Attrib:12 hours to wait.)
Your power is off because the circuit breaker is switched off.
(Circuit breaker is switched off.)
The phone doesn't work because of an issue in the electrical box.
(Phone doesn't work because of the electrical box breakage.)
There's currently a phone line downtime, you'll have to wait through.
(There's phone line downtime you have to wait through.)
The phone line has been switched off manually.
(Phone line is switched off manually.)
There's both a blackout and a landline issue. Welcome home!
(Both electricity and landline are down. Welcome home!)
Your phone is off and the power would be too, if it wasn't for your backup generator.
(Your phone is off and power would be too, if it wasn't for backup generator.)
The electricity is off for a mysterious reason. Checking the switchboard might help.
(Electricity is off for mysterious reasons. Checking the switchboard might help.)
Your power was cut off due to unpaid bills.
(The power was cut off due to unpaid bills.)
My custom scenarios:
Latest news: A local taxi driver put his foot on the pedal while in reverse and rammed into an light post. The cab is now a write-off and so is the pole. The bad news is that it also held up the electrical and telephone wires in the sky, now both shredded. This careless mistake is estimated to take $Local:0 hours to fix.
The understaffed and undereducated folk at SimCity Electric spillt coffee on the power port to the coffee machine. Although no immediate damage was done, the fatigue on one worker without coffee caused them to drool on a vital component of the electrical system, causing a citywide blackout. Judging by how many times this has happened before, you decide this will probably take $Local:0 hours to fix.
Somewhere in SimNation, someone fell asleep while a meltdown occurred at a nearby nuclear power plant. They missed the pretty colors of the new sunset caused by the toxic radiation. This meltdown is now sending a lack of power throughout the nation, and top analysts expect this will take $Local:0 hours to fix.
Electricity is rare at the moment as a lack of coal for the fossil-fuel power plant has sent production rates down. SimCity Electric has set up a new water wheel at the new bore the SimCity Waterworks has created due to the current drought, but a majority of the power produced goes to running the bore as it is a heavy spender in terms of electricity. Until a new supply of coal is found, the power will remain off. It's expected to take $Local:0 hours until a new source is discovered.
Also, if you're currently still working on the Pipeline as well, I know from the original post it was intended to serve more as a nasty object, but should it end up like the power box but to do with plumbing, here could be some ideas.
Upgrades:
Valve: It sounds pretty simple, and it is. Simply allows you turn turn the water off, acting like the Circuit breaker.
Filter: Filters the water going through the pipe, creating cleaner water which blocks the buildup of crud on the inside of the pipe, which would cause the pipe to clog, causing it to have to be repaired.
Pressure Limiter: Acts like the voltage regulator and prevents large gushes of water breaking the pipe.
And yet again, as I've said, if the pipe does end up more like the electrical box, here could be some scenarios:
External Issues:
Infrequent maintenance at the Simcity Waterworks has finally been caught up to. There's a buildup of crud in the water distribution system and the fittings on the pump are poor quality. It's expected to take $Local:0 hours to fix, and you will be reimbursed for the poor water quality and access recently.
It seems that a sinkhole has opened at the bottom of M. Goth Lake, an expansive reservoir dammed by the SimCity Waterworks a long time back, named after Mortimer Goth, who supplied the funds to build the dam. It's now draining away, leaving a large gap in the water supply. More water is being sent from the other side of SimNation, but it could take $Local:0 hours to arrive.
Local Issues:
Oh dear, it seems $Me struck a water pipe. Don't try to block it with your pinkie finger.
Hey, where's all the water gone? Checking the pipeline might help.
A large increase in the flow of water has made its way into your pipeline. The volume was so strong that it's broken the pipe. Get fixing.
It seems your sims haven't cleaned the inside of the pipe regularly enough. There now is a blockage, unclog it and make sure to keep up a routine of cleaning it in the future.
If the Sims don't have mechanical skill:
Does this have a control app on my SimPhone or something?
I never noticed there wasn't an easy access hatch on this thing...
I don't know where I filed the manual.
Oh and by the way, if you don't want to take any of these ideas, it's fine. Contributing in the first place is what matters.
Hello? Nice to meet you. I'm a rather small Sims 2 modder that well, mods (And seems to post a lot on the forums with seemingly with a lot of posts. Or maybe just around 60 but who cares idk how to count well actually I do but that's a story for myself.)
Check out my creations Here!
Posts: 1,574
Thanks: 17379 in 58 Posts
BkajnlConcepts, yes, the pipe is going to be something like electrical box, but about plumbing. I've made some notes when I researched this stuff, but haven't started "coding" yet. Still have a lot of reading and planning to do. Funny scenarios you wrote, I might use them
Posts: 978
I'll attach the screenshot below just in case. I've read that you're having hardware problems; I hope that you'll be able to fix them, but no rush on the mods. Thank you for your hard work!
Posts: 1,574
Thanks: 17379 in 58 Posts
Posts: 1,574
Thanks: 17379 in 58 Posts
Here you can get the updated file and read about what's changed. Don't forget to delete the old file before putting this one in your downloads and delete the Groups.cache. Also, existing electrical boxes on your lots may get reset due to code change and/or you may have to sell them and buy new ones, but not necessarily. As always, make backups or test in a testing 'hood. Hopefully, it's one of the final versions before the official upload.
Changes and fixes:
- Sims with 0 mechanical skill will be able to switch the breaker and close electrical box and, sometimes, to repair, maintain and tinker it (I found it annoying that they absolutely couldn't fix or tinker it, but didn't want to cut the noob reaction entirely, so I gave it a chance of occuring).
- 1-tile graphic model is set by default.
- Electrical box cycles through random settings each time you click to pick it up when building without family.
- Event inducing interactions are available outside debug mode (for now) + new one for fake landline outage. These interactions are helpful in testing, and I'm thinking of leaving them in the release version as well.
- If the phone line resumes working around 0-8 in the morning, unimportant incoming calls shouldn't get through. (I couldn't recreate the middle of the night call situation, but took some measures to prevent it anyway.)
- Bugfix: In apartments, neighbor's electrical box won't affect active family's phones on loading.
- Also in apartments, neighbor's lamps will be present, even if his part of lot was saved with power off.
- Fix for stuck smoke fx after repair.
- Fixed grammar in text notifications and added a couple of suggested scenarios. (Thanks, BkajnlConcepts! You may notice I've missed a few words here and there, but I mostly followed your advice.)
- Text notifications shouldn't pop up with -1 hours of power outage any more.
Supposed bugs I couldn't reproduce and therefore didn't fix:
- sims waking up to turned off lights (Sketching) - tested repeatedly, including toddlers on pet beds, but had no problems; will keep an eye on this issue
- self-fixing short circuit (BkajnlConcepts)
- non-working lights in apartments after power outage (Sketching)
- no settings with basement placement (grammapat) - the box works the same, basement doesn't make a difference
To do:
- issue with asking landlord to repair phone wire (Sketching) - landlord kind of needs to be reminded twice sometimes... haven't figured it out yet
- translation
Things to do later, when issues are fixed:
- diagonal wall placement - turns out diagonal objects are separate objects with separate GUIDs and all that, so I'm putting this in the maybe pile for now
- consider modding candle for romance
- consider kids running towards their parents
- consider powering one object without powering the others
- consider the sabotage/fiddling idea - turns out furious and grouchy sims' pranks are managed by the visitor controller, and I don't really want to override its functions, but I will think about adding user directed interaction
__________
@Sketching, since you experienced non-working lights more than once, could you please help me by answering a few questions:
- were the lamps inside apartment or in common area?
- were you playing with testing cheats on right before the issue came up?
- were you able to click on the lamps? what options were available?
Who Posted
|