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Sims2Maven 6th Mar 2024 6:46 AM

Quote: Originally posted by Peni Griffin
A common glitch will have the grade bar stuck in the red at a failing level regardless of skills and actual grade levels. This is usually attached to a lot but only affects one sim on the lot. If the grade bar is red and you don't think it should be, take the sim to a community lot and check there. Sims on academic probation, however, show a red bar regardless, but will accurately show the grade level. The glitch is purely cosmetic

So they say, but I've had it be a real problem.
The usual symptom, in my game (YMMV, as I have learned to always say), is a puny shrunken grade bar that doesn't increase until I raise the level of a supposedly "not required" skill (usually Cleaning). Once I get the grade bar enlarged, I can usually get the grade up too. (I never let a sim flunk out unless I want them to - have expelled a few for being troublemakers and fight-starters, though.)

Peni Griffin 6th Mar 2024 7:10 AM

That's a different glitch! The glitch I'm familiar with looks as though it stays at the lowest possible grade division regardless of what skills are learned, but if I check while the sim is off-lot it reflects reality, then shrinks down and shows failure looming again once back on the home lot. But they pass just fine on Finals Day as long as they have enough of the right skills and let them go to class; and quite a few of them make dean's list.

Check the grade bar on a community lot. If it's still shrunken, you can be pretty sure that this is a completely different glitch, and troubleshoot accordingly. I get this thing all the time and I guarandamntee it has no real effect on the grade. If your grades are really affected it's not the same thing at all.

kestrellyn 6th Mar 2024 7:25 AM

If you want to know a sim's actual grade without having to take them to a community lot to see if its the UI glitch, just used Cyjon's debugger. The grade points are out of 1000.

I've never had a glitch where a nonrequired skill was actually required, but most of my sims are already decently skilled by the time they get to college.

jonasn 6th Mar 2024 8:04 AM

That cosmetic glitch happens if the person's object ID is very low (he takes the first unoccupied object ID on spawning). The game incorrectly sets the number of skill gates passed in the semester flags, because the code for calculating them is impossibly convoluted with setting and clearing flags when in fact it is a 4 bit number with the count of skills opened. I have a fix for that. You can also build on that lot to put another object on that object ID.

topp 6th Mar 2024 11:17 AM

Quote: Originally posted by simsample
intprop maxnumofvisitingsims x
Quote: Originally posted by Bulbizarre
I seem to recall someone else had every single dormie inducted into the secret society due to that cheat...
The game creates X secret society members and makes them all appear on the secret society lot when you visit that lot with your playable Sim. Simler90 made a fix, part of the Visitors Mod:
Quote: Originally posted by simler90
Visitor Secret Society Fix: Maxis made it so that the number of Secret Society members the game expects to have in the game is based on the number of maximum visitors as set by the game. If you have a line such as "intProp maxNumOfVisitingSims 30" in your userStartup.cheat file, the game populates the Secret Society lot with 30 members, and if it can't find that many sims, it creates new members to reach 30. This mod sets the number of maximum Secret Society members at any given time to 16.

FuryCat 6th Mar 2024 3:40 PM

Did EAxis really feel the need to create full outfits that are essentially just outfits made from choosing a top clothe and a bottom clothe in CAS or BodyShop? I think this is seen really much in NL, basegame and maybe OFB. Why clutter game files with useless outfits that can be recreated by choosing the exact same top clothes and bottom clothes?

Here's some examples:
This outfit called "casualpreppy" (NL)
This other outfit called "kasa"
overshirtpantssandals, a BG outfit
There are also the duplicate outfits, but that's only for them to show up in other EP's. Really now, EAxis? We can't mix and match our own outfits?

Charity 6th Mar 2024 5:13 PM

I wouldn't usually pick their combinations anyway lol. Maybe it was so they could show up in other than Everyday.

FuryCat 6th Mar 2024 9:11 PM

@Charity
They're only in Everyday though. I wouldn't either (NL is the number 1 EP for the ugliest outfits) so it kind of confuses me why would they even bother to put it as outfits too.

LauraPamplonaS 7th Mar 2024 12:48 AM

Quote: Originally posted by FuryCat
@Charity
They're only in Everyday though. I wouldn't either (NL is the number 1 EP for the ugliest outfits) so it kind of confuses me why would they even bother to put it as outfits too.


I actually really love the Nightlife outfits hahaha

AndrewGloria 7th Mar 2024 2:21 AM

Quote: Originally posted by LauraPamplonaS
I actually really love the Nightlife outfits hahaha
So do I, but, more importantly, so does Andrew's mum Gloria. Andrew says, "It's a pity really, but not all women can be as good looking as my mum. Sadly, some of them get jealous when they see how good my mum looks in a Nightlife outfit. I love my mum!"

Justpetro 7th Mar 2024 7:15 AM

Yet the NL outfits are quite cool!

Separates are very nice, I really like to mix and match. But sometimes, it just saves a bit of time to grab a full outfit.

The kasa top goes well with the preppy bottom, by the way And with the jeans.

Have you seen all the lovely cc recolors of the kasa top?

.
I think there is a lot of complaining about the sims 2 that is thoroughly undeserved.

Charity 7th Mar 2024 12:20 PM

Not complaining. Everyone likes different stuff and if you don't like it you can not use it/default it.

simsample 7th Mar 2024 1:43 PM

Quote: Originally posted by Justpetro
I think there is a lot of complaining about the sims 2 that is thoroughly undeserved.

I'm old and grumpy, I'm allowed to complain. Now get off my damn lawn! And pass me a drink.

Justpetro 7th Mar 2024 2:48 PM

2 Attachment(s)
Quote: Originally posted by simsample
I'm old and grumpy, I'm allowed to complain. Now get off my damn lawn! And pass me a drink.


Okay

FuryCat 7th Mar 2024 2:57 PM

Quote: Originally posted by LauraPamplonaS
I actually really love the Nightlife outfits hahaha


I admit to liking the rave outfits but never really use them, mostly because I dont have Sims who would wear these. They have the wacky and colourful Sims 2 style which I love. The 2 CC contest dresses are kind of weird (The blue one has painted toes and nails! I swear, if I want to put on nails, I will!)
The rest are just kind of neutral. I also dont know why so many preppy outfits are there, that's the thing I absolutely despise. Isnt the pack supposed to be about clubbing and more fun activities? Why the floral pastel outfits? I'm seriously trying to work on default replacements of those to match more of the rave outfits.

Quote: Originally posted by Justpetro
Separates are very nice, I really like to mix and match. But sometimes, it just saves a bit of time to grab a full outfit.

The kasa top goes well with the preppy bottom, by the way And with the jeans.


I honestly dont understand why they would prematch separates though, why not prematch every separate clothe? I just think of it as cluttering gamefiles. Perhaps they wanted to show a "recommended way" of matching the separates? It's a mystery.
I cant say I'm liking the preppy styled outfits. They're kind of not in theme with the NL pack, just seems too out of place for me. It would fit better in a pack like FreeTime.

simsample 7th Mar 2024 3:01 PM

Quote: Originally posted by Justpetro
Okay



Justpetro 7th Mar 2024 3:50 PM

Quote: Originally posted by simsample


I hope that is enough alcohol

simsample 7th Mar 2024 4:04 PM

Quote: Originally posted by Justpetro
I hope that is enough alcohol

Thank you, I am marginally less grumpy now *hiccup*

Charity 7th Mar 2024 5:08 PM

Quote: Originally posted by FuryCat
The 2 CC contest dresses are kind of weird (The blue one has painted toes and nails! I swear, if I want to put on nails, I will!)


Which are the CC contest dresses?

FuryCat 7th Mar 2024 5:14 PM

Quote: Originally posted by Charity
Which are the CC contest dresses?


This dress
And this one
There was a CC contest that EAxis hosted back in the day where the TS2 site existed, where you could create a NL dress and maybe it would end up in the EP. These were the finalists.

Useless fact: Surprisingly, the CC creators managed to put in some extra CC files, and EAxis developers maybe didnt have enough time to check all of them thoroughly, so some makeup swatches and other bits and pieces from CC creations exist in your game files. Wouldn't that mean you have CC in your game as soon as you install NL? Who knows...

Charmful 7th Mar 2024 5:59 PM

Does anyone know if the Sims 2 Loading Randomizer works with Windows 11 now? I see it was updated the year Windows 11 was released, but in the tutorial video Pleasantsims made, she made a point of saying it only worked with 7-10.

Justpetro 7th Mar 2024 7:18 PM

Quote: Originally posted by FuryCat
This dress
And this one
There was a CC contest that EAxis hosted back in the day where the TS2 site existed, where you could create a NL dress and maybe it would end up in the EP. These were the finalists.

Useless fact: Surprisingly, the CC creators managed to put in some extra CC files, and EAxis developers maybe didnt have enough time to check all of them thoroughly, so some makeup swatches and other bits and pieces from CC creations exist in your game files. Wouldn't that mean you have CC in your game as soon as you install NL? Who knows...


I have always liked the blue dress.
The other one isn't bad either, to be honest - looks a lot better than the others with the same mesh.

FuryCat 7th Mar 2024 7:24 PM

Quote: Originally posted by Justpetro
I have always liked the blue dress.
The other one isn't bad either, to be honest - looks a lot better than the others with the same mesh.

The blue dress would have been fine if there weren't painted on nails to be honest, I don't know why, but it's bugging me really much when I look at it.
I agree with you on the other one: The original dress with the same mesh looks hideous. Still, it's not something I always make my Sims wear, mostly because I don't feel like it's Everyday wear. More partywear, sure. But EAxis didn't have a partywear category, and formal is only worn during weddings.

grammapat 7th Mar 2024 8:39 PM

Quote: Originally posted by Justpetro
Okay

==
And old grumpy lady here, asking for something with an umbrella in it. And fruit.
...seems we have a lot of drinkers here...well actually I'm drinking apple cider and pear juice. Alcohol makes me sick.

Pideli 7th Mar 2024 10:59 PM

1 Attachment(s)
Quote: Originally posted by kestrellyn
It's a program that shows what mod caused the error. Since you know it's macrotastics, why don't you post the error log and we can figure out why.

Quote: Originally posted by simsample
https://www.picknmixmods.com/Sims2/...CausedThis.html

Thank you. I used that tool and it was indeed macrotastics like I already knew. Only question is why does it work in other houses and not this one? And why does it take 11 minutes to save? Saving doesn't produce an error log right? It's not erroring, it just takes too long. The vampire/bat thing is also a minor inconvenience since I play with vampires but not a deal breaker. But that's also just an issue in this house.
(My original post so that you don't need to scroll back: https://modthesims.info/showthread....546#post5940546 )

EDIT: Saving actually takes an acceptable time now (5-6 minutes), it was either only the first time or it helped removing macrotastics.

AndrewGloria 8th Mar 2024 1:50 AM

I suppose I'm old and grumpy too, but I try not to grumble too much at my Sims, because they have brought so much light and joy into my otherwise dull and dreary life. I really only complain when they all cook something for themselves, and nobody makes anything for the children and visitors.

About those dresses, the blue one is frequently worn by Senator Kerie Hanby, who is currently running for Mayor of Veronaville. I should probably do something so she can keep her blue nails when she's wearing other clothes. I think that shade of blue must be her Party Colour. Kerie started life as a Downtownie. The red and black outfit is the regular garb of Allison Hargrave, the business reporter in New Desconia. Since the only owned business there is a very wild nightclub, she really fits in quite well. She has written gushing reviews about what a great place Anything Goes is.

Quote: Originally posted by FuryCat
. . . it's not something I always make my Sims wear, mostly because I don't feel like it's Everyday wear. More partywear, sure.
But partying and clubbing is what many of my Sims do every day.

Justpetro 8th Mar 2024 4:47 AM

1 Attachment(s)
Quote: Originally posted by grammapat
==
And old grumpy lady here, asking for something with an umbrella in it. And fruit.
...seems we have a lot of drinkers here...well actually I'm drinking apple cider and pear juice. Alcohol makes me sick.


No problem Enjoy.

inspiredzone 8th Mar 2024 4:50 AM

Quote: Originally posted by LauraPamplonaS
I actually really love the Nightlife outfits hahaha

I like the Nightlife outfits too! I switched a lot of the mens suits and some of the dresses to show under formal as well and now I get to use them a lot more

kestrellyn 8th Mar 2024 6:00 AM

Quote: Originally posted by Pideli
Thank you. I used that tool and it was indeed macrotastics like I already knew. Only question is why does it work in other houses and not this one? And why does it take 11 minutes to save? Saving doesn't produce an error log right? It's not erroring, it just takes too long. The vampire/bat thing is also a minor inconvenience since I play with vampires but not a deal breaker. But that's also just an issue in this house.
(My original post so that you don't need to scroll back: https://modthesims.info/showthread....546#post5940546 )

EDIT: Saving actually takes an acceptable time now (5-6 minutes), it was either only the first time or it helped removing macrotastics.


It's because you have a huge number of flamingos on the lot for some reason.

grammapat 8th Mar 2024 6:12 AM

Quote: Originally posted by Justpetro
No problem Enjoy.


ooo looks soo good? Can I get a virgin one?

Justpetro 8th Mar 2024 9:18 AM

Quote: Originally posted by grammapat
ooo looks soo good? Can I get a virgin one?


It is a pure fruit juice one I do stock those in my bars

simsample 8th Mar 2024 10:40 AM

Quote: Originally posted by kestrellyn
It's because you have a huge number of flamingos on the lot for some reason.

Looks like they are off-world- inventory?

kestrellyn 8th Mar 2024 12:10 PM

Inventory items aren't present on the lot at all, if that's what you're asking. They're stored as tokens in the inventory.

FuryCat 8th Mar 2024 12:48 PM

Quote: Originally posted by AndrewGloria

But partying and clubbing is what many of my Sims do every day.


I guess not for my Sims. I might be making too mucn grouchy Sims, all they do is pick fights whenever they go to community lots.

simsample 8th Mar 2024 1:00 PM

Quote: Originally posted by kestrellyn
Inventory items aren't present on the lot at all, if that's what you're asking. They're stored as tokens in the inventory.

What is room -1?

topp 8th Mar 2024 3:16 PM

I'd guess the pool?

simsample 8th Mar 2024 3:23 PM

1 Attachment(s)
Oh, the pool is filles with about a thousand flamingoes? That I need to see!

jonasn 8th Mar 2024 4:18 PM

Room -1 is out of world, behind the edge of the lot, where objects are put when they are not to be seen and maybe soon to be deleted, or before placing them in the desired location. Usually when a new thing is spawned, it is first placed off world and later moved. It mostly contains service objects without an body. Sometimes objects are forgotten there. You can select a flamingo, choose 'affect all' and remove object instance with charles object editor.

Each pool is a separate room.

simsample 8th Mar 2024 4:50 PM

Quote: Originally posted by jonasn
Room -1 is out of world, behind the edge of the lot, where objects are put when they are not to be seen and maybe soon to be deleted, or before placing them in the desired location. Usually when a new thing is spawned, it is first placed off world and later moved. It mostly contains service objects without an body. Sometimes objects are forgotten there. You can select a flamingo, choose 'affect all' and remove object instance with charles object editor.

Each pool is a separate room.

Ah, perhaps this will solve the issues @Pideli is having with this lot?

jonasn 8th Mar 2024 5:08 PM

The objects existing wouldn't necessarily cause issues, aside from consuming some resources. From what I gather, a flamingo is a decorative object that doesn't do anything.

simsample 8th Mar 2024 5:57 PM

Quote: Originally posted by jonasn
From what I gather, a flamingo is a decorative object that doesn't do anything.

It does have functions- sims can kick it, and if they kick it hard enough it will fall over and then needs setting upright before use. Maids can set the flamingo upright, and residents and guests can kick it. It's one of the quickest ways to gain fun, so possible issues that I can think of would be macrotastics trying to prompt a sim to kick the flamingo, or pick it up.
This is what macrotastics does:
http://www.moreawesomethanyou.com/s...opic,208.0.html
Quote:
VI. CLEAN/REPAIR/GARDEN Your sim will seek out things to clean, repair, and garden, using better search algorithm than "apparently at random" that the maid uses.

Quote:
IX. KICK STUFF Your sim will seek out and kick the nearest flamingo or gnome, re-standing them up if they fall automatically so that they can be kicked again. Requires properly installed and accessible Lawn Flamingos and Gnomes. Fastest source of fun in the entire game!

jonasn 8th Mar 2024 6:45 PM

He should check for the object being in room > -1. I see now that the Flamingo has both cleaning and gardening on it so it will be treated by both service people. I've never had a Flamingo on a lot.

Right, you can autonomously use some objects that are mistakenly left out of world. If you get a DJ booth there, they will want to become a DJ. If there are so many of these objects he might go from one to another, to another.

Quote:
better search algorithm

I wonder if there is anything I can learn from that for my maid.

Pideli 9th Mar 2024 12:44 AM

2 Attachment(s)
Quote: Originally posted by kestrellyn
It's because you have a huge number of flamingos on the lot for some reason.

Yeah my sims are swingers and they buy a new flamingo for every couple they nail.

No but seriously I laughed so hard when I read you guys' posts, how bizarre!!
But you know what, I removed the 1080 off-world flamingos and IT SOLVED THE PROBLEMS. The lot is literally fixed, every single issue I mentioned is gone. I'm over the moon!!

I moved out the same family from that house about 10 generations ago because of the issues but I wanted to try moving in now again because I thought it'd be fitting, and maybe moving out fixed it (it didn't).

All this time it was those damn flamingos. I've had unbearable freezing on that lot as well and could never figure out why that lot bugged so much, but I always suspected it was something off-world, I just didn't know how to access those objects. And I know exactly where the problem came from. It was the laundry mod, it generated too much dirty laundry and I slacked behind on laundering it so I think there were hundreds of laundry piles (or, ehm, a 1000) in the basket when I decided to stop using that mod. Removing the mod reverted the laundry back to the cloned object (flamingos as it turned out) but they were never removed from off-world apparently. So the laundry mod stores laundry piles off-world when they are placed in the basket, the more you know

Thank you @kestrellyn @simsample @jonasn <3

Bulbizarre 9th Mar 2024 1:20 AM

A few Macrotastics interactions will have Sims kick over flamingos to increase the Fun motive.

EDIT: I'm slow.

Pideli 9th Mar 2024 1:32 AM

Quote: Originally posted by Bulbizarre
A few Macrotastics interactions will have Sims kick over flamingos to increase the Fun motive.

EDIT: I'm slow.

Yeah I can now use macrotastics on that lot again and saving is down to 4 minutes from previously 11 min

Also:
Quote: Originally posted by simsample
Oh, the pool is filles with about a thousand flamingoes? That I need to see!

Future sims art project. I have to see it too

jonasn 9th Mar 2024 1:49 AM

I have previously found many Weeds off-world, and on the Caliente lot, there are furniture and windows there. With flamingos I guess there is the thing that modded objects revert to them. With All.../Property Value... you can count the total value of off-world objects among other categories. Usually stuff in people's hands is moved to room -1, and then marked for deletion when its use count becomes 0, instead of deleted outright.

I haven't found a way of placing something inside a pool. Everything goes on the surface of it. Maybe with Find Location For relative to a swimmer or the ladder. When a swimmer is inside the pool room, round pool lamps on the surface need special trickery to sense him.

kestrellyn 9th Mar 2024 2:39 AM

Quote: Originally posted by simsample
It does have functions- sims can kick it, and if they kick it hard enough it will fall over and then needs setting upright before use. Maids can set the flamingo upright, and residents and guests can kick it. It's one of the quickest ways to gain fun, so possible issues that I can think of would be macrotastics trying to prompt a sim to kick the flamingo, or pick it up.
This is what macrotastics does:
http://www.moreawesomethanyou.com/s...opic,208.0.html


The problem was just that when generating the "kick stuff" interaction when mousing over the sim, macrotastics loops through every kickable object on the lot, which includes flamingos, and there's a maximum number of operations you can do in a single function, after which point the game throws an error. Also, during save, the game would have to save all 1000 of those flamingos, which probably takes some time.

Pideli 9th Mar 2024 3:12 AM

Quote: Originally posted by jonasn
I haven't found a way of placing something inside a pool. Everything goes on the surface of it. Maybe with Find Location For relative to a swimmer or the ladder. When a swimmer is inside the pool room, round pool lamps on the surface need special trickery to sense him.

There are OMSPs that can place objects lower than ground level.

Quote: Originally posted by kestrellyn
The problem was just that when generating the "kick stuff" interaction when mousing over the sim, macrotastics loops through every kickable object on the lot, which includes flamingos, and there's a maximum number of operations you can do in a single function, after which point the game throws an error. Also, during save, the game would have to save all 1000 of those flamingos, which probably takes some time.

I've had this problem since 2016 occasionally, it was also in my medieval hood and in my robot family, but I never used the laundry mod on those lots/hoods so it must be something else. Now I know what to look for at least. Glad the mystery is solved!

Charity 9th Mar 2024 7:20 AM

Over 1000 flamingos hiding on the lot is hilarious. They must have been breeding!

simmer22 9th Mar 2024 7:31 AM

Quote: Originally posted by Charity
Over 1000 flamingos hiding on the lot is hilarious. They must have been breeding!


Very early breeding season - Never thought lawn flamingos could cause so much trouble (I thought the gnomes were the troublemakers )

Anyway, some people tend to clone the flamingo or gnome when making random CC deco objects Why? No idea. Not always because the item looks to be particularly kickable, but I'd guess it's for other unknown reasons.

Personally, I tend to avoid those two items, for a variety of reasons. If you want a kickable object - sure, those two are fine. If that's not a priority, mods are causing trouble with such objects, and you just want a plain item with no interactions, there are plenty other objects to choose from for deco lawn ornaments.

kestrellyn 9th Mar 2024 9:00 AM

It's kind of mysterious to me, too, since the flamingo and other lawn ornaments can only be placed on terrain and not on flooring, which is not usually what people want for their CC deco objects, so you would have to do some extra work in the init in most cases. And IMO, everyone should be setting the fallback GUID to 0 even if it's just a deco object, but definitely if it's something that's going to be spawned and stored off-world where there's no easy way for the player to delete it.

simsfreq 9th Mar 2024 9:29 AM

Quote: Originally posted by grammapat
==
speaking of the pet birds: in real life they can live as long as a person, but in the game they seem to live shorter time than dogs. Is there a way (hack?) for them to live longer?


Strange. In my game the pets seem to live indefinitely. I have to calculate an end date and manually make them die because I find it too unrealistic

simmer22 9th Mar 2024 9:45 AM

Quote: Originally posted by simsfreq
Strange. In my game the pets seem to live indefinitely. I have to calculate an end date and manually make them die because I find it too unrealistic


You probably have a mod that fixes the issue with caged pets, then. Maybe one that makes them live forever (I think there is one?)

In my game they used to go through so many feeds and cleanings (well, mostly feeds, since those cages would turn dirty in the blink of an eye ), but I'd still always end up finding them legs-up in the cage (especially parrots...). I'm pretty sure my favorite family went through at least 4-5 parrots, probably more, before I just gave up and left the cage empty unless I was taking pictures with the bird. I've added the cagedpetfixes mod to my game because it drove me insane (but haven't yet had any pets to test with).

Cats & dogs have a life span the same way sims do (if they're selectable you can see days left), so if those don't age, you've probably got something that turns aging off for them.

simsfreq 9th Mar 2024 10:49 AM

Yeah, I looked up the one that someone suggested here and I think I have had that in my game forever - it suggests there is a glitch with the hunger motive of birds.

I don't think there is any code for them to die of old age, so living forever is possible as long as you look after them.

Yes my dogs and cats age and die of old age.

simsample 9th Mar 2024 12:08 PM

Quote: Originally posted by Pideli
Yeah my sims are swingers and they buy a new flamingo for every couple they nail.

Don't you think it's suspicious that Sims 2 has both flamingoes and pampas grass in-game?

Quote: Originally posted by Pideli
I removed the 1080 off-world flamingos and IT SOLVED THE PROBLEMS. The lot is literally fixed, every single issue I mentioned is gone. I'm over the moon!!

Well done!

Quote: Originally posted by kestrellyn
The problem was just that when generating the "kick stuff" interaction when mousing over the sim, macrotastics loops through every kickable object on the lot, which includes flamingos, and there's a maximum number of operations you can do in a single function, after which point the game throws an error. Also, during save, the game would have to save all 1000 of those flamingos, which probably takes some time.

Thank you kestrellyn,I knew you'd understand what exactly was happening! Kudos to you for noticing the flamingoes in the first place too, I hadn't even noticed them until you mentioned it!

kestrellyn 9th Mar 2024 1:40 PM

Because the error was a too many iterations error and was only occurring on the one lot, I figured it was probably just that there was a large number of something on the lot that the mod was iterating over, so it was pretty easy to notice. The last time I saw something like this it was because someone had sent several hundred graves to the same lot and the function that instantiated them when it was loaded ran into the same issue.

simsfreq 9th Mar 2024 3:26 PM

Quote: Originally posted by DrChillgood
I've dusted off TS2 and am ready to restart my Fire Emblem world. Posting my game mechanics questions here, separate from my status post.

Would it be easier to put an entire class of kids in one dorm and play all at once, or should they be separate households to be rotated between?
If all adults in a household die, leaving a teen as the head of the household with younger ones, what happens, do the little ones go to the adoption pool? I have BoilingOil's Kids & Pets Unattended, which I found when I asked WCIF a mod that allows latchkey kids, here about ten years ago.
Do adopted children count towards Graduate 3 Children From College?



Be aware that BoilingOil's Kids And Pets Unattended simply disables the social worker altogether. She will never ever come even if your babies/toddlers are totally alone and hopeless. They will actually starve to death first.

sturlington 9th Mar 2024 6:15 PM

Quote: Originally posted by simsfreq
Be aware that BoilingOil's Kids And Pets Unattended simply disables the social worker altogether. She will never ever come even if your babies/toddlers are totally alone and hopeless. They will actually starve to death first.


I have that mod, and what I do if there are only kids or pets left in a household after some tragedy is either create a Sim in CAS to be a "social worker" who would go get them and move them to an orphanage or put them in the adoption pool, or use the Sim Blender to transport a family member there who can then move out and back into their own house, taking them with them. Of course, then they would also get the wealth of the house, but that's kind of realistic--maybe it's put in trust for the kids.

jonasn 9th Mar 2024 7:14 PM

I removed the social worker altogether. I strongly dislike the close government oversight. A person takes a long time to starve to death. You wouldn't starve in reality either in most circumstances. What I still have is babies and toddlers restriction when travelling. But not children. I see no reason why you couldn't leave children alone for several hours. When I started attending school, my mother took one month off work in September, and after that I was by myself.

With a restriction for children still in place, I'd be strongly discouraged to have children, and advance time to grow them.

The restriction on travel was kinda infuriating (even for BP). Almost as infuriating as as the other aspects of the social worker system. When a couple is on a date, the second person to step into the car "can't leave the little ones". He cancels the date and lets his girlfriend drive off to a commlot alone for no reason. When that happened I had to reload an earlier save. The dialog should have told you that they both can't travel, and leave the date in place.

What I in these cases, I invite a friend, make her selectable, and tell her to tend to the produce babies. But this needed additional hacking because I need a selectable visitor to be accepted, not a family member who would be deleted when the load was loade back in.

I'd rather die from hunger than be taken by a social worker where they keep in a stasis chamber invisible to the world and erase my memory.

Bulbizarre 9th Mar 2024 8:49 PM

Quote: Originally posted by simsfreq
Be aware that BoilingOil's Kids And Pets Unattended simply disables the social worker altogether. She will never ever come even if your babies/toddlers are totally alone and hopeless. They will actually starve to death first.


Quote: Originally posted by sturlington
I have that mod, and what I do if there are only kids or pets left in a household after some tragedy is either create a Sim in CAS to be a "social worker" who would go get them and move them to an orphanage or put them in the adoption pool, or use the Sim Blender to transport a family member there who can then move out and back into their own house, taking them with them. Of course, then they would also get the wealth of the house, but that's kind of realistic--maybe it's put in trust for the kids.


I use BO's mod. If I ever plan to remove a kid from a household due to dead parents or abuse, @jonasn Instant Inviter has an option to trigger a social worker visit. After that I move them from the adoption pool to my Orphanage household.

When a Sim wants to adopt, I then move the selected child from the Orphanage household back into the adoption pool so the social worker brings them. (I also use @kestrellyn's No Adoption Memory Loss.)

Pescado also has a mod that restricts the social worker somewhat, but I had issues with it that I can't recall for the moment.

jonasn 9th Mar 2024 10:04 PM

2 Attachment(s)
How do you feed a few employees on a business? I want eating only for staff in an electronics shop, taking up minimal space. If I place a fridge, stove and counter, they will usually waste time making single meals of Chef Salad, Cup of Ramen, TV Dinner or such. And they more likely need 2 counters instead of 1, so that is 4 spaces minimum for cooking, plus 3 for sitting to eat. Currently I pull food out of my bag of holding and place it to be eaten.

Why does my employee ask for so much money, 105 dollars? He is Ryan Jennings a former bartender from Downtown with 10 points of Cleaning and Bronze badge in Sales. When I hired him, he wanted about 32 dollars, and he only gained one level of badge on his first day of work (sales badge is gaine at turbo speed), and became "ridiculously underpaid". He hardly works, and usually checks himself out in a mirror.

Ivy Butler wants 58 dollars and has more skills. She is practicing to become a manager.

https://i.imgur.com/MAvII2i.png

Pideli 10th Mar 2024 4:23 PM

Quote: Originally posted by kestrellyn
It's because you have a huge number of flamingos on the lot for some reason.

Sorry for bringing it up again but I just have to say, now the winter freeze makes sense, it was always freezing extra much on that lot during winter. Probably because the game was putting snow on all those 1000 flamingos.

Zarathustra 10th Mar 2024 5:42 PM

Is there a guide or anyone who knows, how do the secret vacation lots work if you're putting together unique vacation destinations and won't actually ever include the Twikkii, Three Lakes, or Takemizu neighborhoods that shipped with BV? I'd still like to incorporate the secret lots somehow if I can (or know for sure that I can't) but I'm not sure what's needed as far as building or designating them!

Justpetro 10th Mar 2024 5:50 PM

Quote: Originally posted by Zarathustra
Is there a guide or anyone who knows, how do the secret vacation lots work if you're putting together unique vacation destinations and won't actually ever include the Twikkii, Three Lakes, or Takemizu neighborhoods that shipped with BV? I'd still like to incorporate the secret lots somehow if I can (or know for sure that I can't) but I'm not sure what's needed as far as building or designating them!


You can build them yourself - I just made one for my vacation hood on here (Clarens).

It is actually pretty easy - here is your (it is all in there) guide:

https://modthesims.info/showthread.php?t=529698

gummilutt 10th Mar 2024 9:30 PM

Quote: Originally posted by jonasn
How do you feed a few employees on a business? I want eating only for staff in an electronics shop, taking up minimal space.


Sounds like a job for simwardrobes food replicator. It's a 1 tile machine thing, like a futuristic "I want this meal" and it appears. Handy for employee break rooms. I'm not sure where one gets simwardrobe stuff nowadays, I think there's someone here with a link in their signature but I do not remember which MTS person it is.

sim4fan1 10th Mar 2024 9:40 PM

What's the best way to create a custom neighborhood, if I plan to share it? I've been thinking about creating some sort of Pleasantview extension which will include the descendants of some of the missing families from TS1 (Roomies, Mashuga, downloadable families, some townies maybe) and I had look around the forum. I found some nice tutorials and precautions (disabling stealth hoods, being careful with mods and so on) but I'm not so sure about the families and their progression. What's the best way keep it sharing-friendly? Shall I create the ancestors and then make them have babies, aging them up and then add memories/relationships in SimPe or it's best creating create a bunch of Sims and then edit them in SimPe without actually playing the game and avoid spawning NPCs, townies and so on?

topp 10th Mar 2024 9:45 PM

I'd say to start with empty templates to avoid starting the hood off with 600 Sims already in the game. You'd want to prevent the game from creating all the unnecessary townies, downtownies, garden club, maids, gardeners, cashiers, etc. (by unnecessary, I mean, not having any sort of benefit to the story, unlike Gordon King, Kaylynn Langerak and others).

Though, when it comes to the game spawning a cashier or two, it may not be formally "clean" of all the redundant NPCs, but since I'd get those same townies generated as soon as I'd get your hood, I personally wouldn't care about a few service Sims being spawned. However, make sure to still have the anti-redundancy mods in, because one cashier for the one till doesn't bother me, but three premade cashiers would.

Sokisims 10th Mar 2024 11:17 PM

Someone who knows more about simpe will be able to answer you well, personally I do almost everything in the game and I only edit things like memories in simpe. Normally apart from all the anti-redundancy modifications, clean templates and other things. I always keep homes at 7:00 and don't let them go past that. I also try to keep an eye on the characters folder to make sure none are created while I'm in the game.Regarding family trees, I haven't created any very extensive ones yet, but I suppose I would create two groups of sims, ancestors and heirs, and join them with some mod, normally if you make someone the parent of another sim the rest of the family relationships are created automatically.

Even so, having played dozens of custom neighborhoods, I have to say that although there is no "perfect" formula, it is very noticeable when a neighborhood is made almost entirely with simpe, it feels much more polished.

simsample 10th Mar 2024 11:46 PM

Quote: Originally posted by gummilutt
Sounds like a job for simwardrobes food replicator. It's a 1 tile machine thing, like a futuristic "I want this meal" and it appears. Handy for employee break rooms. I'm not sure where one gets simwardrobe stuff nowadays, I think there's someone here with a link in their signature but I do not remember which MTS person it is.

https://simfileshare.net/folder/87829/

jonasn 11th Mar 2024 1:59 AM

Thank you. Looks good for the staff room. Another issue with a fridge is that once it is placed, the community grill can't be used anymore. Maybe I need to get rid the grill anyway because it creates dirty dishes and also fire on owned business, and customers want to go into the staff room to eat, which is a long walk to a locked door. The authors put a grill everywhere in Downtown, even where it can't go (like in а clothing shop). I put down a Coca-Cola fridge in Downtown, but people are very reluctant to use it to make stove-less meals.

Maybe a Food Stand is not unrealistic. In IKEA you can buy some breads, even though the shop sells manufactured goods. But I have not seen a grill, which you can approach and use yourself.

grammapat 11th Mar 2024 10:16 AM

Crumplebottom info wanted: looks like the purse swinging Agnes Crumplebottom married Erik Darling, who died on their honeymoon. Somehow she didn't take his name. then she married Robert (? last name) and he died of a falling chandelier (can't replicate that, but CAN do a falling satellite)
Does this sound right?

Justpetro 11th Mar 2024 11:08 AM

Quote: Originally posted by sim4fan1
What's the best way to create a custom neighborhood, if I plan to share it? I've been thinking about creating some sort of Pleasantview extension which will include the descendants of some of the missing families from TS1 (Roomies, Mashuga, downloadable families, some townies maybe) and I had look around the forum. I found some nice tutorials and precautions (disabling stealth hoods, being careful with mods and so on) but I'm not so sure about the families and their progression. What's the best way keep it sharing-friendly? Shall I create the ancestors and then make them have babies, aging them up and then add memories/relationships in SimPe or it's best creating create a bunch of Sims and then edit them in SimPe without actually playing the game and avoid spawning NPCs, townies and so on?


There is a tutorial here:


https://modthesims.info/t/420196

The tutorial cover both using AGS and not using it (I did not, I wanted to use items of all the packs).

Very important to disable the stealth hoods. Even if empty, they will still be added to your hood if you do not disable them.

Also, remove the N1 template (empty or not) from your program files. (I believe that is where I went wrong with Paternoster, and ended up with a cashier, hair dressers and bar tenders. No problem with them in Clarens, though).

Empty templates can be found here (Read the instructions, it has a link to the empty stealth hoods as well): https://modthesims.info/d/615468/cl...-templates.html

For populating your hood, there are also tutorials available. You will need to use SimPE to set relationships, memories, etc.

It is a big job to get started - and to get it done well can take a huge chunk of time. It took me longer than a year to build Paternoster, not only because making gables take time, but I was also interrupted by a broken pc and load shedding (daily turing off of electricity) in my country. My vacation hood took around 6 months as well. On the other hand, you may not want to build as many lots as I have.

It was worth it - I really felt a sense of accomplishment when I completed those hoods.

See it as a challenge, enjoy it and have fun.

sim4fan1 11th Mar 2024 12:20 PM

Thank you so much for all your answers guys, I appreciate your help and suggestions a lot!

Quote: Originally posted by topp
I'd say to start with empty templates to avoid starting the hood off with 600 Sims already in the game. You'd want to prevent the game from creating all the unnecessary townies, downtownies, garden club, maids, gardeners, cashiers, etc. (by unnecessary, I mean, not having any sort of benefit to the story, unlike Gordon King, Kaylynn Langerak and others).

Though, when it comes to the game spawning a cashier or two, it may not be formally "clean" of all the redundant NPCs, but since I'd get those same townies generated as soon as I'd get your hood, I personally wouldn't care about a few service Sims being spawned. However, make sure to still have the anti-redundancy mods in, because one cashier for the one till doesn't bother me, but three premade cashiers would.

That's exactely what I thought, I've been using clean templates forever and I generally avoid adding subhoods unless I need them. I tend to keep the population in check in my hoods, I don't like having too many townies/service NPCs either.

Quote: Originally posted by Sokisims
Someone who knows more about simpe will be able to answer you well, personally I do almost everything in the game and I only edit things like memories in simpe. Normally apart from all the anti-redundancy modifications, clean templates and other things. I always keep homes at 7:00 and don't let them go past that. I also try to keep an eye on the characters folder to make sure none are created while I'm in the game.Regarding family trees, I haven't created any very extensive ones yet, but I suppose I would create two groups of sims, ancestors and heirs, and join them with some mod, normally if you make someone the parent of another sim the rest of the family relationships are created automatically.

Even so, having played dozens of custom neighborhoods, I have to say that although there is no "perfect" formula, it is very noticeable when a neighborhood is made almost entirely with simpe, it feels much more polished.

Your hoods are really lovely! I can see you put lot of effort in them, they're definitely worth it! I agree, I'm not planning on doing huge family trees nor complex relationships (maybe some secret child here and there :P) but creating Sim in CAS and making them related afterwards seems the best approach to me too.
Quote: Originally posted by Justpetro
There is a tutorial here:


https://modthesims.info/t/420196

The tutorial cover both using AGS and not using it (I did not, I wanted to use items of all the packs).

Very important to disable the stealth hoods. Even if empty, they will still be added to your hood if you do not disable them.

Also, remove the N1 template (empty or not) from your program files. (I believe that is where I went wrong with Paternoster, and ended up with a cashier, hair dressers and bar tenders. No problem with them in Clarens, though).

Empty templates can be found here (Read the instructions, it has a link to the empty stealth hoods as well): https://modthesims.info/d/615468/cl...-templates.html

For populating your hood, there are also tutorials available. You will need to use SimPE to set relationships, memories, etc.

It is a big job to get started - and to get it done well can take a huge chunk of time. It took me longer than a year to build Paternoster, not only because making gables take time, but I was also interrupted by a broken pc and load shedding (daily turing off of electricity) in my country. My vacation hood took around 6 months as well. On the other hand, you may not want to build as many lots as I have.

It was worth it - I really felt a sense of accomplishment when I completed those hoods.

See it as a challenge, enjoy it and have fun.

Thank you so much for your suggestions Justpetro, I'm planning on using all EPs too, possible the stories bundle as it adds a bit more maxis match variety but I'll avoid CC whenever I can.
I deleted the stealth & the N1 townies a long time ago and I barely use the other subhoods anyway lol I'm still in the planning stage of the hood, I have a few ideas noted but I'm not a great builder (nor a sim maker) so it will take me a while to decide what to build, although I have a couple of lots made by others that I'm really keen on using, if their policy allows it.
On the other hand, I'm not so sure about face templates and custom sliders, as I'd rather use maxis faces (maybe extracting the premades and merging their genes together?).

I'll definitely look for the population tutorials, my main goal is to avoid any sort of "corruption" through gameplay

Peni Griffin 11th Mar 2024 5:51 PM

@sims4fan1, in addition to Mootilda's tutorial linked above, katatty did an extended tutorial on planning, developing, and sharing a custom hood on tumblr, starting here: https://katatty.tumblr.com/post/173...hbourhood-guide

It addresses technical issues and possibilities that only arose after Mootilda died, and also gives creative advice on how to develop a story in this medium. Just follow the links in each part to get to the next.

The important thing is to understand your own vision. Do you want this to be compatible with everybody's game, everywhere? Then you need a development environment that uses the base game engine. Do you want to take advantage of all the expanded gameplay provided by the later expansions? Then you'll need to understand how stealth hoods work. Do you want the neighborhood to be available as a subhood? Then empty stealth hoods won't do the trick - you'll have to create a hood with no stealth hoods attached at all. Does the storyline or environment you wish to create make certain CC desirable, or require it outright? Then you need to prepare for the fact that the audience almost certainly does not use all the same CC you do, keep track of the CC you use, and make sure that it is available to your downloaders and that they know what they need to run the game vs what is only recommended. Katatty's own excellent Europa hood contains extensive decorative gardens that will either have to be cut down a lot, or used in conjunction with mods like Perfect Plants that reduce or do away with the need to take care of ornamental plants; players need to know this upfront, to prevent player dissatisfaction, but having or not having the mod won't determine the success or failure of the neighborhood. However, Maxon's masterpiece of a neighborhood, Polgannon, absolutely requires all EPs, all SPs, and the CC bundle provided, or the landscape will be full of flashing blue holes and the player may not be able to solve the mystery. Polgannon also contains lots and settings that required her to use and understand various advanced building cheats, techniques, and utilities, notably the High Street and the off-road stone circle. The result is gorgeous, but it took a long time and required great diligence in service to the goal. These decisions, and many others, will need to be made before you so much as launch the empty neighborhood. You will probably need a separate Sims2 Development folder containing the ideal environment for development of the hood you want to make.

Having done this myself, my best advice to you is: Take your time, have fun, get a playtester or two once you think you're finished so they can tell you what you forgot and what difficulties you may be creating for people with different playstyles and computers than you , and back up your neighborhood every single time you work on it! These will maximize your chances to actually finish the project and send it out into the world. Good luck!

FuryCat 11th Mar 2024 6:31 PM

Where are Sims when in CAS? I know they are in a hidden lot, but in lore, where are they? A random photostudio in the universe of SimWorld..? And where is the photographer?

Sokisims 11th Mar 2024 9:24 PM

@sim4fan1 You can use custom sliders, I think most or all of them work for people who don't have them. Regarding making sims, it is good for me to create them in a test neighborhood and modify them until I am satisfied, then I extract them. I also use sims of my private games that I find interesting or make some sims I like have children and then extract them.

aelflaed 12th Mar 2024 7:25 AM

Quote: Originally posted by sim4fan1
What's the best way to create a custom neighborhood, if I plan to share it?


There are some useful tutorials:
https://modthesims.info/t/529698
https://modthesims.info/t/529698
https://modthesims.info/wiki.php?ti...l_Neighborhoods

Charity 12th Mar 2024 12:08 PM

Quote: Originally posted by FuryCat
Where are Sims when in CAS? I know they are in a hidden lot, but in lore, where are they? A random photostudio in the universe of SimWorld..? And where is the photographer?


In lore they don't exist yet, until you click the button. You are the photographer.

FuryCat 12th Mar 2024 3:24 PM

Quote: Originally posted by Charity
In lore they don't exist yet, until you click the button. You are the photographer.


That makes sense. Now if only we could know who Mystery Sim is...

simsample 12th Mar 2024 4:47 PM

Quote: Originally posted by FuryCat
Where are Sims when in CAS? I know they are in a hidden lot, but in lore, where are they? A random photostudio in the universe of SimWorld..? And where is the photographer?

Immigration queue at the airport, and the photographer is the passport guy.

Quote: Originally posted by FuryCat
That makes sense. Now if only we could know who Mystery Sim is...

I found out who he is in my neighbourhood...
https://modthesims.info/showthread....190#post5790190
(Beneath his paper bag, he looks an awful lot like Sims 1 Bob Newbie...)

grammapat 12th Mar 2024 7:01 PM

as usual, you are 22222

FuryCat 12th Mar 2024 8:25 PM

Quote: Originally posted by simsample
Immigration queue at the airport, and the photographer is the passport guy.


I found out who he is in my neighbourhood...
https://modthesims.info/showthread....190#post5790190
(Beneath his paper bag, he looks an awful lot like Sims 1 Bob Newbie...)


Hmmm... How does he manage to have so many relationships at once?!

Justpetro 12th Mar 2024 8:50 PM

Quote: Originally posted by FuryCat
Hmmm... How does he manage to have so many relationships at once?!


It remains a mystery

FuryCat 12th Mar 2024 8:51 PM

Quote: Originally posted by Justpetro
It remains a mystery


Even Don Lothario is jealous...

sturlington 12th Mar 2024 11:24 PM

Just wondering if anyone happens to know the specifics of these LTWs (sorry if it sounds morbid--it's for story reasons!):

- For the want to have 6 grandchildren, is it just that the grandchildren are born? Or do they have to all be alive when the sixth is born for it to count?

- For the want to marry off 6 children, I assume it fulfills when the sixth child gets married. So maybe they could have one child who gets married and divorced 6 times, and it would still count?

Peni Griffin 12th Mar 2024 11:53 PM

The LTW is counting memories, so as long as they get the memory of acquiring the grandchild, and of a child getting married, it doesn't matter whether they ever have six at once, or six whole separate children do the marrying. However, without a mod joined unions don't count, so if you want same-sex marriages to count get the mod!

Also, I have had "graduate 3 kids from college" fill long before the third child graduated, because the LTW counted memories of other family members graduating! I don't know if that's common or Just One of Those Things in my game.

natbsim75 13th Mar 2024 9:53 AM

I've been playing this game for almost 10 years (since summer of 2014) and today, for the very first time, I've had everyone in a household die. They were the Loyal brothers (Stephen Loyal's father and uncle, RIP!) from Mesa Flats (the hood from Mod The Sims) who I have moved alone in a house. They are both dead now (from old age) and Grim Reaper radomly sits on a couch and watches TV (while the Hula Zombies dance outside on the pavement and other sims that walk by the house greet and watch them!). Is it safe for me to save the game and go to neighborhood view or I should wait until... Death and his entourage are gone??? And what about all these sims who have greeted the Hula Zombies? Will they have memories of meeting them that I should remove via SimPE??? Please, help (if my game has ever brought me close enough to a panic attack, it's now)!!!

simsample 13th Mar 2024 11:50 AM

Quote: Originally posted by natbsim75
Is it safe for me to save the game and go to neighborhood view or I should wait until... Death and his entourage are gone???

It's safe to save and exit, and sims won't have memories of the zombies just by waving at them.

natbsim75 13th Mar 2024 12:05 PM

1 Attachment(s)
@simsample

Thanks again for your help but the game doesn't let me leave without saving and the pop-up says that if I leave without save all my progress will be lost (meaning Silas' death?). Also, it doesn't let me go to the neighborhood view either (the button is "greyed out").

simsample 13th Mar 2024 12:10 PM

Hey, see my answer here:
https://modthesims.info/showthread....412#post5942412

natbsim75 13th Mar 2024 12:51 PM

10 Attachment(s)
Thank you @simsample for helping me! I quit the game without saving and I replayed Silas' death, like you said. Since he had a vacation day from his job, I kept him at home (maybe something went wrong with his "previous death" because of some routing problem on the pavement) and he died (again, lol!) while painting! Grim didn't watch TV this time but he chose to use the bathroom instead (!!!) and afterward he left while the Hula Zombies continued their dance but I got the same pop-pop as the screenshot you shared in the screenshots thread! I think I'll keep the graves in the backyard for now, until another family moves into that house (from Honeywell's Bespoke House Set!) and they'll move them to the hood's graveyard.

FuryCat 13th Mar 2024 12:59 PM

Does anyone have any other information for the Custom Content Browser? I'm curious to know how the heck that thing works.
If you click on it and click yes to connect to the site, it will take a few seconds and open the blank box (Which the Sims 2 site was supposed to show up in before they closed it.)

Charity 13th Mar 2024 1:22 PM

Quote: Originally posted by FuryCat
Does anyone have any other information for the Custom Content Browser? I'm curious to know how the heck that thing works.
If you click on it and click yes to connect to the site, it will take a few seconds and open the blank box (Which the Sims 2 site was supposed to show up in before they closed it.)


It doesn't work anymore. It's obsolete.

FuryCat 13th Mar 2024 1:25 PM

Quote: Originally posted by Charity
It doesn't work anymore. It's obsolete.


I know. It displays a blank box now, I'm just curious to know more about this, I never even noticed it until now.

simsample 13th Mar 2024 2:12 PM

It would have shown items from the exchange:

Since the site doesn't exist any more, it doesn't show anything now.
https://web.archive.org/web/2005121...hange/index.php

FuryCat 13th Mar 2024 3:09 PM

Yeah, I have seen that screenshot. It feels weird to look at it now, if only there was a way to make it display MTS or something. Then again, you have to restart your game so CC shows up, so I'm not sure why EAxis decided to even make that feature.

aelflaed 14th Mar 2024 5:46 AM

I have a question...I have a default for the basketball hoop. The textures for lot view and the LODs for hood view are included, and all display the correct texture. But from hood view, the original image is displayed, and not the defaulted version.

How can I correct this? I'm sure the info must be around here somewhere, but I haven't found it.

Bulbizarre 14th Mar 2024 7:51 AM

Does anybody know what would cause all the "go to another lot" pie menus to disappear for a single household? Just one residential lot, no missing portals.

"Walk to lot" missing. Also no option on batbox. Can't call a taxi on the phone. If I buy a car, the option to use it go somewhere is missing.

EDIT: If you're using community lot time and there's another Sim off-lot.

simsample 14th Mar 2024 10:10 AM

Quote: Originally posted by FuryCat
Yeah, I have seen that screenshot. It feels weird to look at it now, if only there was a way to make it display MTS or something. Then again, you have to restart your game so CC shows up, so I'm not sure why EAxis decided to even make that feature.

No, if you added custom content from the exchange to your game using that browser, it showed up right away with no need to restart. There was a project for a while to see if it could be used to view local content, would be a great tool for creators making changes to meshes or textures, wanting to test in-game without restarting. I don't think anything ever came of that though.

kestrellyn 14th Mar 2024 10:46 AM

Quote: Originally posted by Bulbizarre
Does anybody know what would cause all the "go to another lot" pie menus to disappear for a single household? Just one residential lot, no missing portals.

"Walk to lot" missing. Also no option on batbox. Can't call a taxi on the phone. If I buy a car, the option to use it go somewhere is missing.

EDIT: If you're using community lot time and there's another Sim off-lot.


This also happens in an unmodded game if someone is already in the process of going to a community lot, which is determined based on whether or not there is a vehicle on the lot that is trying to take sims off-lot. (When sims walk to a lot, or to work/school, or fly off on a broom, this is actually managed by creating an invisible car, so walking still triggers this.) If you have a sim leave the lot, but then cancel the action, it takes a little bit for the vehicle that was created off-world for them to get deleted, so there's a period of time in which no one can leave the lot.

This also happens on residential university lots when there is a student on the lot who is within 5 hours of the end of their current semester. I think this is so that you don't wind up with someone getting booted back to the main neighborhood while on a community lot, either due to the post-graduation timer expiring, or dropping out. I made a small mod to make this more permissive, and only actually forbid leaving the lot if the sim whose timer is about to expire actually has a chance to be booted when that happens. I might upload it sometime.


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