Mod The Sims
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-   -   Stupid/Random Questions V4 (https://modthesims.info/showthread.php?t=574020)

Bulbizarre 23rd Dec 2024 11:04 PM

Quote: Originally posted by Charity
Yes, I started using them when I didn't like that Perfect Plants kept every lot pristine when I wanted sims to garden sometimes. I just use the shears on lots with fancy landscaping that would require 6 full time gardeners to keep tamed. XD

http://paysites.mustbedestroyed.org...mslice/objects/

Under Magic Hedge Shears and Magic Rake. Rake deals with fallen leaves. Shears deal with everything else.

You can either put them on the lot permanently or just when you need them. I found that leaving them there caused sims to try and interact with them and throw errors.


I edited them to make them aspiration rewards!

LauraPamplonaS 26th Dec 2024 4:29 AM

I swear I remember seeing a mod out there that fixed sims getting sad all over again after a dead family member's tombstone was moved, but now I'm trying to find it and I can't find it. Maybe I dreamed its existence, but does anyone know what I'm talking about?

More than having sims cry about their long-dead relative all over again, I'm specifically annoyed by the memory of their deaths appearing for those new sims who weren't even born yet at the time of the passing.

Merry Christmas everyone!

Peni Griffin 28th Dec 2024 6:03 PM

Different problem, same hood: Eden's Land was created with all the stealth hoods renamed, so it doesn't have Pleasantview townies. It generates social group townies - mostly jocks - and NPCs, all adults except the paper girl because there's no unowned stores to spawn cashiers. So I had to make a few teens so the third gen would be able to date at all, but mostly I'm ignoring townies except when there's no available playables to romance for a particular sim. So I didn't notice till the sole second-gen Romance sim grew to elder that I wasn't getting "grow up with" options for any of them. It's really stark now, because teens and the grownups I made to act as their parents are appearing in grow up windows, but nobody else.

Is this standard, that you can't grow up social group townies and NPCs?

StrangeTownChick 28th Dec 2024 11:12 PM

Is there an easy way to fix custom foods or remove bad ones? I have so many listed as either "pancakes" or "lunch meat sandwiches" that I never make either of them since I have no idea what I'll get. And a bunch more that don't give plates when served, but I can never manage to keep track of which ones they are.

M.M.A.A. 29th Dec 2024 5:52 AM

Is it possible to increase the view distance from within a lot to show the entire neighborhood, all the way to the edges of the terrain? I have it set to the maximum/highest setting in the options and parts of the distant terrain are still obscured. I think I remember being able to see the entire neighborhood years ago... Granted, it's been a while since I've played the game, so I could be wrong...

Justpetro 29th Dec 2024 6:46 AM

Quote: Originally posted by M.M.A.A.
Is it possible to increase the view distance from within a lot to show the entire neighborhood, all the way to the edges of the terrain? I have it set to the maximum/highest setting in the options and parts of the distant terrain are still obscured. I think I remember being able to see the entire neighborhood years ago... Granted, it's been a while since I've played the game, so I could be wrong...


Welcome back!
See here, something I stumbled upon (I have not done it yet):

https://www.tumblr.com/episims/6848...-lot-skirt-size

Charity 29th Dec 2024 12:38 PM

Quote: Originally posted by StrangeTownChick
Is there an easy way to fix custom foods or remove bad ones? I have so many listed as either "pancakes" or "lunch meat sandwiches" that I never make either of them since I have no idea what I'll get. And a bunch more that don't give plates when served, but I can never manage to keep track of which ones they are.


It's hard to remove custom foods because it can break 'learned to make' memories or wants to make the food.

If you just want to fix the names, then make one of those 'pancakes' and see what it is, then find the file in Downloads and replace the text lists and the Catalogue description with the proper name. I've had to do that quite a few times.

Not helpful at the moment, but always keep custom foods separate and only in a testing hood until you've made sure that they work and are named properly.

simmer22 29th Dec 2024 1:23 PM

Quote: Originally posted by StrangeTownChick
Is there an easy way to fix custom foods or remove bad ones? I have so many listed as either "pancakes" or "lunch meat sandwiches" that I never make either of them since I have no idea what I'll get. And a bunch more that don't give plates when served, but I can never manage to keep track of which ones they are.


If the "default language" (in SimPE) of the item has the right description, it's possible your game is set to English (UK), and not US (default). The easiest way to fix it is to do set the language as "default only" in SimPE (it's a button), both for the pie menu and description (not sure if there are other places for food? It's likely). If you have a non-English game, it's still the fastest way, and it's also much easier to see which foods are CC.

It's also a good idea to keep food CC in a separate folder, so you can keep track of what you've got.

The problem with just removing them is that some sims could have already made a CC food their favorite food ("Chef's choice" at a restaurant), which can cause a few issues ingame. It also leaves memories of having made/burnt the food, so foods sims have interacted with can leave "trash" memories ("learned to make $subject" and so on) if the food is removed. It leaves some mess, but doesn't really break the game and is fixable.

There's a modded item linked/described here that apparently cleans up any memories + favorite food issues (I haven't tried it, but sounds very promising)
https://gummilutt.tumblr.com/post/7...ing-of-the-past
https://modthesims.info/d/673513/memory-commander.html (mod)
The batbox has some similar functions (clears favorite food?)

kestrellyn 29th Dec 2024 1:47 PM

The main issue with deleting custom foods is that they also show up in wants - wants to make a certain food, or learn to make it, or eat it, for example, so if you remove it you can get broken wants that cause errors. I don't know of any tool that can remove foods from want histories.

M.M.A.A. 29th Dec 2024 5:06 PM

Quote: Originally posted by Justpetro
Welcome back!
See here, something I stumbled upon (I have not done it yet):

https://www.tumblr.com/episims/6848...-lot-skirt-size


Thank you so much, @Justpetro ! It's good to be back!

I modified the Graphics Rules.sgr file as mentioned in the post you shared and it worked! Thanks again!

Phantomknight 29th Dec 2024 6:49 PM

Quote: Originally posted by Peni Griffin
Is this standard, that you can't grow up social group townies and NPCs?


I think in a vanilla game, the only sims that show up are ones that have a relationship with the playable growing up/sims the playable has met. So perhaps you aren't getting the option because when your playables grow up, they don't know those townies? I think there's a mod to be able to grow up anyone, regardless of relationship--you can try it and see if they show up. I can't find the mod, or else I'd link it. But it might be on insim/by Squinge, but that website has been down for me lately. I see it in my search results but browsers won't let me go there. I might need to use a desktop and see if I can override security settings.

jonasn 29th Dec 2024 7:39 PM

That tool was meant by me to only deal with memories. Then the blog writeup was made by someone else without my input. You can set restaurant food at any time for individual people without the mass cleanup, which affects eaten and cooked well tokens, lot fridge and personal inventory on standard plates as well as visible memories. On business lots the list shows all fridge menu, and on other lots its the normal restaurant foods. What is the error you get from want history? Are they simply blank or does the game crash?

simsfreq 29th Dec 2024 8:24 PM

Quote: Originally posted by Peni Griffin
Is this standard, that you can't grow up social group townies and NPCs?


I just tried to look this up and it's a Lua script so outside my knowledge to adjust it. The game code refers to "Townies", and it was a feature which came with Freetime so I assume that the family checked is just the Townies family and not the social groups or NPC families. It would be very like the later EPs not to bother adding the Social townies to the list of neighbours who can potentially be aged up.

BTW, BoilingOil's mod DOES disable the social worker entirely - he says so in one of the comments on the download page (on page 5 of the comments). It is very unlike him to have such undocumented features, so I was very surprised by it at the time. It's the one I have used in my apocalypse hoods and it definitely never lets the social worker appear. I had toddlers living alone with only dog bowls to eat from, and once even a baby, which I had to keep making visitors selectable for, since babies can neither starve, nor age up on their own, and I needed a way to move the lot on.

I use Pescado's SSHack in my normal games, which makes the social worker more reasonable, especially over temperature. This is what he explained about unmodded game behaviour in relation to his Seasons update:
Quote:
By default, you get a warning once every 5 hours if a kid exceeds 50 heat or cold. However, this is useless, since the warning itself does nothing, and the SS shows up instantly when you pass -95.


So presumably at the point you got the warning your child was already nearly at 95 heat level. It would have been much more useful to get a warning earlier. Unfortunately Pescado doesn't explain what his does instead, only that it's "awesome".

It works very well though IME - I have had children removed by social workers when they really needed to be (e.g. serious neglect/harm/abandonment) but I've never had a removal I felt was unfair.

Edited to add - there is a further post where Pescado explains how it works and why it was broken:

Quote:
If you have SShack, you will receive about 3 hours after the onset of the first warning to deal with the matter, which basically doesn't come until your sim passes out or freezes. If you do NOT have SShack, the warning is useless and completely ineffectual, as the SS will show up the moment your sim gets close to the pass out/freeze point, with no useful warning at all, as the arrival of the SS is not at all triggered to the warning due to the "sudden death" nature of temperature failures. It's just like how if something were to drop a child's "critical" motives like hunger or social to -100 instantly, the SS would immediately appear, even if there had not been a warning. The warnings are not actually functional at all, but give the appearance of such because hunger and social normally do not make abrupt changes. However, temperature DOES make abrupt changes in response to certain activities, and is not a gradually decaying function, so the warning tells you nothing.

AndrewGloria 30th Dec 2024 1:22 AM

2 Attachment(s)
Quote: Originally posted by M.M.A.A.
Is it possible to increase the view distance from within a lot to show the entire neighborhood, all the way to the edges of the terrain? I have it set to the maximum/highest setting in the options and parts of the distant terrain are still obscured. I think I remember being able to see the entire neighborhood years ago... Granted, it's been a while since I've played the game, so I could be wrong...
Quote: Originally posted by Justpetro
Welcome back!
See here, something I stumbled upon (I have not done it yet):

https://www.tumblr.com/episims/6848...-lot-skirt-size

I had the same issue. I thought I had previously been able to see right to the edges of the lot, but it is more likely that I was now trying to see things further away than I had been previously looking at.The problem really began in my custom 'hood of Baldrair Bluffs. I've recently starting building on the low-lying ground on the northern bank of the river, and was dismayed to find that the Bluffs on the southern side, couldn't be seen from the new lots. Now the Bluffs are, along with the river, the dominant feature of the landscape there. If it were real, they would be visible from all parts of the neighbourhood. So I really did want them to be visible from all lots. I had no idea how to do it until I saw @Justpetro 's post. Now I've made the changes that episims recommended, and the Bluffs are fully visible at the "Extra Large" setting, and most of them are visible at the "Large" setting.


So thanks Justpetro for the link. Now I'll have to log on to tumblr to thank episims.

kestrellyn 30th Dec 2024 5:29 AM

Quote: Originally posted by jonasn
That tool was meant by me to only deal with memories. Then the blog writeup was made by someone else without my input. You can set restaurant food at any time for individual people without the mass cleanup, which affects eaten and cooked well tokens, lot fridge and personal inventory on standard plates as well as visible memories. On business lots the list shows all fridge menu, and on other lots its the normal restaurant foods. What is the error you get from want history? Are they simply blank or does the game crash?


None of the above, they throw script errors.

Charity 30th Dec 2024 6:22 PM

Quote: Originally posted by simsfreq
BTW, BoilingOil's mod DOES disable the social worker entirely - he says so in one of the comments on the download page (on page 5 of the comments). It is very unlike him to have such undocumented features, so I was very surprised by it at the time. It's the one I have used in my apocalypse hoods and it definitely never lets the social worker appear. I had toddlers living alone with only dog bowls to eat from, and once even a baby, which I had to keep making visitors selectable for, since babies can neither starve, nor age up on their own, and I needed a way to move the lot on.


How is that an undocumented feature? It's literally what the hack says it does.

vegan_kaktus 30th Dec 2024 9:35 PM

a very dumb question, which I think I've seen answered somewhere but I can't for the life of me find it now that I need it: if I wanted to edit the "string" in SimPE when creating recolors etc, to read my name instead of a random bunch of numbers/letters, how would I do that? I've checked in the settings but I can't find anything, hmm.

simmer22 30th Dec 2024 10:22 PM

Quote: Originally posted by vegan_kaktus
a very dumb question, which I think I've seen answered somewhere but I can't for the life of me find it now that I need it: if I wanted to edit the "string" in SimPE when creating recolors etc, to read my name instead of a random bunch of numbers/letters, how would I do that? I've checked in the settings but I can't find anything, hmm.


Not sure if this is the thing, but I've got mine set up with my username in the "Ident" under Preferences. You could try to see if this is the one? It used to be a login for GUIDs and the like (when the site worked - I've got a very old login I used at the original SimPE site. Can't remember if I set it up before the site went down for good, or if it still works if you just put a username there).

inspiredzone 31st Dec 2024 5:24 AM

Am I remembering this item from Sims 1 and it's not from Sims 2 at all or am I just failing at finding it in the catalog? Or did I hallucinate it completely?

It was a pumpkin and there was a recolor that was a jack-o-lantern face?

simmer22 31st Dec 2024 3:42 PM

Quote: Originally posted by inspiredzone
Am I remembering this item from Sims 1 and it's not from Sims 2 at all or am I just failing at finding it in the catalog? Or did I hallucinate it completely?

It was a pumpkin and there was a recolor that was a jack-o-lantern face?


There's a large pumpkin/jackolantern with a witch hat in the Holiday pack, but it's just deco. Reasonably sure there aren't other pumpkins or jack-o-lantens in TS2 vanilla. I think there were some Store items here, but that's about as close as you get. Plenty of CC pumpkins (even carvable), though - pretty sure I've seen some where the face is a recolor.

Likely a TS1 item (there was one, described here).

TS3 and TS4 has pumpkin carving included in EPs/SPs.

inspiredzone 31st Dec 2024 5:48 PM

Quote: Originally posted by simmer22
There's a large pumpkin/jackolantern with a witch hat in the Holiday pack, but it's just deco. Reasonably sure there aren't other pumpkins or jack-o-lantens in TS2 vanilla. I think there were some Store items here, but that's about as close as you get. Plenty of CC pumpkins (even carvable), though - pretty sure I've seen some where the face is a recolor.

Likely a TS1 item (there was one, described here).

TS3 and TS4 has pumpkin carving included in EPs/SPs.

I do have that Store item, that's what I was thinking of. I couldn't find it because it's in lamps, not deco Good to know I'm not completely crazy!

Thank you!

simsfreq 31st Dec 2024 10:53 PM

Quote: Originally posted by Charity
How is that an undocumented feature? It's literally what the hack says it does.


No it doesn't. It says that it is a mod to allow you to leave kids and pets unattended. That's not at all the same thing as disabling the social worker. On reading that description, I would have assumed that the social worker would still come if children's needs/grades etc got too low, or if all the adults died or something. I thought it was just supposed to remove the game thingy which prevents the last teen-or-older sim from leaving the lot if it would mean leaving a vulnerable sim alone (it says something like "I really don't think I should leave the little ones alone" and the carpool drives away.) IIRC it was originally created because people were frustrated with this happening with vacations - I don't play BV so never tried this. But I think it's also a problem for people playing on Mac who don't have walk to work/school as an option since the carpool is then just gone and you have to miss work if you don't have a car. It was a long time ago and the convo was on Simbology so not sure now. But that's what I remember the mod was originally supposed to solve.

I can understand that it would be a way more complicated hack to figure out exactly why a child is unattended and send the social worker, or not, but I still think it should have been clearer that it's a no-social-worker-at-all hack :P

aelflaed 1st Jan 2025 2:01 AM

Quote: Originally posted by simmer22
Not sure if this is the thing, but I've got mine set up with my username in the "Ident" under Preferences. You could try to see if this is the one? It used to be a login for GUIDs and the like (when the site worked - I've got a very old login I used at the original SimPE site. Can't remember if I set it up before the site went down for good, or if it still works if you just put a username there).


I've wondered about this same issue for several years now...and I can't find any field in my SimPE with "Ident" under Preferences. Probably cupboard-blindness at work, but can you point me any more precisely please? I have version 75.69.23, in case that makes a difference.

simmer22 1st Jan 2025 5:25 AM

Quote: Originally posted by aelflaed
I've wondered about this same issue for several years now...and I can't find any field in my SimPE with "Ident" under Preferences. Probably cupboard-blindness at work, but can you point me any more precisely please? I have version 75.69.23, in case that makes a difference.


Preferences --> Ident (Menu to the left. Scroll down to the bottom, it's after "External Tools", icon looks like keys)

I've got 75f - is it possible Chris Hatch removed it for being "useless"?
It's an entire icon/preference menu option of its own, so shouldn't be hard to miss if it's there.

kestrellyn 1st Jan 2025 7:13 AM

I'm using Chris Hatch's version, and this setting indeed does not seem to be there.


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