Quote: Originally posted by HarVee
Right now I don't remember how it was done with mods or tricks, but it would also be useful for me to know. I think for now I would use a sim meant to be a townie, and have the sim deliver the pets through a phone. |
Quote: Originally posted by HarVee
there's an option on the sim blender that says to make pet a stray if that works for ya |
Quote: Originally posted by Phantomknight
I have the UC so I wasn't sure if it would make downtownies and social groups in addition to regular townies. That's a good reminder, I forgot that they spawned when initially creating a hood so maybe they wouldn't appear when notownieregen is taken out? Either way 30 seems like a lot all at once (since my population is currently 17) so I think I'll just make some smaller groups of townies and add them in periodically. Thanks. |
Maybe they need to go into the Pet Orphans family? I've never done anything with pet adoption. Strays are what come randomly to the lot on their own.
Spawn the created pet on the lot. With Instant Inviter click: Move to Family... -> Orphan Pets... -> name of pet. https://i.imgur.com/PHFps4u.jpeg |
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Ok, so for the pet adoption pool--can't you have a sim Give Up pets for adoption, and so add them to the pool?
But yeah, no, back to you, @jonasn--the more I dig into this, the more my mind is blown. I'm pretty sure being able to move out sims into a new separate household without the newspaper is a pretty new and unique mod ability. I feel like it's something simmers playing historical hoods would have wanted and would definitely appreciate, as then they wouldn't need the newspaper anymore. Even people who don't like creating npcs and townies in their hood would appreciate it--this eliminates the need for that, as, the newspaper's primary utility is to move out, no? So you could actually kill newspaper delivery and you wouldn't even need a computer. And then there's moving to the Uni hood: "Uni Homeless will create a new family in University. It will have 25 thousand dollars, which you can change with some other cheats." This sounds like you can move sims directly to the University sim bin! Am I misunderstanding that? If I'm not, that's definitely a thing modders have been trying to figure out for years. I'm not too familiar with insim and its features, but I feel like if these were options, someone would have said something by now; there's still a few insim users around, or simmers who've been around long enough to have used it. Idk. Call me crazy but I feel like you need to give yourself some credit and pat yourself on the back, if that's actually what it does. *Shrugs* ETA: Yes, this mod does let you move sims to the Uni Bin (see Sharon Wirth in Uni bin in my pic attached), and this is awesome--please put this in your mod description--this should be a featured mod, based on this alone. And that's were I was going to end this, but then out of curiosity I went and took a look at your mod description, because surely this is a featured mod. Moving sims to the university bin is as groundbreaking as Lamare's custom LTW's or Lazy Duchess's RPC and fixing the randomizer. (It's not, btw, for anyone else reading. Idk if any moderators are around right now but please take a look at it. Please tell me if I'm crazy/overreacting.) But jonasn, you don't even mention these features in the description! You pass the Instant Inviter off as merely a summoning mod (of which, yes, there are a few). Please add these functions to the mod description--people really should know they exist. These features should be known. But what did I find in the description? This: "Scheduling as NPC will cause some sims of the NPC family to become hired and appear each in its own unique manner and after a different delay. The fourth What does this mean? Like, are you saying that this just summons an NPC to do their scheduled work, without having to call them on the phone? Or can the user "Schedule" a playable or another townie "as NPC"? and have them act as an NPC? Even if it's just the former, that's pretty cool. But the latter? ! Haven't seen anything close to that; maybe Christianlov's All-In-One and Nanny would be a bit similar. But again, not really sure how to ready that sentence. So please elaborate, if you can. And then there's the pièce de résistance in your last screenshot of the "Move to Family" pie menu. (Because again, you did not talk about Move to Family function in your description, even though it's looking like the coolest part of your mod.) The picture shows "NPC" in the list of options under "Move to Family." What does that mean? Does this mean I can move a playable sim--like a legacy spare--to an NPC family? Like the Maid? The Gardener? Firefighter? Cop? Nanny? Social Worker? Repoman? Any service or delivery sim, basically? So that a player, could in theory, have a work around to having playable NPCs without having to resort to Sim Surgery and using look-a-likes? Because if so... Dude. Duuuuuudddddee. choice will create the person instantly and assign it as being on the NPC job. Not every NPC can be created or scheduled, as governed by their code." ETA: Okay, no, I can't add sims to the Maid/Firefighter/Repairman etc. categories--at least not in a way that I can see. But yes, I can make a sim an NPC. Not sure why I'd want to do that if I couldn't assign them a special role, but there ya go. BUT it does act like an instant NPC scheduler and scenario runner. You can schedule Service NPCs to show at their appointed time, selecting which one will show. And you can summon NPCs to do certain things and run their special scenario! I summoned the Repoman (He only took one thing, the spice jar set from the Bells, then left), the Burglar, then a Cop to catch the Burglar, the Cop to break up a Party, and the Social Worker (Daniel Bell got taken away. Don't worry, I'll summon him back to his parents. ...Eventually.) I didn't see the Cop scenario where he/she fines you for counterfeiting/hacking, but it's still pretty awesome! I can definitely see some storytellers having fun with that feature or simmers using it to facilitate random occurrence scenarios! And the inviting by Dialog feature is really nice! I've seen simmers wish for ways invite a whole bunch of people to a party or event at once, and this lets you do so, all at the same time. Seriously, I must have responded to that wish in the Hacks I'd like to See thread at least two or three times--this is definitely going to be on my list of recommended mods. And I can't stress enough how awesome it is to be able to move sims to Uni; you can play it like a regular subhood now! This is really an awesome mod, jonasn! Please update your mod description--this mod does so much more than you say it does and moving to the Uni Bin is not a small thing! Idk. Anyone else reading this? Am I crazy? I gotta go download this mod. |
Quote: Originally posted by Phantomknight
Yes, you can move people to the university bin. I used this to send teens from separate houses to university together. Of course it does not feel legit and proper. I tried to implement it on the computer, but got bogged down in the money and scholarships and could not complete the mod. University is just another temp next to the family number to indicate where to pin the family. No sorry, you can't turn people into NPCs that easily. Moving them to the family is one step of the process. Their coding is taken from the Original GUID, which must be edited in Sim PE. When you move someone into the NPC family, they cease to be playable obviously, and just sit there until called. If you already have an NPC, you can move him and he will work. Another way of making an NPC without Sim PE is to create him new, do plastic surgery, other makeover and properties and move him into the family. You can do it with my Tombstone or the NPC Gun built-in object (limited ages and selection). The option is just that, taking a person out of one family and putting into another. There are several scenarios when that is useful. If you put someone into downtownies, lakes residents or strays, they'll do their role right away. Scheduling only works on a few NPC forwhom the coding allows it. To spawn a gardener or social worker (dangerous) the usual way you can use the menu option "Service NPCs..." which starts by creating the work car. I will consider improving the description, and remove the experimental stuff about NPCs. |
I wonder if it's possible to always make it rainy, regardless of the season. I have this idea for a new neighborhood "Tragic City", where it's permanently rainy.
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@HarVee check out Seasons Automatic Lot Based Weather Control by Sophie_David; that will let you simulate different climates where the weather event is proportional, instead of 100% all the time. So you could set up your lots to rain heavy 50% of the time and light rain the other 50% etc. Otherwise, any weather controller (Nopke's, Simwardrobe's, Pescado's cuz I think the Batbox can also control the weather) can let you set the lot to rain all the time. And then there's the aspiration reward, if you don't mind the giant hunk of metal.
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I hope the description is now clearer. I renamed the option to "New Family" to be more precise.
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Quote: Originally posted by HarVee
If you're mean you can also put them on a lot with a sim and starve them until Animal Control shows up ... Yeah, I'd pick one of the other options lol. |
Quote: Originally posted by Charity
XD Written it sounds terrible. |
Quote: Originally posted by Phantomknight
I gave Nopke's a go. It works great for what it's intended to be. I just wish I didn't have to manually freeze the weather. It would be easier for me long-term (as I was thinking of sharing "Tragic City") for a mod that sets the chance of all weathers except rain and thunder to 0. |
There is a device - available here on MTS I believe - that if you place it on the lot, when that lot is active it is always in a state of Deep Snow. It should be possible to do the same with other weathers.
(I mean, I could hunt through my download history on here, but I got it years ago and I've already had one headache today...) |
Has anyone ever taken an apartment lot and just swapped out the apartment doors for hotel room doors, added a check-in desk, and changed the zoning to 'Lodging'? Does everything still work in that context (probably most specifically kitchens/eating in an apartment-turned-hotel-suite?) or are there things that are fundamentally incompatible with just swapping lot functions so easily?
It's a question I've had for a while but it occurred to me that it would be a more interesting way of justifying more skyscrapers in the downtown of my modern-urban Far East vacation neighborhood as I gradually get ideas there... |
Quote: Originally posted by Peni Griffin
I don't know if it's on MTS but it's a Chris Hatch mod. It's a little hanging skier. I use it on my ski lodge community lot in Three Lakes. I came here with a question but forgot because I knew that answer. I'll be back :D |
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