Quote: Originally posted by gummilutt
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If you have enough space on your hard drive, you can have multiple accounts (log-ins) on your computer and a complete set of neighborhoods in each. It's a bit less work then renumbering all those files. I have one gaming account with a mega-hood set up and another with stand-alone versions of the same Maxis hoods. Each also has its own version of Widespot.
There's nothing wrong with renumbering all the files to make a duplicate hood. I just thought I'd offer an alternative for other people as lazy as I am. |
I'd shared one version of my new Megaheaven hood (mega hood where I bred all the premades myself, from my own versions of the Ancestors) but after continuing to work on it (got so much done that I didn't think I would actually do), I plan to share the second (and last) version and I'd considered re-numbering it. I plan to use different copies for different story ideas but it's easy enough to switch them out like I do with others so I'll just keep doing that.
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When I last started a new hood (used Tarlia's cleaned hoods) and the Newson family were in the family bin. I didn't want to play them, so I created a Kill-Lot, aged them all up and committed mass Simicide. I left the gravestones on the lot, and there they remain, Resting In Peace.
Now I've changed my mind, and want to play them. Would it be ok to go to the lot and resurrect them? Do I have to have a Sim that knew them do the resurrecting? (None of them knew any of my current playables.) Or would it be easier to download a new Newson family, or would that screw things up? You just never know with this game what might fuck things up... I would like them back, but not at the risk of buggering my hood up. Any advice appreciated! |
I have renumbered my hood with all of its character and lot files renumbered as well. The only problem I noticed was that any food or paintings in the inventory were basically unusable and worthless. So my guess is that anything "crafted" in a Sim's inventory at the time of the renumbering is not a good thing.
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Quote: Originally posted by klapaucius
If the graves are still on a residential lot, you can move in a new sim and use Cyjon's modded Resurrect-O-Nomitron. http://www.cyjon.net/node/115 With this version, your playable doesn't have to know any of the dead, but the graves do have to be on the same lot he/she lives on. |
Quote: Originally posted by SleepycatDSL
Such stories once passed the cameras on Simbology as well, if memory serves. I believe there was a mention of the need to rename/renumber all the lot- and character-files, as well as edit corresponding references in neighborhood files and such. I seem to recall that miros1 had a specialized text editor for that. |
Yes, it did come up at Simbology years ago, BO.
Maybe one day I'll try it, if I can get my brain working enough to figure out one of the renaming programs. Not interested in renaming 1000something files by hand. |
OK, I'm sure this have been up before but...
There is a cafe in the Uni subhood and they have this very large espresso machine (and a barista). But where is the machine under "bay mode"? I can not find it. |
Community lot- appliances I think.
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How do you get fish in a pond you make? I've never successfully made a pond that had a fishing option before.
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You just make a pond, perhaps you have a mod stopping it?
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Make it deeper in the middle and shallower on the sides. You need a minimum depth to get the fish, but if the sides are too steep the sims can't find a good place to stand.
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It you make a medium pond or a large one, it should have fish in it - sometimes they only appear a bit later.
If Sims cannot fish, it may be a mod problem - not necessarily a conflict; you just may miss a mod that makes another one work (because when my Sims could not fish, it was due to me using NoSimLoaded without having the SmarterEPCheck in my downloads - which is needed to make NSL work). |
And that had to do with the fact that NSL checks all fishing spots to delete the invalid ones. When you leave a lot where sims are fishing, most of those sims may "error out", leaving a fishing spot that is marked "in use" while it really isn't. The result is that less fishing spots are available, until the whole lake is blocked from fishing. So NSL tries to identify and delete those "in use" markers, also known as "lost fishing spots". Sadly, an undesired side effect is, that every time you load a game where sims were fishing, they may all lose their spot and need to re-cast.
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Try having No Sim Loaded, no Smarter EP check and giving birth, oh my oh my that was my first fun introduction to the mod- all because I didn't read through all the description.
BO, why does it need Smarter EP check? |
I am a bit confused about BOs kiss cheek mod, offered are 2:
kiss cheek kiss cheek - lean which one do I need to take? or should I download both? |
He says right there in the description. Lean does not have a Super Duper Hug fix. Since no sim loaded is on the list of essential mods to prevent the Super Hug you should have it already and only need lean of the kiss cheek mod. If for some reason you do not already have No Sim Loaded you would need the full version. I would also suggest you look over the essential mod list in case you are missing anything else. http://modthesims.info/t/532696 (the directors cut contains many non essential mods, but contains some essential mods)
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Quote: Originally posted by joandsarah77
That is a valid question, so I'll dignify it with as clear a response as I can give. First the general question: why does anyone, or any mod, require something like the Smarter EP Check??? Not all games are the same: one person has all the EPs and SPs, another has only a few, and some have none at all. And one person that has only a few, will probably not have exactly the same as any other person that has only a few. The fact is, even though *we* know what we have, and the game can figure it out, the MODS that you install have no clue! There is a way to find out if a certain EP or SP is present, but it's sloppy and longwinded, and also not very precise. Some SPs are based on this EP, and others on another. So it can be very difficult to check if you can safely call a specific Maxis BHAV. Adding an EP-identifying procedure to every mod that needs it, becomes a drag too, and all mods would grow longer if we did. So Cyjon made a special Global BHAV - yes, the Smarter EP Check - that he or anyone else can call whenever their mod needs to know which EPs/SPs are there. The only alternative would be to make many different versions of every mod: one for NL, one for Uni, one for OfB, etc... And that causes another problem: people constantly not knowing which version of a mod to download... So a unified checking system is much more convenient for all. And then more specific: Why does the NSL mod need this Smarter EP Check??? Well, my mod cleans up things that are related to certain EPs too. For example, there are references in my mod that relate to pets. But those should ONLY be done, if Pets or a later EP/SP is actually installed. Otherwise, they would cause one error after the other, sometimes dozens at a time. That would only increase the amount of problems, while I designed it to decrease them. Now I *could* of course, have done the same as dickhurt/dumbfuck (sorry, but those are names he calls himself) or Cyjon, and make my own version of the EP checker. But why would I? If you had some of my mods, some of Cyjon's and some of DH's, you would need to have all three checkers, because they are all different, and both of them only use their own version. So I decided to use one that already existed. And since I'm not very much a fan of dickhurt, I chose to side with Cyjon and use his version in stead of the "Game Edition Addon" (what dickhurt calls it). I hope that this answers your question sufficiently, @joandsarah77 ??? And this also explains something else. Some people often wonder why dickhurt's mods all need the Game Edition Addon: that's for the same reason why I use Cyjon's mod: to find out what EPs/SPs are in your game. Really, there is nothing fishy about the Game Edition Addon. It is safe and harmless, and will NOT destroy your game. He also has another addon that many of his mods require, especially if they deal with simoleans. THAT mod is also perfectly safe to have, because it adds just a few new Global BHAVs that are ONLY used by his own mods, and therefor will NOT interfere with anything else. Perfectly safe! |
So does that mean every mod that doesn't require Smarter EP check has some long messy code to check itself?
So why did the birth not happen? My sim tried to give birth, jumped and had no baby, four times before I realized what was causing it. Giving birth wasn't added in any EP. These are probably very silly questions. |
Can someone be kind enough to boot up their SimPE, open a neighborhood, click on Sim Description, select a random Sim from the list, open the FreeTime tab and take a screenshot of that?
Because mine looks like this, and I can't read what it says here under Decay Modifiers. Changing the theme in preferences didn't help either. Stupid Windows 10. |
Quote: Originally posted by joandsarah77
Not necessarily... Some mods don't need to know anything, because they only use code that already existed in the BaseGame. They can safely run without having an idea what EPs/SPs are there, because they don't need those to work. And some mods are ONLY for a specific EP, so they warn you that you should not download if you don't have that EP. Ignoring such messages will only cause you problems, but that is not the responsibility of the modder. They have already warned, after all. But I know that most of Pescado's mods will indeed each have their own routines for checking which EPs are present. And alas, sometimes his routines even make mistakes.
Quote: Originally posted by joandsarah77
It is not a silly question at all. But this is the hardest to answer, and even if I do, it will probably be hard to believe or even understand. Even I myself do not always exactly understand why some errors have such widespread consequences. You should know that the NSL also clears out expired pregnancy controllers. Those are controllers of pregnancies that have already ended. But the game is sometimes a bit slow to adapt. When the baby is born, and you still need to name it, technically, the pregnancy controller tied to that specific birth is no longer required, but it still ties in with the naming subroutine. NSL doesn't realise that, and there is no way I could make it understand. So in newer versions of the NSL I *only* clean those controllers at the beginning, as quickly as possible after loading a lot, so it only clears controllers that were invalidated in a previous session. Any birth that's in progress at the moment that you load the lot, takes longer to complete, so that controller is still in use, and will therefor not be touched. But now if the NSL runs into an error because it cannot find a BHAV that it needs, the whole procedure becomes invalid, and the game just cancels everything that is currently going on, in an attempt to minimize the damage. So your sim mother resets, the pregnancy is deleted, the birth process is canceled. Hence, bye-bye baby! |
Quote: Originally posted by DJ.
I hope this helps?? |
As BO said, some mods don't need to check for EPs, and some modders prefer to make separate versions when there are EP differences. Me, for example Slightly more confusing for people to download, but I prefer to keep the code simple.
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@gummilutt: You may be surprised at this, but from my perspective, using a single call to a specific BHAV to find out so much about the game and to make decision for several distinct games is simple as well. And if I need to update or to correct a bug, I don't have to run through multiple versions of the mod, trying to find and fix the bug in a different location in all of them. THAT is what *I* find simpler.
But it's good that we are all different persons with different preferences 't would be boring if we all agreed on everything. |
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