We have free seasonal public loos near beaches and parks that get looked after by an attendant to deter vandalism. They have identical male and female booths and a disabled booth where the attendant sits. She washes the toilet and replaces the paper every evening, and also directs men to go into a free female toilet. Its door actually opens without a mod. It probably costs the city a lot of money, but maybe less than if the toilet was vandalized. You need a credit card to enter some other loos. Or pay 0.50 to 1 euros to an attendant.
One oddity about them is that the actual toilet object is very small and low like it was made for a child. I've never seen such toilets elsewhere. It probably gets dirty sooner because adults have to hover above it. I think that European toilets probably need more water to flush. Because the water first mixes with the contents, then some of it flows away, and then I need to flush again to reduce the concentration of the waste material further. In America they somehow have a siphon effect even where once it starts going, it draws the contents of the toilet out. |
2 Attachment(s)
Quote: Originally posted by simmer22
The 'Bus Shelter is now visible in Neighbourhood View. One thing Icad didn't mention was that to make the change visible in Neighbourhood View, I had to save the lot in game, but I'm used to that when using Mootilda's Lot Adjuster. I also wondered if I'd have to repeat the changes on the recolours, but of course recolours don't have CRES or SHPE resources. (I'm more used to working with CAS items than with objects.) I must thank Icad for this. She hasn't been around much on MTS recently, but I'll try sending her a PM here on MTS, and hope that she sees it. |
Quote: Originally posted by simsample
I'd actually prefer that over our frequent motion sensor issue here: most of the motion sensing toilet flushes are overly calibrated. If you happen to move even the slightest bit forward or to the side, the toilet will think no one is there and flush while you're still sitting. I trust I don't need to explain how horrifying that is for many, many reasons. |
I don't mind them, but they are a pain to use with children. My 6yo is very sensitive and he is absolutely terrified of them If we are with his dad or another male then they can take him into the men's toilets to use a urinal, but most of the time they are too high up for him to reach.
Also while helping my 3yo on or off the toilet that is liable to set them off as well. They seem to be beginning to gain ground here in Germany. It is annoying. I have to say though I do love the extra-strong hand dryers like the Dyson ones. I read that the hygeine fears over paper towels were literally started and perpetuated by Big Paper Towel, which I find hilarious. The added noise of the extra strong hand dryers is annoying, but I can't stand the feeling of having wet skin, and ordinary hand dryers are just useless, like being vaguely breathed on. How does that dry anything?? |
Is there a way to change and fix the way the Sims walk? Above all, I need the sexy walk and the rabbit walk. I thought the mod I put in above would work, but it only lasts for a while. :/
|
Are you asking to remove any normal function of the game that changes walk style?
|
ACR question: if I enable the Global unmarried TFB, do I need to go to each individual's menu and enable it individually as well?
|
What (in this context) is a TFB? I tried looking it up on Google, but got even more confused.
EDIT: Oh! It must be "Try for Baby". But I still don't really understand. So it's maybe just as well that I don't have ACR! |
Quote: Originally posted by pinkdynamite
No, if that global flag is set the individual sim flags are all ignored. It will also bypass the requirements you would normally have to satisfy when only the sim flag is set, that the sims have to be engaged, going steady, or in love. |
Quote: Originally posted by kestrellyn
I want some of my sims to have their own walking style. With boolprop if you click on the stairs you can choose a walking mode, the same with the mod that I put before. But it only lasts a few hours. It must be some token or something, the truth is that I don't understand much about tokens, but I imagine that there must be some way to establish a way of walking without it being removed after hours. I'm sure it can be done without corruption or deleting anything. But unfortunately my knowledge is very basic. It seems so strange to me that in 20 years no one has solved it or it is a more popular topic. I mean, the sims 4 practically copied that system. |
They resotore the locomotion animations at various points to be as intended. A mod would have reapply them. In my game I sometimes see the Burglar sneaking when walking-by until I reset it. There are at least two ways the animations can be set. One is to select a "mood preset" and another one is to explicitly add the animations by names like in the youngadult walk. The second kind will not be saved with the person.
|
I see, I wish the animations could be saved with the sim, I hope someone finds a way to fix them one day. It has to exist, because if not they wouldn't work even without the mod a while later. I really need all the walks possible, especially the sexy one and the rabbit one...
So can it be done at least with the moods? I'm looking for "mood preset" but I can't find anything. Could you tell me how to do it please? Edit: Honestly, I don't understand anything. Can a walk be programmed so that a Sim can walk with it their entire life or not? |
There's no token, there are properties of the sim that determine the walk style, which are changed programmatically from time to time depending on what they're doing.
|
Okay, but can I make a sim behave like a rabbit, for example, or always walk a certain way? Or is it impossible and all the mods and tricks are merely aesthetic and short-lived since, as you say, the sim's properties are updated when the sim does something else?
Is there no way for a sim to walk with any mood or walking style forever? Is it impossible? If I see another neighborhood with some sim walking around in a special way I'm going to get angry xD |
Yeah, if you make a sim into your own custom NPC, you can give them whatever special behaviors you like.
|
1 Attachment(s)
Interesting: Would custom NPCs work in other people's games without mods and completely cleanly? I say this because my questions are focused on making custom neighborhoods without cc to upload.
--- Insimenator, as always, has what I want, walks that stay with the sim forever. I wish there were more walks besides werewolf and ghost, if I only had the rabbit one, the sexy one, skip, the sad one, the furious one and the happy one. My gaaaah |
Depends on whether you design them to use CC or not.
|
There has to be another way. I'm sure the coding needed is similar to what Insimenator does. I don't want cc to be necessary to play my nhoods.
|
An NPC is just a sim, just a character file. I gather you are already planning to include sims in your neighborhood, it's not any different than that, it just means that you manually edited one of the sims' character files in SimPE. Just like with any other sim, if you make the sim using CC, then the neighborhood will require that CC, if you make the sim without CC, it won't require any CC.
|
How do I do the things you tell me? A special npc that walks like a rabbit? Apart from that, I think I'm not interested in the behavior of any more npc. I would also like to know how to set a mood forever so that the sim walks the same forever.
|
I don't know, I would start by looking at how other people have made custom NPCs and how the social bunny template works. You'll have to do some research.
Walk style isn't based on the sim's mood. Sims will just walk in a happy or sad way based on their personality and what instruction they've given them, depending on whether that instruction is something they like to do or not due to their personality. I don't think there's any personality that will respond the same exact way to all instructions. |
My god, tree hours to come to this conclusion. And I'm sure there are people who know how to do it.
@simsample I see you giving useful and loving buttoms, do you know something that I don't know that you are keeping for yourself? xD Have you deciphered my mystery? xD You would know how to set walks forever? Please tell me yes. You said that you liked my hoods, I suppose you also know that it would be ideal for my rabbits to walk like rabbits and my brothel girls to walk like sexy ones. XDDD |
Personality mostly adds flavor overlay animations that don't change how the steps are placed. Like active personality walks with hands clapping. But the locomtion animations actually change how fast they move. Like ghost moves slowly, young adult moves a bit slower.
One of the parameters is called "LocoPersonalityIndex" and another is "LocoMoodIndex". Buy can stuff "Pregnant" and "Depressed" into personality so they seem not to be used as the name indicates. These variables travel with the neighbor until corrected. When "assign locomotion animations" is called, that stays on the lot where the person is. Burglar seems to stay as left as long as he only does walkby action instead of interactions. |
You're talking about normal operation, but there has to be some way to add a walk forever, like in insimenator. I wish I knew Simpe. Some trick, something. I guess the answer must be a custom npc, I'll try to research that.
Couldn't you mod creators create a mod with custom NPCs establishing characteristics such as walkings so that we neighborhood creators have it easier? It would be to create some archetypes with special ways of walking and then each person can change their face and so on with surgery. Or better yet, a damn mod, which uses Insimenator engineering to add more walking types forever? |
Quote: Originally posted by Sokisims
Yes, there are people who know how to do it - they are the ones who made other custom NPCs. So, to learn from them, you look at how the custom NPCs were made, like I told you. Insim only allows you to set locomotion styles that are permanent based on lifestate - the werewolf walk and the zombie walk. The ones the locomotor sets are the temporary ones. Obviously the permanent ones and the temporary ones work differently, this should not be surprising. |
All times are GMT +1. The time now is 3:11 AM. |
Powered by: vBulletin Version 3.0.14 · Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.