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

Rosebine 1st Jun 2016 3:16 AM

Quote: Originally posted by ihatemandatoryregister
In "what's happening in your game" thread I've seen people mentioning Sims being specific ages - e.g. 8 years old. How do they determine that from the aging system?

They probably don't. They use an age mod.

omglo 1st Jun 2016 4:48 AM

Is there a way to make a Sim look just like the Grim Reaper? I know that the outfit can be unlocked, but what about the skeletal hands?

Bulbizarre 1st Jun 2016 6:33 AM

I asked something similar a while ago:
http://modthesims.info/showthread.p...220#post4993220

joandsarah77 1st Jun 2016 8:00 AM

Quote: Originally posted by ihatemandatoryregister
In "what's happening in your game" thread I've seen people mentioning Sims being specific ages - e.g. 8 years old. How do they determine that from the aging system?


In my game kids have 14 days and each day = 6 months. They turn 5 on turning child, so they would be 8 at the end of day 6 of being a child.

klapaucius 1st Jun 2016 8:21 AM

Quote: Originally posted by Essa
Is it fine to have a cemetery in a Uni hood?


Ohh, I hope so - I've always had a cemetery in my Uni hoods! Gotta put those cowplant victims/poor swimmers/general nuisances somewhere, right? It seems the general consensus is, nobody really knows, but I've literally done it for years and it's never caused problems that I'm aware of. I started doing it because I always wondered if moving a grave from one sub-hood to another would be a problem, so every sub-hood (including Uni) now has it's own cemetery.

Essa 1st Jun 2016 1:00 PM

Well I think that I just have to back up my game and try.

Rosebine 1st Jun 2016 1:50 PM

Quote: Originally posted by klapaucius
Ohh, I hope so - I've always had a cemetery in my Uni hoods! Gotta put those cowplant victims/poor swimmers/general nuisances somewhere, right? It seems the general consensus is, nobody really knows, but I've literally done it for years and it's never caused problems that I'm aware of. I started doing it because I always wondered if moving a grave from one sub-hood to another would be a problem, so every sub-hood (including Uni) now has it's own cemetery.


Well then maybe you'd be interested in this mod?
Just another option, even though your UNI cemetery is going great.
Seems to be saying that moving from subhood is fine. I have this mod, and uses it

littlejestersims 1st Jun 2016 2:14 PM

I'm wondering if there is some kind of ''size limit'' to an apartment complex. I downloaded an apartment which I really liked but wanted to make it more roomy, so I reverted the lot back into a residential, tore down some walls to make two apartments into one. I made sure to delete the other apartment's door and to add a door to link the two together so that my sim could use it properly.

But alas, when I moved my sim into the lot and hovered my mouse over the apartment door, it says it's available but I can't click on it to rent it. The other apartments on the lot which I didn't mess with still work as they should, just not the one I edited.

Am I perhaps missing something or is the apartment I'm trying to move my sim into just too big?

// I figured out the issue, I had accidentally added one extra door that combined the large apartment with the one above it.. Bit difficult to explain but everything's in working order now. Thanks very much for the help

Peni Griffin 1st Jun 2016 2:26 PM

I've made some pretty big apartments for Rhett's brood in the Uberhood challenge. It's easy to get one little piece of building wrong in an apartment, so I'd go over it some more and, if you can't find anything, get a nice clear screenshot and post it to get fresh eyes on.

omglo 1st Jun 2016 2:52 PM

Quote: Originally posted by ihatemandatoryregister
I asked something similar a while ago:
http://modthesims.info/showthread.p...220#post4993220
@ihatemandatoryregister did you try it? As for your question, there is an invisible head on Simslice to solve the clipping problem.

ETA: Link, now that I'm on a computer. http://sims2.simslice.com/sims2downloads-pg3.html

NewSimgirl2011 1st Jun 2016 9:33 PM

Quote: Originally posted by joandsarah77
They are done in sets and I use a blue sky with cloud set and I could if I want change the sky in my hood but I don't tend to, maybe at some point I will get bored with this one and change it. I think I have about 12 different options in the horizonless set that I use now. So yes multiple pictures and I have them in my Hood Deco folder inside my Download folder. If I wanted something really different looking I would have to install another set. it isn't a default so you can have as many in your download folder as you like. Since the block (it looks like a blue block) is placed out in the middle of my hoods sea it wont be so easy to change. easier in a large grassy hood.


Does having the sky mod ever look weird if your hood isn't compeletly flat?

Like when I had my sky mod, I was in a lot one day and I tabbed to the sky and it looked like my sky was cut in half.
One part was the sky mod and the other was the sky that you have if you didn't have a sky mod.

(If that made sense I'm surprised.)

Bulbizarre 1st Jun 2016 10:28 PM

Quote: Originally posted by omglo
@ihatemandatoryregister did you try it? As for your question, there is an invisible head on Simslice to solve the clipping problem. You can get it on The Booty.


No, I...kind of forgot about it.

omglo 2nd Jun 2016 2:00 AM

ETA: Reloaded everything again and the skin in the link works this time.

joandsarah77 2nd Jun 2016 2:59 AM

There is an invisible skin, i used that with a Grim costume some years ago.

AliaD85 2nd Jun 2016 8:16 PM

I've recently installed InTeen and already had ACR. Is there a reason why my sims are showing no bolts of attraction with anyone they meet and check out?

Justpetro 2nd Jun 2016 10:04 PM

They first have to check someone out

Peni Griffin 2nd Jun 2016 10:21 PM

She said she was checking them out.

If this is all sims, I'd troubleshoot it.If it's only one or two, I'd check their turn-ons/offs for unfortunate combinations - conditional ones can make voltage vary a lot, and ones for, for example "underwear and cologne" aren't going to show up on random townies in random bars. However, they still ought to be getting single-bolters with compatible starsigns and aspirations.

One thing that happens when you're trying to play queer sims is, that there are points in the scale of male/female attraction that cancel all boltage with everyone; and if a lesbian scopes a room full of straight women she's not going to get any boltage because none of them reciprocate the attraction. If you're not playing large numbers of queer sims then it can take a long time to find someone who hasn't already been accidentally set to straight; and even if you have, in the case of townies in particular, they can get pulled back and forth up the scale by the conflicting gazes of mate-seeking sims and hover for a long-time in the "no possible boltage" zone. So this is something to check before you sigh and pull your downloads folder.

stitching 2nd Jun 2016 11:12 PM

The age of the sims could be a factor too. Even with Inteen, teens will only show chemistry bolts with other teens in the relationships tab and adults won't show any for teens either, even if they do have positive chemistry. However, if there is positive chemistry between a teen and adult there will be the bolts in the interaction menus when the sim talks to other sims.

AliaD85 3rd Jun 2016 1:22 AM

Thanks guys. I'll double check to see if its just my teens or adults too. I do believe it affects my adults as well. I haven't had any bolts when they've checked someone out either. I'll double check.

marka93 3rd Jun 2016 3:40 AM

Try the "scope room" option and see if any one of them light up.

Annaminna 3rd Jun 2016 4:11 AM

What I found the only thing what lightens bolts up is if sim is asking another sim "Do you like me?". Explanation is that sim who has no gender preference settled cannot choose men or women to light up.

BoilingOil 3rd Jun 2016 4:18 AM

Exactly! A sim must first have a preference - for either gender, or for both - before bolts can be generated.
And the fact that there are no bolts between teens and other ages, is caused by the way Maxis has set up the entire attraction system. No mod is able to change that, alas.

RoxEllen1965 3rd Jun 2016 4:50 AM

When I set up a neighborhood for the first time, I always use the SimBlender to assign gender preferences to all sims who don't already have one (townies, dormies, etc.). You can choose percentage for each orientation (% hetero, % gay, % bi), and which sims to apply it to (all sims without gender preference, all sims in the neighborhood, or only townies/NPCs).

AliaD85 3rd Jun 2016 4:54 AM

Okay, so I double checked it. I went into my medieval almshouse (aka the Mean Girls' house), and my royal placeholder visited. I had every girl in the cloister check him out. I found one negative bolt for a sim in another residence. I have had the girls checked out before. No one else has any other bolt effect. *shrugs* It could just be that no one has seen anything they liked yet. I'll play a little more to make certain.

On another note: If I run HoodChecker and it tells me that the check was aborted because of a neighborhood error, how bad a sign is that?

Annaminna 3rd Jun 2016 5:45 AM

Quote: Originally posted by AliaD85

On another note: If I run HoodChecker and it tells me that the check was aborted because of a neighborhood error, how bad a sign is that?



Your hood is okay. Hood Checker throws this error when you created new The Sims 2 folder with Pleasantview template disabled/deleted.

joandsarah77 3rd Jun 2016 5:47 AM

Quote: Originally posted by AliaD85
On another note: If I run HoodChecker and it tells me that the check was aborted because of a neighborhood error, how bad a sign is that?


Try renaming your sims 2 folder so it makes a new one complete with Pleasantview, then copy paste the hood you want to check into the new folder, being careful not to paste it over the top of any other with the same number. I have to do that with Coral Bay since Hood checker can't find it due to the removed templates I have.

AliaD85 3rd Jun 2016 6:13 AM

Thanks guys! My sims folders thank you too!

iwillnotbreak 3rd Jun 2016 9:15 AM

If my sim has a "become friends with [himself]" want....does that indicate some kind of corruption? Slash is this something hoodchecker can fix?

Ice_Elf 3rd Jun 2016 1:56 PM

I'm currently setting up an uberhood using meetmetotheriver's hoods and have decided to start by remodelling all the crappy empty houses and community lots in the hoods (so... all of them then).

If I've not touched any occupied houses yet, or any of the sims in the sim bin and intend to be very careful on any lots that have gravestones -so in effect I'm just building, what are my chances are corruption?

I'm asking because I read somewhere that chances of corruption start when you load a family or open cas? Is that true?

joandsarah77 3rd Jun 2016 2:09 PM

Quote: Originally posted by iwillnotbreak
If my sim has a "become friends with [himself]" want....does that indicate some kind of corruption? Slash is this something hoodchecker can fix?


Yes it can cause issues and is one of the mods fixes you should have. We used to use Drama fix by pescado but BO made another one recently that was just for met self memory with no extras. http://www.leefish.nl/mybb/showthread.php?tid=7042 You may need to remove the memory with simpe or there is the ingame memory manipulator, that might work. You might be able to remove it with 'trash memory' I think on the bat box.

BoilingOil 3rd Jun 2016 2:34 PM

Quote: Originally posted by iwillnotbreak
If my sim has a "become friends with [himself]" want....does that indicate some kind of corruption? Slash is this something hoodchecker can fix?


It is not really *corruption* (it will never cause your game to crash or something like that), and I cannot say if hoodchecker fixes it. But I agree that it should normally not happen.

If your sim already has the want to be best friends with himself, any fix is too late to save *his* sanity. He obviously has a memory of having met himself. As joandsarah77 says, future instances of that memory can be prevented with either Pescado's mod or mine.

But this one sim's memory can be removed in SimPE, or by any other means that Jo proposes. And the effect of the memory - the fact that he now wishes to be friends with himself - that can no longer be undone. It's too late to fix that. But with the proposed fixes, you *can* make sure that other sims will not get the same want in the future.

joandsarah77 3rd Jun 2016 2:54 PM

I seem to have this vague memory of reading that very bad things would happen if you got that memory, it was all to do with tending bar. It was talked about a lot on the exchange. So it's not so terrible?

Peni Griffin 3rd Jun 2016 2:54 PM

Hoodchecker does remove "met self" memories.

It's not entirely impossible for corruption to happen during building - if, for example, your computer crashes it is always possible (in any program) for data you're using at that time to be damaged - but most meaningful corruption involves mobile sims (including some animated items) so if you're only building you're unlikely to create any accidental problems.

The only thing to look out for when building is the possibility of an NPC-generator generating an NPC. When building for yourself, this may not matter. When sharing, or building for your lot bin, it can be a pain in the neck, because you don't want to package up or place in the bin a lot with NPC data attached to it. If you open a community lot and see a little NPC behind the bar or at the stove, exit to the neighborhood immediately and then get back in - most likely the NPC will be gone and the crisis will be averted.

If building in an empty neighborhood, you can double-check this by having the Character folder open in your file browser and looking to see if it's gotten a character in it. In a populated place like Pleasantview, checking would be less convenient, but spawning a brand-new NPC is also less likely (if you have proper antiredundancy suppression) in a populated neighborhood that already has NPCs for each job. I don't know that Tarlia's do, but you can easily check in SimPE. It's not something to be paranoid about in any case. Just generating an NPC while building doesn't corrupt anything, and if you're not backing up stages of building to the lot bin or package files it won't be a problem at all.

Ice_Elf 3rd Jun 2016 4:14 PM

Thanks for that. I'm just building for myself with the intent of playing the mega hood and though I'm backing up in between, want to check that when I've fixed the last lot I'll have a safe pretty back up incase corruption happens when I start live mode

mdsb759 4th Jun 2016 12:03 AM

base game's toasting object (Miscellaneous/Party); do the toasting interactions become unavailable after a certain amount of time and/or after a certain number of toasts? without hacks/mods.

Justpetro 4th Jun 2016 12:15 AM

When the bottle is empty?

Rosebine 4th Jun 2016 12:22 AM

My sims never once saw, the bottom of it...

Tzigone 4th Jun 2016 2:25 AM

Quote:
And here's my random question: Has anyone ever had townies fall in love with each other?
Not sure about love, but I definitely saw two fall into a mutual crush when one flirted with the other on a community lot.

Annaminna 4th Jun 2016 4:52 AM

Quote: Originally posted by Tzigone
Not sure about love, but I definitely saw two fall into a mutual crush when one flirted with the other on a community lot.


Falling in love is possible because every romantic interaction increases long term relationship by one point.
I had it once happen when I played with sim who practically lived on hobby lot and Mr.Big and Ms.Big from Downtown did it.

klapaucius 4th Jun 2016 11:45 AM

So, a weird thing just happened - my UI went missing!

I needed a couple of placeholder Sims for my new dorm, so I grabbed a couple of Townie teens and sent them in. The new dorm loaded up, the two teens aged up.... and the UI was gone. A quick google suggested hitting the F10 key, so I mashed that for a while, no luck. I could click on stuff and direct one Sim around, but obviously without the UI I couldn't exit or switch Sims, or do anything, really. I ended up having to Ctrl-Alt-Del to get out. Nothing new added recently, any ideas what might be going on?

Justpetro 4th Jun 2016 1:04 PM

Townies - yes, some of those I made seem to be in love.

Bulbizarre 4th Jun 2016 1:11 PM

@klapaucius - I wouldn't have a clue, but just a tip in case it happens again - you can quit with the Q button. Unless the dialogs were also glitched....

Peni Griffin 4th Jun 2016 2:24 PM

Any chance that you or your cat had accidentally hit the tab key, klapacious? That puts you in cameraman mode and F10 won't toggle the UI on and off till you hit tab again.

SingleClawDesigns 4th Jun 2016 3:06 PM

If you have the build/buy enabler for community lots do the changes made on the lot stay or is it reloaded back to the previous state after each visit? I'm trying to find an easier workaround instead of having my founder sim buy all the community lots to build them up and want to take a community approach to building them so all sims contribute to the building process.

klapaucius 4th Jun 2016 3:45 PM

Quote: Originally posted by ihatemandatoryregister
@klapaucius - I wouldn't have a clue, but just a tip in case it happens again - you can quit with the Q button. Unless the dialogs were also glitched....


Hitting Q didn't work, unfortunately. Nothing worked!



Quote: Originally posted by Peni Griffin
Any chance that you or your cat had accidentally hit the tab key, klapacious? That puts you in cameraman mode and F10 won't toggle the UI on and off till you hit tab again.


I tried that, too. No joy. I spent a solid half hour mashing every combination of buttons I could think of. I haven't dared load my game up again yet, I'm just hoping it all somehow magically sorted itself out.

Annaminna 4th Jun 2016 4:02 PM

Quote: Originally posted by SingleClawDesigns
If you have the build/buy enabler for community lots do the changes made on the lot stay or is it reloaded back to the previous state after each visit? I'm trying to find an easier workaround instead of having my founder sim buy all the community lots to build them up and want to take a community approach to building them so all sims contribute to the building process.


No, things will not stay on unowned community lots if you are with sim visiting it and leaving.
You do not need to buy community lots anyway if you want to do makeovers. In neighborhood view go into lots and houses mode, enter any lot what you want redo and do it, If you want take money from sims use familyfunds cheat.

Ather 4th Jun 2016 7:32 PM

Question.

I may or may not have accidentally overpopulated my 'hood with a rather large family. 3 grandparents, 8 children (and 2 more on the way), and those children have just now started to pop out children of their own (so far it's only 3, but I'm expecting lots and lots of nieces and nephews in this family. They're all ridiculously fertile.)

So, first thing I can think of is to play with my multiples odds - can't remember the last time I checked them, but I think it was set to something absurd like triplets had a 30% chance or something. Echhhh... Not realistic at all, so if my memory is serving me correctly, I'll go fix that once I boot up my game.

Besides this family, there's ~14 bloodlines spread out across the 'hood. Sounds pretty good, but a lot of them are not nearly as... populous?... as the main family I have. So what do I do? Chill out on the overly-populated family's reproducing, make sure they don't marry into any of the other bloodlines, and work on expanding the others? Will that fix it? Or do I need to give this some more thought...?

EDIT: Actually, I gave it some thought. Who says all my Sims have to have babies, and who says they all have to die of old age?

Justpetro 4th Jun 2016 7:45 PM

I doubt if you have overpopulation causing problems - you can have something like 32 000 Sims (including townies) and I had hoods with all townies with more than 120 families (one is backed up, not corrupted, just became a bit of a nightmare to play - there are a ton of families - I cannot even remember exactly how many right now, but it could be 124 or something).

Ather 4th Jun 2016 7:48 PM

Well, yeah, it's not ridiculous at this point, but it's just a little irksome is all. Maybe I'm just panicking over nothing as per usual.

Mrmo 4th Jun 2016 10:52 PM

I'm sure this have been up before but I still want to know: What do get sims to overheat? I had two sims on the same lot (father and doughter sleeping in separate beds) and they did overheat the same night. I did not know what to do so I let them drink a lot of water to cool down. Yes, they did get back to green. Later that day I did send the man out on a jogging trip and when he come home he was still OK. When he played whit a stray cat and next time I checked he was overheating again. How? Is it the fever? OK, it's the last day of summer but still...

Notice: I also have a townie who also overheat. When I see her face in the relations bar her skin is red.

FranH 4th Jun 2016 10:59 PM

Mostly it's summer and playing in the sun/sunbathing will make them get sunburned..and overheated. If left unattended they'll pass out from heat exhaustion and that's not a good thing-so you get another pixel to throw water on them until they wake up and then send them to bed-because they'll need it.

Peni Griffin 4th Jun 2016 11:03 PM

Your house may not be entirely weatherproof. Sleeping, working, or playing actively will raise temperature outside and in non-weatherproof indoor environments in the summer. They can also overheat in the hot tub in the summer, but they can freeze in it in winter too!

Jogging in the summer usually causes overheating, but it's partly dependent on how high the sim's temperature is to start with. You might want to have him drink water or lemonade before starting to be sure.

To cool down, drinking water from the sink or lemonade from the juicer are effective; and water balloon fights will also lower temperature. Swimming in a pool or the ocean will also help, but it can take awhile.

There's a hot/cold shower mod here at MTS which has saved my sims from overheating more than once.

BoilingOil 4th Jun 2016 11:30 PM

Ah, yes, that cold shower sure is effective cooling sims down, just like a hot shower helps heating up freezing sims. I love that mod.

Playing with the wobbly water toy (I don't know its actual name, but it's the one you need a gold badge for) from the Toy Making Bench also helps with lowering a sim's temperature. It's fun for dogs, children and plantsims alike. And as a lover of plantsims, I like to give my sims that toy.

Rosebine 4th Jun 2016 11:46 PM

I have the ijAirconCeiling from Simlogical in every house
http://www.drealm.info/simlogical/s...s2_Voyaging.htm

iCad 5th Jun 2016 12:14 AM

If you can't/don't know how to weatherproof the house and don't want to use CC and have M&G: The ceiling fans and radiators that came with M&G will also cool down/heat up rooms. (So long as they're turned on, of course!) I have several houses that don't have weatherproof attic floors and I haven't been successful in weatherproofing them (usually because of use of the constrainfloorelevation cheat) and Sims sleeping in bedrooms up there in summer/winter will overheat/freeze. If I put ceiling fans/radiators in there, it'll keep them from extremes. They'll still get hot or cold but won't freeze or get heatstroke. Kind of like real life.

Mrmo 5th Jun 2016 12:50 AM

I don't know if it's weatherproof or not but I guess it make sence. It is a standard lot from the bin (link below) , nothing custom or self built. I was a little shocked that two of the sims did overheat at the same time as it have not happend before. Not like this. Oh well, thank you for the answers.

http://vignette1.wikia.nocookie.net...=20120814231637

iCad 5th Jun 2016 1:03 AM

If it was one of the lots that came with the basegame or an expansion put out before Seasons, then it is totally possible that the lot isn't weatherproof, particularly if it has an attic floor where the walls that are part of the roof are taller than 16 clicks high.

My stupid question: When I'm playing in apartments, I usually have the "aptsublotspecifictoolsdisabled false" cheat turned on, mostly so that I can place or remove stuff in the common areas. The trouble is, whenever I exit the lot -- like if I send a resident to a community lot -- the cheat turns off and I have to type it in again. Is this the way the cheat normally behaves, or do I have something screwed up? If it is normal behavior, if I were to put the cheat in my userstartup, would it stay on permanently or would it just not work? I'd try it and find out except that I'm not at home at the moment, so I don't have access to my Simming computer....

Rosebine 5th Jun 2016 1:06 AM

Quote: Originally posted by Mrmo
I don't know if it's weatherproof or not but I guess it make sence. It is a standard lot from the bin (link below) , nothing custom or self built. I was a little shocked that two of the sims did overheat at the same time as it have not happend before. Not like this. Oh well, thank you for the answers.


Well, this is because many houses in the bin have been there since the base game, so not compatible with Season EP...When playing with them, YOU must make some changes.
Ninja'd by Icad.

By the way..does anyone have a link to how to weatherproof houses? I build them, but at times I noticed that sims would get too hot after sleeping all night in their beds...so maybe there is something I am not doing?

iCad 5th Jun 2016 1:14 AM

Quote: Originally posted by Rosebine

By the way..does anyone have a link to how to weatherproof houses? I build them, but at times I noticed that sims would get too hot after sleeping all night in their beds...so maybe there is something I am not doing?


I have one saved that I downloaded from TSR many moons ago. I'm not going to go there to find a link for you because I have a policy of not visiting TSR so as not to give them ad revenue. But if you're willing to go there and they still have a tutorial section, it might still be there.

Alternatively, there's this: http://www.modthesims.info/showthread.php?p=1600407 But the pictures are gone now. It's still pretty clear how to do it, though. On the other hand, the problem is not always attic walls. But if that IS the problem...there you go. Unfortunately, this doesn't always work or doesn't easily work if the lot was built using building cheats, constrainfloorelevation false in particular.

Rosebine 5th Jun 2016 1:17 AM

Thank you much Icad. I never or rarely use that building cheat, I am not good enough, or lack practice..however you prefer
I'll go check those out.

gummilutt 5th Jun 2016 2:51 AM

Just checking to see I'm not making this up, but having an AL ceiling on a room automatically weather proofs it, does it not? I know that doesn't work in every situation since not all rooms can have a ceiling, but since nobody mentioned it (I think? I'm so tired I may well have missed it) I just wanted to check.

iCad 5th Jun 2016 2:53 AM

Quote: Originally posted by gummilutt
Just checking to see I'm not making this up, but having an AL ceiling on a room automatically weather proofs it, does it not? I know that doesn't work in every situation since not all rooms can have a ceiling, but since nobody mentioned it (I think? I'm so tired I may well have missed it) I just wanted to check.


Not if one or more of the walls of the room are taller than 16 clicks high (as some attic walls are), no. Unfortunately.

Peni Griffin 5th Jun 2016 3:18 AM

Don't you mean "less?" Putting a ceiling on the attic should make the wall above it into a new room on a higher story.

iCad 5th Jun 2016 3:33 AM

No, I mean when you make an attic with living space in it, as opposed to a standard two-story house with 16-click high walls on top of each other and a roof on top of the upper 16-click-high wall. As in, say, a Cape Cod style house: You build the ground floor, which is usually box-shaped, and then you put a simple side-to-side gable roof on it, so that the roof slopes face front and back. The game builds the roof which includes walls on the "open" sides of the gable, on the sides of the house. Those are exterior attic walls. Depending on the size of the house and the pitch of the roof, the middle section of the attic walls are likely to be taller than a standard 16-click-high wall. In fact, for building livable attics without using any building cheats and without building any dormers to expand the space, those parts of the attic that have exterior walls that are 16 clicks high or more are the only parts you can use to build livable space in or else any interior walls you build will poke through the roof. Given that, any rooms that you build in the attic that have a non-dormer exterior wall are pretty much guaranteed to have walls that are taller than 16 clicks high. If you leave them just as-is, the affected rooms will be weatherproof in the sense that they won't let in rain or snow (because there's a roof above them) but they WON'T be weatherproof in terms of temperature. So, if there are bedrooms up there -- as there usually are in attic spaces -- Sims are liable to overheat or freeze in their sleep in summer/winter but should be OK in spring/autumn. Putting a ceiling on such a room does not, unfortunately, fix the temperature issue.

Personally, I don't worry too much about this; I just use ceiling fans and radiators to cool/warm the space when necessary, especially if the roof of the house was a bitch to build in the first place and I don't want to delete part of it and then rebuild it. But for other people, it's a really bothersome thing.

mdsb759 5th Jun 2016 3:45 AM

noticed a number of posts in various threads mentioning ACR. ACR = "Autonomous Casual Romance"?
that mod makes all romantic socials autonomous?
and that mod enables incest?

roofs
how big and how small can each roof type be?
3 of the base game's roof types can be a room; Shed Gabled, Shed Hipped, Mansard. what would be the the smallest/biggest for those to be considered rooms?

iCad 5th Jun 2016 3:52 AM

Yes, ACR = "Autonomous Casual Romance." Yes, it enables autonomous romantic interactions that are not normally autonomous, like woohooing and trying for baby. It can also (if you set it so) make all romantic interactions essentially non-autonomous, even those that are enabled autonomous in the game. Yes, it can (if you set it so) allow romantic interactions between teens and adults (And before you skeeve out, it's useful if you also have Inteen and use its "independent teen" lifestage, which makes those in the second week of teenhood into 18+ "teens," so that they are basically adults, only smaller.) No, it does not allow incest as the game defines it. In other words, it doesn't allow romantic interactions between anyone more closely related than second cousins (Or first cousins, once removed.)

And I'm not sure what you mean by how small can roofs be. Most (except non-shed gables) can be as small as 1x1 tile. Anything bound by walls and a roof (flat or pitched or -- I believe, although I never use them, myself -- the meshed roof pieces that came with M&G) is considered a "room" by the game.

DezzyDoesThings 5th Jun 2016 4:09 AM

Okay seriously...is there like a permanent corruption with the Beaker house? I can't get the house to load.

Yes, this is the original Maxis Strangetown. I get there are problems.

This is NOT the first time the Beaker mansion has screwed me. I've had this happen too many times to count, it leads me to believe it is the lot itself. Does anyone have any answers about that?

Edit: I managed to save the family living in it by moving them out so it IS the house. Why. Just why.

Zarathustra 6th Jun 2016 3:03 AM

There are a few objects (all water plants, so far as I can tell) that have multiple sprites despite being the same object as far as the game is concerned, and picking it from the catalog randomly selects one of those sprites each time. Some of them (cattails) are similar enough that it's not a problem which one gets selected, but others, like the lilies (both big and small) are different enough that I always want a specific one, and the fact that the game is random about it annoying. Is there any way to cycle sprites without re-selecting from the catalog each time, or to temporarily lock it on a specific one?

Rosawyn 6th Jun 2016 5:19 AM

Quote: Originally posted by Zarathustra
There are a few objects (all water plants, so far as I can tell) that have multiple sprites despite being the same object as far as the game is concerned, and picking it from the catalog randomly selects one of those sprites each time. Some of them (cattails) are similar enough that it's not a problem which one gets selected, but others, like the lilies (both big and small) are different enough that I always want a specific one, and the fact that the game is random about it annoying. Is there any way to cycle sprites without re-selecting from the catalog each time, or to temporarily lock it on a specific one?

What I do is just place a thousand lilies and then delete the ugly ones. Idk if there's a better method. I agree it's frickin' annoying.

edit:
@DezzyBoo, I've never had any issues with the Beaker house. From what I hear Strangetown as a whole by default is the most corrupt of the Maxis hoods, but even playing completely vanilla I never had the issue you describe. Maybe you're just really unlucky? :P

BoilingOil 6th Jun 2016 11:46 AM

Quote: Originally posted by Rosawyn
@DezzyBoo, I've never had any issues with the Beaker house. From what I hear Strangetown as a whole by default is the most corrupt of the Maxis hoods, but even playing completely vanilla I never had the issue you describe. Maybe you're just really unlucky? :P


Nah, I think I know what Dezzy's problem is: load order issues, because she threw all mods in the main Downloads folder. A n00b mistake that most of us have made once, but we're trying to sort things out already...

Rosebine 6th Jun 2016 2:00 PM

Hoping everything is still going *fine* in my Hood, yesterday I got a weird something happened to a child playable.
I am playing my Montoya family.
Lori Montoya came back from school with Flo Destraz. Both children in my family are exhausted, needs to pee and all, so no one really pays attention to Flo.
Now, I know that the *Appreciate/admire interaction is not available for children to perform, yet..Flo came up to Layla (Lori's mom) and admired her...
I only noticed it, because I saw Flo floating in the air, to perform an adult anim..so i got curious, paused the game and hover my mouse on layla's picture. * Being appreciated* that says.

Either Flo was desperate for attention, either something is wrong with...what is this?
(I took a screenshot, but it didn't work. Though i don't think this is needed...)

Rosawyn 6th Jun 2016 9:51 PM

Quote: Originally posted by Rosebine
I only noticed it, because I saw Flo floating in the air, to perform an adult anim..so i got curious, paused the game and hover my mouse on layla's picture. * Being appreciated* that says.

Is it possible she was doing the "Good Reputation" interaction? Is that one usually available to kids?

ieta_cassiopeia 6th Jun 2016 11:00 PM

Quote: Originally posted by Rosebine
Hoping everything is still going *fine* in my Hood, yesterday I got a weird something happened to a child playable.
I am playing my Montoya family.
Lori Montoya came back from school with Flo Destraz. Both children in my family are exhausted, needs to pee and all, so no one really pays attention to Flo.
Now, I know that the *Appreciate/admire interaction is not available for children to perform, yet..Flo came up to Layla (Lori's mom) and admired her...
I only noticed it, because I saw Flo floating in the air, to perform an adult anim..so i got curious, paused the game and hover my mouse on layla's picture. * Being appreciated* that says.

Either Flo was desperate for attention, either something is wrong with...what is this?
(I took a screenshot, but it didn't work. Though i don't think this is needed...)


That sounds as if Flo might be a Adild - an adult in a child skeleton. That can really confuse the game if that's what's happened. However, it is unlikely to be especially dangerous in itself (unlike their relative Boddler - a baby in a toddler skeleton). If it is a problem to you, make Flo selectable and age her up. (Then age down to whatever age you'd prefer).

mdsb759 7th Jun 2016 12:47 AM

a roof question of mine; did some testing over the weekend. maximums through "Roof Types" in base game are these:: 39x46, 40x45, 41x44, 42x43, 43x42, 44x41, 45x40, 46x39. maximum through "Auto Roofs" in base game is 46x46. tested on a 5x5 lot.

slightly related::
the cheats that can change roof angles (first released with Nightlife & Pets); are they any angle within 15 through 75 or only certain angles?
the cheat for all roofs (Nightlife); does it affect just the roofs that were made before the cheat was entered or both before and after?
what are all the roofs added with expansions & stuff packs (Roof Types, Auto Roofs)?

iCad 7th Jun 2016 1:28 AM

Yes, you can only build a roof to two tiles in from the lot edges on all sides. Walls and foundations have the same restrictions.

The individualroofslopeangle cheat (the one that came with Pets) can set roof pitches at any value between 15 and 75 degrees, including an (apparently) unlimited number of decimal places. I've had them out to 5 or 6 decimal places to get pieces to line up more or less seamlessly when building. The one that came with Nightlife sets all roofs on the lot at whatever angle you specify and I believe (although I'm not sure; I always use the individual one) that whatever value you set will also apply to roofs built after you enter the cheat. In other words, without using the Pets cheat (or the roof angle tool that comes with M&G, but which is far more limited than using the Pets cheat), all roofs on the lot will have the same pitch.

As for which roofs came with what EP...I'm not entirely sure. I know the ones with the curly edges came with BV, for Asian-style lots. I think the octagonal, conical, and dome roofs came with....OFB? The meshed Second Empire roof pieces in the "Architecture" section came with M&G. (In fact, that entire section came with M&G.) I think everything else is base game, although I'm certainly not positive.

Bulbizarre 7th Jun 2016 1:30 AM

I wouldn't worry too much about the children performing adult actions; I've seen the same thing several times. I think perhaps, from what little I know of the inner game workings, that perhaps Maxis didn't code in a check to make sure that a Sim doing the 'admire' action autonomously (what a tonguetwister) is an adult, so the animations glitched. 'Course, this is just an educated guess without poking further into the game.

Question: Does the firstborn effect (where all the children come out identical) apply for premade children? For example, if I were to have the Kims or the Gavigans (who both have a premade child) have another, should I reroll the dice?

iCad 7th Jun 2016 1:38 AM

Yes, the firstborn effect applies to all births, pre-made or otherwise. With the premades, though, if you don't randomize before a born-in-game child appears, I don't think they'd be the same as the premade kid because I don't think the premade kids were generated in the "normal" way. However, if a premade couple has a second born-in-game kid, if you haven't randomized before that second kid's birth, then they will be a "twin" of the first born-in-game one...assuming that you didn't randomize before THAT kid was born. (It's confusing, I know! )

mdsb759 7th Jun 2016 1:59 AM

pre-made offspring I take were not pregnancy-produced. Maxis/EA probably either programed them or made them in Create-A-Sim/Create-A-Family.

edit:: sims that start pregnant are 1 exception.

Charity 7th Jun 2016 7:38 AM

How do you make a swatch for CC clothing? I'm sick of cluttering my uploads up with a million pictures of every colour.

Bubblebeam 7th Jun 2016 2:12 PM

Quick question - do elevators work when placed diagonally?

Mr_Valentine90 7th Jun 2016 4:26 PM

Why, if you build an extension onto your house, does the game have issue with placing roofs?

Mostly under a window it will say, cannot insersect other objects, or such and even when I have moved the windows, something on the upstairs floor is stopping it from being placed. It's silly as well that in some instances I can place the window after the roof, without move-objects but other times not. It's very inconsistent.
So what are the things that prevent a roof from being placed?

Rosebine 7th Jun 2016 5:37 PM

A staircase.

Bulbizarre 7th Jun 2016 7:24 PM

More out of curious than anything: A long time ago, in one of my old 'hoods, there was a townie walking around without a head. Has anybody else had the same issue and any idea what causes it?

smorbie1 7th Jun 2016 8:25 PM

Many things can cause that. Swords, bullets, car crashes, even bad falls if you do it just right

Bulbizarre 7th Jun 2016 8:48 PM

That just reminded me that my heavy armour Khajiit in Skyrim would routinely decapitate enemies with a warhammer. Damn killcams.

mdsb759 8th Jun 2016 12:14 AM

Quote: Originally posted by Charity
How do you make a swatch for CC clothing? I'm sick of cluttering my uploads up with a million pictures of every colour.
the picture/pictures in Create-A-Sim and/or in Body Shop? I take they always match the clothing; unless there is a graphics problem.

Quote: Originally posted by Snufflepaws
Quick question - do elevators work when placed diagonally?
one way to find out would be to test it in game. probably after backing up or within some temporary neighborhood.


speaking of elevators; can they stop/start at any floor between their top & bottom?
stair/stairs vs elevator/elevators; which of those would sims more likely use when going to a different floor?

Bulbizarre 8th Jun 2016 12:18 AM

Quote: Originally posted by mdsb759
speaking of elevators; can they stop/start at any floor between their top & bottom?
stair/stairs vs elevator/elevators; which of those would sims more likely use when going to a different floor?


For stairs/elevators, my observations is it depends on the Sim. Lazier ones are more likely to go out of their way for the elevator.

iCad 8th Jun 2016 1:52 AM

Quote: Originally posted by Mr_Valentine90
Why, if you build an extension onto your house, does the game have issue with placing roofs?

Mostly under a window it will say, cannot insersect other objects, or such and even when I have moved the windows, something on the upstairs floor is stopping it from being placed. It's silly as well that in some instances I can place the window after the roof, without move-objects but other times not. It's very inconsistent.
So what are the things that prevent a roof from being placed?


Roofs can't intersect pretty much any build mode object except walls, wall/floor coverings, and fireplace chimneys (and maybe a few other things I'm not thinking of off the top of my head, but those are things I know are OK). It doesn't matter if you have moveobjects turned on or not. Gable roofs are especially picky because they include not just roof material but walls, and walls can't intersect doors/windows, fences/railings, and staircases (modular or not), in particular. That's why, when I build, I build the foundation (if any) and exterior walls (including temporary ones for building, say, covered porches) and then immediately roof the thing, before any interior walls, windows, columns, fences, doors, stairs, etc. go in. Which, yeah, isn't really applicable if you're putting on an addition, I know. Many buy mode things won't stop a roof from building, but some will. (Basically, multi-tile things that a wall-that's-part-of-the-roof will intersect will cause the roof to refuse to build if you don't have moveobjects turned on. Beds are bad about this, for instance.)

So, when adding an addition, in my opinion your best bet is to turn on moveobjects if you don't have it turned on and/or temporarily move/remove anything that could possibly intersect with the roof as it's going to be built, particularly build mode stuff, as having moveobjects on still won't allow those things to be intersected. And bear in mind that even if you stop the roof at a wall, the game builds eaves that hang over by an extra tile on all sides, even if you don't actually see that eave because it's inside the house and therefore made invisible because there's another bit of roof above it. It's still built and the game will still complain if that bit of roof will intersect something that it can't intersect with. So, if there's anything in the room(s) that that roof is going to poke into within one tile of the wall (Like a bed against the wall, for instance), then you'll want to move it out of the way or at least turn on moveobjects and see if that works. And sometimes when you're adding an addition, the new roof can extend quite far into the house (to get the roof pieces to join properly, without a gap), even if you don't see that part of the roof after it's built. That's how staircases often ended up being intersected, for instance, even if they're quite far into the interior of the house, especially if you're adding gable roofs, because of the walls they build as well.

Bubblebeam 8th Jun 2016 6:51 AM

No one appeared to know off hand about diagonal elevators, so I did test and unfortunately it's a no go. My sim went stomp happy over it.

elly87 8th Jun 2016 8:31 AM

I read many times here on the forum that sims have a favourite food.. but I still haven't figured out how do understand which one is it. Sometimes on free will they decide to cook a specific food (usually very filling one)or have the wish to learn cooking and then eating a food.

iCad 8th Jun 2016 8:37 AM

The favorite food thing only applies to eating in restaurants. When a Sim is looking at the menu in a restaurant, before they place an order, they'll get a thought bubble that shows their "favorite food." If you choose "Chef's Choice" when ordering from the waiter, they'll get their favorite food and so will everyone else in the dining party. I believe that a Sim can have a different favorite food according to the restaurant podium used in the restaurant they're dining in.

Bulbizarre 8th Jun 2016 8:59 AM

I also think if you're on a timed outing/date, you get extra points for choosing everyone's favourite foods instead of using Chef's Choice. Some of the thought bubbles are so difficult to make out, though, that I usually don't bother.

userjoao 8th Jun 2016 11:18 AM

What triggers the "oh wow that sim's sexy" animation?

Rosebine 8th Jun 2016 1:12 PM

Quote: Originally posted by JMarcos123
What triggers the "oh wow that sim's sexy" animation?

I'd say..turn ons.

Justpetro 8th Jun 2016 1:51 PM

And aspirations, most definitely aspirations (even without turn-ons being in place).

Bubblebeam 8th Jun 2016 3:29 PM

Yeah, and doesn't the romance aspiration have a bonus for being the stud/babe on the block, meaning more attractions? I notice my playables get more attention when they have that bonus.

Peni Griffin 8th Jun 2016 3:55 PM

Well, there's different animations for variations on the same thing.

If you're scoping the room, the "so-and-so is hot" reactions are based on turn-ons.

Random walkby heartfarting is based on overall boltage, which takes a lot of things into account.

Romance sims elicit specific animations from other sims who are attracted to people of their gender - wolf whistles from men, and swoons from women. Even if there's no boltage at all.

These things are independent of appropriate orientation in the object of attention. It's disgraceful how straight guys fetishize lesbians, and straight girls fetishize gay guys! And queer sims are forever looking wistfully after straight ones and reminding me that sexual orientation is fluid.

Mr_Valentine90 8th Jun 2016 4:05 PM

Quote: Originally posted by iCad
Roofs can't intersect pretty much any build mode object except walls, wall/floor coverings, and fireplace chimneys (and maybe a few other things I'm not thinking of off the top of my head, but those are things I know are OK). It doesn't matter if you have moveobjects turned on or not. Gable roofs are especially picky because they include not just roof material but walls, and walls can't intersect doors/windows, fences/railings, and staircases (modular or not), in particular. That's why, when I build, I build the foundation (if any) and exterior walls (including temporary ones for building, say, covered porches) and then immediately roof the thing, before any interior walls, windows, columns, fences, doors, stairs, etc. go in. Which, yeah, isn't really applicable if you're putting on an addition, I know. Many buy mode things won't stop a roof from building, but some will. (Basically, multi-tile things that a wall-that's-part-of-the-roof will intersect will cause the roof to refuse to build if you don't have moveobjects turned on. Beds are bad about this, for instance.)

So, when adding an addition, in my opinion your best bet is to turn on moveobjects if you don't have it turned on and/or temporarily move/remove anything that could possibly intersect with the roof as it's going to be built, particularly build mode stuff, as having moveobjects on still won't allow those things to be intersected. And bear in mind that even if you stop the roof at a wall, the game builds eaves that hang over by an extra tile on all sides, even if you don't actually see that eave because it's inside the house and therefore made invisible because there's another bit of roof above it. It's still built and the game will still complain if that bit of roof will intersect something that it can't intersect with. So, if there's anything in the room(s) that that roof is going to poke into within one tile of the wall (Like a bed against the wall, for instance), then you'll want to move it out of the way or at least turn on moveobjects and see if that works. And sometimes when you're adding an addition, the new roof can extend quite far into the house (to get the roof pieces to join properly, without a gap), even if you don't see that part of the roof after it's built. That's how staircases often ended up being intersected, for instance, even if they're quite far into the interior of the house, especially if you're adding gable roofs, because of the walls they build as well.


Thanks, I think my issue is probably a bed, and possibly a door to the bedroom. I will attempt to rebuild the roof once I reload my game since I just placed a temporary flooring on the top after getting irritated by it. :D
Also going to save and keep this post for future reference.

RoxEllen1965 8th Jun 2016 4:27 PM

Quote: Originally posted by elly87
I read many times here on the forum that sims have a favourite food.. but I still haven't figured out how do understand which one is it. Sometimes on free will they decide to cook a specific food (usually very filling one)or have the wish to learn cooking and then eating a food.


If you want to check without having to go to a restaurant, I think there are options on the Batbox under the "info" menu to show favorite foods - one for the Nightlife favorite food and one for the OFB favorite food. I can't check right now because my old computer is sick and I haven't finished setting up the new one yet.

Bubblebeam 8th Jun 2016 4:40 PM

Is there a 'no female tough handshake' mod around anywhere?


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