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Shiftable Everything - Move Any Object Up and Down

by Lamare Posted 18th Aug 2022 at 6:29 PM - Updated 14th Aug 2024 at 12:19 AM by Lamare
 
71 Comments / Replies (Who?) - 33 Feedback Posts, 37 Thanks Posts
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Scholar
THANKS POST
#2 Old 18th Aug 2022 at 6:47 PM
This is possibly the most useful mod for this game in a decade
Instructor
THANKS POST
#3 Old 18th Aug 2022 at 6:51 PM
This mod is like a dream come true. Thank you <3
Mad Poster
#4 Old 18th Aug 2022 at 6:58 PM
Terrific! :lovestruc Thanks!

Does the window mask problem work with Numenor's Unlevel Wall #90?

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Constant Contestant
retired moderator THANKS POST
#5 Old 18th Aug 2022 at 7:06 PM
Wow! Amazing! Thank you so much!
just a girl
Original Poster
#6 Old 18th Aug 2022 at 7:32 PM
Quote: Originally posted by CatherineTCJD
Does the window mask problem work with Numenor's Unlevel Wall #90?

I don't know. I haven't tried it myself and haven't heard from others.

Thank you for your comments, everyone :lovestruc
Top Secret Researcher
#7 Old 18th Aug 2022 at 7:36 PM Last edited by fway : 18th Aug 2022 at 8:17 PM.
Very cool! I'm in awe that it was a simple "Init - Object" BHAV edit! This should be compatible with whatever other object semi-globals that have been edited, correct?

If so, it should be compatible with my "Fixtures/Appliances Mod" which makes Fixtures/Appliances (like counters/fridges/medicine cabinets/fire alarms) stay after move out.

Edit: just tested out your mod with my mod and it appears to work correctly. I haven't tested how it works if your mod loads before mine, but it does work if yours loads after mine.


Theorist
THANKS POST
#8 Old 18th Aug 2022 at 7:52 PM
So... now we shouldn't mess with objects to find a way to rise it...
There was such a neat brainsmashing with finding a way to put decorations on surfaces X)
just a girl
Original Poster
#9 Old 18th Aug 2022 at 8:14 PM
Quote: Originally posted by fway
Very cool! I'm in awe that it was a simple "Init - Object" BHAV edit! This should be compatible with whatever other object globals that have been edited, correct?

Yeah, it's that simple, I'm still a little shocked myself :)
If you mean private and semi-global Init functions, then yes, it should be perfectly compatible. The mods that override the *global* global will conflict with this.

Quote: Originally posted by Victor_tor
So... now we shouldn't mess with objects to find a way to rise it... :(
There was such a neat brainsmashing with finding a way to put decorations on surfaces X)

Well, now you get to invent various object combinations and tricks. Upper cabinets made of kitchen counters, bunk beds, table runner out of rug (ideas I saw other people implement while they were testing this mod). You can still be creative and smash your brain a little ;)
Top Secret Researcher
#10 Old 18th Aug 2022 at 8:19 PM
Quote: Originally posted by Lamare
Yeah, it's that simple, I'm still a little shocked myself
If you mean private and semi-global Init functions, then yes, it should be perfectly compatible. The mods that override the *global* global will conflict with this.


Ah yes, that's what I meant, the semi-globals. I'll try the other way around when I get to it, but since by default your mod would load after mine it should not be an issue.


just a girl
Original Poster
#11 Old 18th Aug 2022 at 8:26 PM
Quote: Originally posted by fway
Ah yes, that's what I meant, the semi-globals. I'll try the other way around when I get to it, but since by default your mod would load after mine it should not be an issue.

I did a quick HCDU check against your FixturesAppliancesStayAfterMoveOut packages, and it found no conflicts, so I guess you didn't override the global 10F, so the load order shouldn't matter.
Field Researcher
THANKS POST
#12 Old 18th Aug 2022 at 8:34 PM Last edited by AlfredAskew : 18th Aug 2022 at 8:47 PM.
I don't even know what to say, this is such an incredible gift. Thank you!

(Oh, and for the record, Numenor's OFB placement mod has the signs-jumping-away-to-the-edge-of-the-lot issue even in its current state. That might not have anything to do with the merge.)
just a girl
Original Poster
#13 Old 18th Aug 2022 at 9:01 PM
Quote: Originally posted by AlfredAskew
(Oh, and for the record, Numenor's OFB placement mod has the signs-jumping-away-to-the-edge-of-the-lot issue even in its current state. That might not have anything to do with the merge.)

Yes, it's not as much the merge as the whole idea. I tried to figure it out, and it seems like setting the "quantity per shelf" value in init doesn't always work. It's a shame, I would've liked more cramped shelves without the hassle of editing every single object individually.
Top Secret Researcher
#14 Old 18th Aug 2022 at 9:29 PM
Quote: Originally posted by Lamare
I did a quick HCDU check against your FixturesAppliancesStayAfterMoveOut packages, and it found no conflicts, so I guess you didn't override the global 10F, so the load order shouldn't matter.

Not at all. Yeah, that's what I figured. Though if I recall, some semi-global inits may reference 10F, though I don't believe that has any bearing.


just a girl
Original Poster
#15 Old 18th Aug 2022 at 9:48 PM
Quote: Originally posted by fway
Not at all. Yeah, that's what I figured. Though if I recall, some semi-global inits may reference 10F, though I don't believe that has any bearing.

You're right. Moreover, this is why this particular mod was possible. Absolute majority of Inits reference 10F making most objects "go through" it and become shiftable.
Field Researcher
THANKS POST
#16 Old 19th Aug 2022 at 8:07 AM
Brilliant, this is SO useful!
Field Researcher
THANKS POST
#17 Old 19th Aug 2022 at 10:41 AM
Thanks a lot, it's great
Test Subject
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#18 Old 19th Aug 2022 at 3:50 PM
I've been using this mod for a couple of weeks now and it is fantastic! Best thing made for Sims 2 in a long, long time.
Lab Assistant
THANKS POST
#19 Old 19th Aug 2022 at 9:50 PM
Repeating what's been said, but this is one of the best mods for Sims 2 in, like, ever.
Lab Assistant
#20 Old 20th Aug 2022 at 4:08 PM
Hey, the links for the two lighting mods in your description are currently missing/broken (I mean the text of the links is broken)!
Forum Resident
#21 Old 20th Aug 2022 at 11:06 PM
A must have !

I speak French only. If my statements are harsh, rude for you, that's not intentional. I just think Different due to my Language and my Culture.
But truly, I am open-minded than you think of.
just a girl
Original Poster
#22 Old 21st Aug 2022 at 10:24 AM
Quote: Originally posted by TofuSnorlax
Hey, the links for the two lighting mods in your description are currently missing/broken (I mean the text of the links is broken)!

Fixed them, thanks.
Mad Poster
THANKS POST
#23 Old 21st Aug 2022 at 11:27 AM
Thank you! Impressive work again by you.
Test Subject
THANKS POST
#24 Old 21st Aug 2022 at 11:50 AM
I'm here to report a problem: I installed the mod but can't get it to work. The keys that are indicated for moving objects do not move anything. From my experience with the omsp (which I still use a lot) in my case that I am Italian, the keys to move objects up and down are different from the "American/English" ones. So I tried the "Italian" keys I use for omsp, but those don't work either. What can I do? Is there a way to change the keys?
just a girl
Original Poster
#25 Old 21st Aug 2022 at 1:01 PM
Quote: Originally posted by Xirem26
I'm here to report a problem: I installed the mod but can't get it to work. The keys that are indicated for moving objects do not move anything. From my experience with the omsp (which I still use a lot) in my case that I am Italian, the keys to move objects up and down are different from the "American/English" ones. So I tried the "Italian" keys I use for omsp, but those don't work either. What can I do? Is there a way to change the keys?

The keys should be the same as for shiftable OMSPs. If the object doesn't shift, it may be too big, or you need to re-buy it if it was placed before installing this mod. There's also a possibility that you have a mod in your downloads that overrides this one. Try running conflict detection program and find out.

Googled Italian keyboards, and the brackets appear to be in the same place to the right of the letter P. Do they really not work? What keys do you use to shift things?
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