Thinking about it, I'm a bit surprised that the food processor or microwave don't have any dirty states.
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Microwave pros:
- small, fits on top of a mini-fridge - cheaper than a stove (I hope?) - doesn't get dirty Microwave cons: - can only make ramen and TV dinner I think the no-dirty state is a must with this, otherwise it's useless compared to the toaster oven that can cook more than two types of food (I hope?!) |
A microwave oven works for reheating contained liquids and not much else. It doesn't get dirty gradually, but suddenly and fully when something goes wrong: you misjudge the initial temperature or volume and the stuff boils over, or you attempt to do a wild experiment. When I still had a m/o, I could go a long time without needing to clean it. It was slow to use for heating anything not watery, requiring me to stop it multiple times to make out the food, stir it or wait for the foam to fall. A tool that mixes food ingredients needs to be washed after every use.
A surprising flaw in the design of a m/o is that it sucks some of the vapor through the machine where the wires and eletronics are. Even if the air is only barely dirty, over time stink accumulates there and can in some cases cause corrosion, which is probably what caused my oven to go out of order. You can find videos where people have done a crazy thing and can't use the oven because the smell is inside it. In the Sims I find a m/o useless and I rarely buy it, except as a decoration sometimes in a hotel room or a big kitchen that has to have all appliances. In reality they say you can get fat by eating quick meals, but in the Sims world food quality is expressed exclusively in the energy content, and starter meals are not efficient. |
Quote: Originally posted by topp
Yeah, I have a mod that fixes that. So silly; you can cook heaps in a microwave. |
Quote: Originally posted by topp
A major pro of the microwave, if you don't have any custom foods, is that I believe it might be one of the few or only ways to make dinner with zero cooking points that is not likely to cause a fire. It's been a while since I had sims with zero cooking points, though, and I also have a ton of zero-skill-required cold custom foods, so I might be misremembering. I think the microwave only catches fire if you actually walk away from it. |
I recently asked about names for my shopping district to Strangetown. Here are some I've come up with--which one do you like?
- Boomtown - Notown - Funkytown - Troubletown - Middletown - Youngstown I guess a lot depends on what this district will be like, but I think I may let the name decide that. At any rate, most of the original playables are getting to be elders, and my thought was that the younger generation would let the elders have their big houses and move out to a new area to build something different. The exceptions would be insular families like the Beakers, who would stay back in Strangetown. |
Quote: Originally posted by sturlington
The only way i can think of to solve such a dilemma is- music! Boomtown Notown (can't think of a song called 'Notown' but there are loads with Motown in the title of course! ) Funkytown Troubletown Middletown Youngstown Of course you could probably find lots of other examples to be the soundtrack to your new neighbourhood... |
Quote: Originally posted by simsample
And we already have Downtown as well! |
Quote: Originally posted by sturlington
Funkytown, obviously. |
Will the game let you build an apartment with a shared kitchen and bathroom? I want something that resembles a single family home that's been split up into units - each bedroom would be an apartment, of sorts.
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Quote: Originally posted by omglo
Yes, though there's some weird issues (e.g. if there's a dining chair in the private area, Sims may completely ignore dining tables in common areas.) Inge's apartment fixes is also suggested. |
Have you ever had the itch to start a new neighborhood with a (or more) character(s) from another neighborhood you're playing? Not as in "loving their appearance" and putting it in as a new sim, but as "this sim will move out of this neighborhood and continue their life somewhere else"...?
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What is the advertising for Sims soaping fountains? Considering that it happens all the damn time I'm wondering if Maxis might've accidentally messed up a value somewhere, or if I have some mod affecting this.
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Quote: Originally posted by Bulbizarre
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Quite early in my game I felt that some of my teens were trying to tell me that they could bring up children, as well as, if not better than, some of the adult parents they could see. I am confident that none of my teens would ever bring up a child as badly as Daniel and Mary Sue brought up Lilith! There are of course examples in real life of teens who have risen to and overcome the challenges. One well-known politician here describes how his sister saved him. I can't remember the exact details, but as I recall he was orphaned at the age of 12 or 13. The local authority wanted to take him into so-called "Care". But his 16-year-old sister succeeded in persuading them that she could look after him. In view of the fact that Real Life institutional "Care" is often just as bad as what the Newsons experienced, she probably saved him. As for Cassandra, I think I'll just let her adopt. As you know, I generally play an idealised game, and, in real life at least, adoption gives a home to to an otherwise destitute child, whereas artificial insemination brings yet another child into an already overcrowded and often cruel world. I know that the game will generate a new child to be adopted (as of course I have no children in the "adoption pool" as none have ever been taken by a social worker), but, in my imagination at least, this will be a child in need of both a home and tender loving care. ==================================== I was about to post this, and then the topic of food processors came up. The only Sim I knew who had a food processor oven was Malcolm Landgraab IV, and my recollection was that he seemed to use it all the time. Of course I wasn't measuring it, it was simply how it appeared to me at the time. But Malcolm lives in Bluewater, which in my game is attached to Veronaville. And I was playing the Goth Mansion in Pleasantview. So Malcolm wasn't available. So I looked to see if there was a food processor in the Goth kitchen. There wasn't! Maybe the food processor only came with OFB!? Mortimer does seem the sort that is interested in tech, so he might well be an early adopter of the food processor. Now Mortimer was already in bed with Bella, but Cassandra was still up, playing the piano. So we bought the food processor from the catalogue, placed it on a counter in the kitchen, and I suggested to Cassandra that she make herself some macaroni and cheese for her supper. Somewhat to my surprise, she took a bowl out of the cupboard and mixed it by hand. Now at the moment Cassandra has only one cooking skill point, whereas Malcolm has four, so I wondered if cooking skill might have anything to do with it. So, deciding there was nothing else for it, I opened up Bluewater (in Greater Veronaville) and found Malcolm and his teenage housemate Marion Hutchins at about 6 o'clock on a Sunday afternoon, both quite hungry and ready to help me with a cooking test. (They were also both dressed in the sort of shiny black PVC creations, that I am sure would delight a certain Mr. Sim Sample of Lacuna Delta.) Now Marion has only two cooking points to Malcolm's four, so I asked her (as the less skilled) to make the spaghetti, and Malcolm, with his four cooking skill points, the macaroni. Well, she used the food processor for the spaghetti, and he mixed the macaroni by hand in the bowl. So that's my answer: cooking skill doesn't come into it. As people here were saying, some foods can be prepared with the food processor and others can't. Now I would have thought that macaroni and spaghetti are very similar pasta dishes, so I don't really understand why one can be mixed in the food processor and the other can't. Both Marion and Malcolm used to be friends with Andrew, but Marion's friendship with him had lapsed, and Malcolm's was about to lapse too. So after they'd eaten Marion invited him over. As she needed the toilet, it was Malcolm who greeted Andrew when he arrived. Andrew immediately initiated a game of red hands with Malcolm, which restored them to being best friends again. After that Malcolm went back into the house, while Marion and Andrew hung out in the garden. I guess Malcolm must really like using the food processor, because, while Marion and Andrew were catching up with things outside, Malcolm went back into the kitchen and autonomously made himself a chef salad with the food processor, even though he wasn't really hungry. I've been adding bits to this post for about a week, so sorry for the delay in replying. I'll click on "Submit Reply" now, before I think of something else to add!! |
@AndrewGloria: It's the sauce. The pasta in both cases is storebought and the cheese sauce for the macaroni is either made from the powdered mix to which you add milk and butter, or is using preshredded cheese, so you don't need the food processor. The spaghetti sauce, however, is being made from fresh tomatoes and possibly garlic and herbs, which would ordinarily be cut up on the cutting board, but with a food processor can be chopped or even pureed in the food processor.
In real life, of course, you boil the pasta and make the sauce separately, but that's more complicated than they wanted to animate. Food processors are primarily about chopping/grating/shredding/pureeing things, while mixers - which in Sims 2 are only ever found as clones of the food processor - are about stirring things together or mashing and aerating. In Sims 2, certain foods require certain steps - retrieving from the refrigerator, chopping or assembling on the counter, mixing in a bowl, cooking on the stovetop or in the oven - which affects the food value by different amounts. Food processors replace the chopping step and increase the food value by the amount stated in the catalog. I don't use microwaves often, but I think foods that require assembly+cooking, such as grilled cheese, can be made in them (if a counter is available), but foods that require chopping and/or mixing cannot. The university cook's stove can only make foods with a mixing &/or chopping step + cooking on the stovetop, which is why the menu is so limited. The stove has no oven. (The other reason is that the cook has low cooking points and is never allowed to improve.) I had a Sims 1 playing friend - the person who got me into it, actually - who swore by the microwave because it never caught fire, and I could never convince him that my strategy, of designating a household cook and making sure that the first thing they did was sit and study cooking, plus buying cheap ovens and improving the quality over time (cheap ovens with low food values used to catch fire much less often than medium and expensive ovens with high food values) as cooking points increased, worked better because the sim didn't have to stop to eat as often. This effect quickly snowballed, because the more complex oven cooking improved skill points faster than shoving things into the microwave, and chef skill is an important component in food value. I think I had one fatal oven fire my entire Sims 1 playing career. A wise kitchen layout and an early investment in a fire alarm took care of every other one. Outdoor fires were the dangerous ones. But of course Sims in your game don't have to worry about fires at all, regardless of what they use. |
Quote: Originally posted by AndrewGloria
Mr Sim Sample would like to swap laundry tips with Mr Landgraab. How does he clean his PVC? (This is more me asking than Sim himself though, as Sim doesn't seem to care much about having green stink, being a sloppy sim. I have a feeling that the sloppiness is what causes his green stink in the first place! ) I wonder how sims in sims 2 do clean their clothes? They have laundry in Sims 3, but in Sims 2 a shower or bath seems to do the clothes too... |
Quote: Originally posted by simsample
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Quote: Originally posted by Peni Griffin
The fires in TS1 The fires in TS3 (had a sim set fire to himself while cooking (after his wife died earlier in the day), after several failed attempts to put him out I tried to dunk him in the swimming pool to put out the fire... Still died. Shortest playround I've EVER had. I swear, some sims... The fires in TS4, for that matter (I had a co-worker of my sim set fire to themselves with a microwave in the tiniest corner, and the fire brigade could not get to them, let alone Grim - Original EA layout, by the way . And I have yet to see a single sim who doesn't set fire to themselves if cooking something on the stove before they get their first cooking point, so they're all eating salad until then...) TS2 sims will (mostly) avoid burning food or the kitchen if they cook food that's below their current skill level, as long as they don't leave the cooking appliance for too long. They're more likely to burn food at their current level. That's one of the reasons why they're always taking a risk cooking lobster and other level 10 food - there's no higher level, and current level isn't protection enough. If they are at level 10, they're safer cooking lower level foods for everyday use. They're a bit less likely to set the whole kitchen on fire at that level (again, as long as they don't wander off), but there's still burn risk for the L10 foods. I usually put a sprinkler over the stove, just in case. And anything else that can easily semi-spontaneouslly combust. You never know (I don't trust the fire alarms... The level of fire brigade incompetence can differ significantly, depending on house/kitchen outlay, and general sim stupidity ) |
I always put a sprinkler because it is small and doesn't interfere with the decoration much. The fire alarms are freaking ugly, and put me in dependence on authorities whom I distrust. Every house gets the alarm replaced with a sprinkler and the flat default kitchen sink replaced with a more spacious restaurant sink. In reality I wouldn't have sprinklers because severe water damage from accidental triggering or malfunction would be more likely than a fire. Even worse in an apartment if you flood another property. Small hoses are known to fail in other applications.
How does a sprinkler trigger in reality? Is it by heat? When it comes to cooking, I usually brave and cook spagetti or pancakes at low level because those can be eaten efficiently. But salad is not bad. Bowls or sandwiches take a long time to eat or prepare. Only with a flat plate they can enter a fast eating mode. Burned food still works. I had a rare fire recently because I let a Shop 2 customer cook at a microwave and leave with the food still spinning inside. The microwave was only supposed to be there for looks. I heard that they can also walk away for many other reasons if free will is active, which is kinda dumb. |
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Quote: Originally posted by simsample
Quote: Originally posted by topp
Malcolm Landgraab replies: "Marion and I find that the best way is to take a shower with our PVC clothes on, and then to change into swimwear while our clothes dry." P.S. Before going home, Andrew, who currently has eight cooking skill points, cooked chilli con carne for Malcolm and Marion. |
Quote: Originally posted by Peni Griffin
That's weird. It's not like you require an oven to mix or chop. XD
Quote: Originally posted by jonasn
So the microwave can catch fire. Do sprinklers not call the firefighters? I hardly ever use them. |
Sprinklers put out the fire and leave puddles everywhere instead of calling the firefighter. Activating a sprinkler with a match is a prank mischievous sims - especially cow mascots - are fond of, but can only be done from the square immediately below it, so if you put it directly over the stove that doesn't matter.
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Quote: Originally posted by Bulbizarre
Agreed. I've been building a small town with several wealthier sims that have fountains in their yards. Soap, soap, soap. Seriously ? Like a rich family is going to do that. Sometimes as much as once every two sim days. Ridiculous. The only fountains safe from sims adding soap is the ones placed in the middle of a pond or swimming pool. |
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Quote: Originally posted by AndrewGloria
That's brilliant, I hope they clean the bits under the PVC too (although they aren't as unwashed as Sim Sample, I'll bet! ) Sim thinks you all have impeccable taste in clothes (he wears the shorts you kindly sent in the summer months, see attached pic!)
Quote: Originally posted by AndrewGloria
Well done Andrew, a Veronaville pioneer! (Save some chilli for me, my favourite!) |
Quote: Originally posted by Peni Griffin
Water puddles are a whole lot easier to tidy up than flames, and tend to spread slower, too. Plus less damage to the room (in Sims, that is). I'd rather have them mop up some puddles and maybe replace/fix the stove, than having to try putting out the entire kitchen, and replace multiple items. |
@simsample I love the sim in the little dress with the blue pigtails.
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So I'm asking a stupid question so read this if you like getting creative in the Sims.
I have a couple who is upgrading from a small apartment to a big house. I can't figure out what type of house to make/download. Can you help me? The guy is a tech bro, your typical navy blue polo shirt wearing programmer. He just got a big bonus and reached the top of his company and makes 16500 a week, so he's making bank and is a fortune sim. The girl is an assistant/supervisor for a fashion designer, makes around 550 simoleons a day and is a popularity sim. Her style is pretty basic but I'm planning to upgrade her style to a more high end minimalist aesthetic (when I free CC space) since they're in the upper middle class now. I'm also planning to move them in after marriage into the house and probably have one or two kids. Based on their description, what kind of house you imagine them living in? Is it a glass ultra modern mansion, a brownstone house, something more vintage or something more modern, high tech or artsy? Should the house be on a beach lot, on a regular lot, in the center or somewhere quieter? Their net worth is 100k, so the budget for the house can be around 80k, which I know is a lot but consider how much money is the guy making and I imagine that he would want to show his wealth off considering his aspiration. |
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Quote: Originally posted by Sokisims
Thank you, she's actually a servo in sim skin, she's called Moana Amore. Dress: https://modthesims.info/d/170818 Dress mesh: https://modthesims.info/d/127591 Hair: https://thesims1master.tumblr.com/p...from-the-sims-1 @moonlight__ Definitely a modern house, lots of huge windows overlooking a sea or city view, and expensive wall hangings and sculptures. Very minimalist! |
Quote: Originally posted by simsample
Thanks, my ex is a tech bro (no, the sim is not based on him ) and those guys are obsessed with grey minimalism, stone, concrete and Alexa. The girl is Italian looking with an Italian name so I prepared a medium to smaller Mediterranean home for them but circumstances have changed. If I find a good enough modern home and windows and doors for it I'll make sure it has a lot of wood and a lot of plants to look like she decorated it. https://www.tumblr.com/heynathan22 looks great for exterior inspo while Candy Darlings has gorgeous mid century modern interior. |
Does Fire Safety actually do anything in an unmodded game other than fulfull the want to learn it? Midge has a mod that lets them attempt to extinguish a fire.
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They're less likely to start fires and won't panic in harm's way as much.
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Why would a hack in
Code:
load before another hack in Downloads\zz.Custom LTWs\
Code:
?Downloads\zb.hacks\Careers\ |
Because zb comes before zz in alphabetical order.
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I said that zz loaded first.
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Oh, so you did, sorry! It helps to read things.
Hmm...Could it be because of the nesting structure? Since the one that loaded second has three layers and the one that loads first is two layers? are these the actual names of the files or do the slashes indicate subfolders? |
Subfolders, yes - both forward and backslashes are an illegal character.
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What makes you think the file in the zz folder is loading first? Did a tool actually tell you that was the case? Or is something just not working?
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Quote: Originally posted by kestrellyn
HCDU Plus and an error that resolved when I fixed the load order. Specifically, I had lamare_LTW_JobHopper & zzPatch_WH_PayBook_C_JobHopperLTW in the zz folder, and WH_PayBook_C in zb. Despite that, I got an error that when run through WhatCausedThis indicated the compatibility patch wasn't working. When I ran HCDU Plus with the scan folder set to \zb.hacks\Careers\, it showed this: When I tossed everything in the same folder named to load in the right order, the error didn't reoccur. |
On the Sim Crafters Discord, @gummilutt said the confusing load order is due to folder depth.
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Yeah, it doesn't look from that output like the WH file is in any folder.
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The display's a bit weird when you're using a scan folder, it's essentially comparing all the files in one subfolder to each other and then to everything else. Note the squigglies in a few lines - that's essentially backing up a level.
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~ usually means "home", so I would assume it means the root of the Downloads folder here.
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If you didn't say you tested this in game, I would've said HCDU displayed the load order wrong, because it does sometimes -- shows different results depending on which folder you scan
EDIT: OK, since you broke my worldview there a little, I recreated folders with those exact names and tested myself. A mod in "zz.Custom LTWs" folder has overridden the one in "zb.hacks\Careers", so it loaded last after all? I don't know what's up with that, but my worldview is restored :D |
Yeah, it's weird. I was able to get everything in the right order by putting zz.Custom LTWs into the zb.Hacks folder though, the two hacks are on the same subfolder-depth now.
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Does anyone know if Lot View Options affects video memory? I noticed a good part of my (thankfully sporadic) pink soup explosions happen in Downtown, I suspect it might have to do with the game trying to render the impostors of all of Zarathustra's large apartment lots Would setting 'view distance' and 'fade distance' lower when in Downtown possibly help with that?
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I'm sure I've read a lot of people saying that changing view and fade distance solved their pink soup problems.
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^ That, and also turning off neighbors + NH deco if you don't need it to show.
Being aware of CC items with LODs for NH view is probably also useful - everything doesn't need to show up on the neighborhood lots, especially CC and NH deco that are high-poly or have large textures (at least if it's not properly optimized for NH view). Possibly also "Better Nightlife" enabled items (I think those might have a somewhat higher chance of pink-flashing, since they have extra lights added, but could be wrong). On-lot, you can turn "Object hiding" on - this hides items on lower floors, so the game doesn't need to constantly render them, especially when you're playing on the higher floors. Large or floor-heavy lots, especially if there's lots of CC, can easily cause pink flashing. Weather too (heavy snow in particular - the game does seem to be a bit iffy with overlays over larger areas). My old computer only had sporadic pink-flashing, mostly with these two conditions (especially with both combined). |
Interestingly, the game has an easier time rendering giant apartment lots when they're occupied - it took a while to puzzle out that it was because it's only rendering one unit and fading out the rest.
However, the game needing to re-generate missing Sim portraits before loading into a big apartment - that's the one thing I found can semi-reliably pink-soup the game. If I use another lot to pregenerate the portraits (the Instant Inviter has an option to use the phonebook interface) this doesn't happen. |
Quote: Originally posted by Bulbizarre
Probably because it doesn't have to render the sims (unless out of their apartments) or furniture. AL does have some annoying icon regenerating issues. It was apparently somewhat patched, but is still there. There are/were some fixes available (mootilda explains some here, but it's an old topic so not sure what works/is available. LD updated one of the mods mentioned in it, here). Personally I haven't tried any of it (the icon regen doesn't bother me that much), but if it's causing trouble like worsening pink-flashing, it could be worth a try. |
Yeah, I know of dizzy's patch but didn't want to mess around with the executable. The phonebook portrait regen works well enough.
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I have an exe hack for portraits. But they still regenerate at times where they used not to. For example, when changing clothes at a wardrobe. I prefer to keep one portrait that best represents the person. This is one of several reasons why I don't play Apartments. Objects inside other apartments are not only invisible but also disabled, saving on the CPU.
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Question: I tried using classic dance with family (non-romantic social) to have two Sims flagged as family with Found Family dance. They fell in love. What happened?
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It looks like the custom social is also set to always allow love, just like the original one.
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Quote: Originally posted by kestrellyn
Then why doesn't Peter Ottomas fall in love with his mother? Is it checking family relations specifically instead of the 'is family' flag? |
Do they have 70 LTR?
The mod checks the proper function for family relationship, it just passes the wrong argument to the function for modifying relationship. |
Quote: Originally posted by kestrellyn
Yes, good relationship - both sets of Sims have 100/100. One is flagged with found family while the other is actual family. |
Dunno. It could be that there's some other check that prevents sims with a family relationship set from getting those flags deeper in the social code.
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Would it be difficult to remove the fall-in-love flag entirely? There's lots of other romantic interactions.
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From the entire game? Not really feasible. From this interaction? Just change Literal 0x0001 to Literal 0x0000 on line 2 of BHAV 0x1003. That only affects the family interaction, not the regular romantic one.
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Yeah, this one interaction, lol. I'll take a look, thanks.
EDIT: It worked! |
So I have this cc painting that's overriding the Maxis A-stroke painting. I can give it a new GUID, but how do I make sure the recolors are linked to the mesh with the new GUID?
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Quote: Originally posted by Phantomknight
If it's a fully custom painting with sepaprate recolors, you need to tick "fix MMAT" when giving it a new GUID (this fixes the mesh), and also fix the recolors by copying the new GUID and pasting it into the GUID value in all the recolor MMATs. If it's a repo'd painting, it's usually enough to just change the GUID (do "fix MMAT" and fix recolors if there are any for frames or similar - this step shouldn't cut bonds between a master/repo item, since repo'd subsets don't have MMATs) |
Thanks! I must be doing something wrong because I can't get the recolor to show up (the game says 'this object is not recolorable'). Is there something else I need to do the mesh?
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Quote: Originally posted by Phantomknight
https://hugelunatic.com/making-objects-recolorable/ |
Quote: Originally posted by Phantomknight
If all it is missing is a new GUID, then what I described should be the only thing you need to do. Could be something else, though. I've often found if there's one iffy thing in a file, there could easily be more. Would need to see the file to figure it out. If the one who made the item didn't have the CEP, then you probably need to make the item recolorable, although if the old recolors worked then it's a bit odd they're not working for this one. Possibly a setting somewhere in the resources having to do with the mesh/material links |
Hello!
I'm a bit worried since today something happened in my game that never happened before (or at least, I didn't realize until now). I had some trouble with the Body Shop as usual, but managed to solve it and add some tattoos I made for my sims succesfully. But, when I started to play, I realized two wallpapers have missing icons now. They're replaced with a default blue square. I think this can occur with CC, but I have no modded furniture and those wallpapers are a variants of default ones. With this I mean the kind of walls that have three versions: side-bar on the left, side-bar on the right and no wood bars anywhere. Both missing wallpapers are side-bar on the right variants of pale brownish wood exterior walls. This to me sounds like corruption, even if I'm a bit unsure since it's not listed anywhere Should I worry? |
Thanks for the tutorial link, omglo. I tried Fixing the Integrity, but that didn't seem to do anything. And yeah, there was the incorrect GUID in MMAT--I fixed it like simmer22 said, but, while updating it stopped it from overriding the A Stroke painting, the recolor I updated still isn't showing. And there isn't a GMND in the mesh file (not sure if this is a/the problem??). So I can't check if tsDesignModeEnabled is missing. So, yeah, I'm a bit stumped.
I've uploaded the files here, in case anyone wants to take a look. The creator, Uglytownie, seems to have deactivated their tumblr so I can't ask them about it either. The painting was part of a set of random things. I came across it when I was looking in my "To Test" folder and thought, 'Hey, this looks good, why didn't I ever install this?' Now I know why, . Eh, if I can't fix the mesh; I could probably make recolors for the A Stroke using the Uglytownie textures. It's not like I needed another painting mesh.... |
Phantomknight,
Seems like the mesh file lacks the entire GMND resource, so no wonder it says it's not recolorable. Kinda strange, because it has a MMAT... Could be how it was cloned. Did you change the GUID for the files you uploaded? If you decide to just recolor, it's possible the original recolors would work for A Stroke (with the orignal GUID - at least if this is the painting it overwrote). The texture in the mesh would need to be recolored, though. If it was overwriting a different picture, you'll need to re-recolor all of them.
Quote: Originally posted by caprisun
Doesn't sound like corruption, but thumbnails can get messed up if the CC/defaults get deleted or the game can't read the files for some reason (been removed or edited). Have you tried regenerating the thumbnails (Ctrl+ right click the thumbnails)? And have you checked that the files are still there. Have you tried deleting the cache files (they can carry a kind of shadow copy of a removed item, causing display issues and even crashing issues)? |
I recently came across Lazy Duchess' relativity mod, as an alternative to the time controller by Chris Hatch which unfortunately caused a bunch of issues for me. But I really enjoy having my days go slower, it feels more realistic, so I was happy to learn of this optional version of it. However my dumb ass is probably missing something in the upload text and I'm not sure how to actually set it. The information on the object says 30 ticks = 1 real life second. But I'm not over here measuring my Sims' time by real world, I have no perception of how their time correlates to ours, which makes it real difficult to try and pick a number to set it up.
Is anyone familiar with this mod and understand what the vanilla time setting is? I would run time controller at 50% and I enjoyed that, so I would like to make time move at half the speed, but I haven't a clue what that translates to in ticks and real world seconds xD |
Try 15, I think. I use LD's motive adjuster and I think that halves it.
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Quote: Originally posted by simmer22
It worked! Thank you a lot, I had no idea about the Ctrl + Right Click way of regenerating the thumbnails. It fixed the issue right away! |
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Does anyone know who did a 'Volatile Project' in terms of Default Replacements for hairs? I can find some of them on the Sims 2 default database, but I can't find any info on 'who' made them. The links are only for mediafire files.
Here's one of them. I really hope to find 'only' volatile color for blonde hair replacements, and these guys seem to focus on it, hence I'm wondering. (The 'piss yellow' from Maxis is just not pleasant to look at, in my opinion) |
Quote: Originally posted by kestrellyn
I was just looking at this. Would it be possible to make the entire Classic Dance interaction non romantic? I'd really like it to be available to family and friends as a kind of ballroom dance and to leave the slow dancing to the lovebirds. |
Quote: Originally posted by Charity
https://modthesims.info/d/606587/cl...tic-social.html |
Quote: Originally posted by omglo
That's the one that they were talking about before, but the non romantic part only works for family. I want friends to be able to dance non romantically too, even if I have to sacrifice it being romantic at all. |
Quote: Originally posted by Charity
Oh, I guess that isn't the mod I'm thinking of then. Because I feel pretty certain that what you're asking for already exists, but if it's not Piqwi's, IDK where to find it. |
Quote: Originally posted by Bulbizarre
Thank you I realized the easy solution to my uncertainty would be to try it out. And if you want the game to move slower, you need to increase the number rather than reduce. So half the speed, would be 30. Thanks for the push to just try and see what happens. |
Quote: Originally posted by Charity
If you edit BHAV 0x2552 in that mod to change the false target on line 0x1 to be 0x3 it will run the platonic interaction for sims who aren't family. Unless you make the other change I mentioned, they will still fall in love, though. |
Quote: Originally posted by kestrellyn
That is great. Thanks a lot! I already made the other alteration, so I'll add this one to it. |
Is there a way to make a Teenager-Only household without having to create (and then kill off) a parental Sim?
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Turn the parent into a townie instead?
I have done this, and it's almost as cumbersome: Make a family of adults, load them, age them down to teen. They will all have an F grade. Unfortunately I wanted a child in the household, too, and the social worker came for her immediately due to the grade! I had to quit without saving, do it again, pause nearly instantly, then act to change her grade. |
If you use the Sim Manipulator, rather than the AgeSimsCheat to age a Sim down, they don't get an F grade. I think they usually get a C.
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Quote: Originally posted by CatMuto
Now he's quite settled. He fell in love with a townie girl who helped at that time, and they went steady and she moved in with him. With the help of a Squinge mod, they have adopted a younger girl. |
Very random question, but... do you people play with your kids?
HOW? I had not played much lately, but the other I picked a populated hood and decided to enjoy a little gaming. My 9yo came over as soon as he saw me, and wanted to know everything that was going on, what is this, what is that, what is this Sim doing, can they do this or that, what do they say, why do they react like that. He does not even understand the texts because I play it in English (not out native language) so he asks a lot of questions. Honestly, it kinda killed the "relaxing moment" vibe I was looking forward, but on the other hand it thrills me to see him interested in the kind of games I enjoy... And I tought, some of you surely have kids older than mine and have been through this in the past. How did you involve your kids into your games? Or you just did not, and set them their own games? |
Quote: Originally posted by Amura
Well, I tried to show my son the game when he was younger. He played for a little while, spent a long time making his family complete with a teenage boy, and then he moved them into a house. He was clicking on stuff, figured out he could send the teen to watch clouds, and you can guess what happened! Satellite. I, on the other hand, have never had that happen to any of my Sims in all my years of playing. I don't know if that was the reason, but he didn't play anymore after that, although he's a huge gamer now and into all sorts of games. Just a few weeks ago, my niece was over to visit, so she made a family with me. It was a very cute family named Moon: a scientist father with big glasses named Quantum, a mother named Autumn, and a teen girl named Eclipse who wants to be a biologist when she grows up. Also, a black cat with white stars. I hadn't even played that much with making pets in CAS, so I didn't know you could make them with patterns like that. She moved her family into the old Specter household, which I thought was fitting. It was fun making the family with her, but I think if we really did play the game together, I'd have to take out a bunch of my mods. I'd be embarrassed if there was some unexpected woohoo happening. |
Quote: Originally posted by AndrewGloria
Awful parents. |
What's the name of the off-world controller that controls the college timers?
(Additional context: It's stalled on unplayed lots, best guess is due to me updating the slow time controller after the initial lot load. Batbox to force error on off-world objects fixes it. Would rather just crash the specific object.) |
If I disconnect the family ties an alien abduction produced child has to the default PT in simpe, does that cause any problems? I want to have more children this way, but it messes with who's related to who sometimes really easily.
Quote: Originally posted by CatMuto
Branching off this question: I want to make a family where one of the kids is an adopted homeless, but if I separate the ties, I'm assuming they still keep the parent's genes? I'm not advanced enough with simpe to know how to alter genetics, if I should at all that is. |
Quote: Originally posted by Ivrats Dargy
No. I believe Name the Father does something like this while setting the 'family' flag on the biological father. They'll keep the original genes. |
Quote: Originally posted by Bulbizarre
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Quote: Originally posted by Ivrats Dargy
Once the infant is born, the genes are set based on the Sim giving birth and the biological father. Changing family relationships afterwards doesn't touch the genes. |
Quote: Originally posted by Bulbizarre
Does the same apply to CAS made sims? |
If you use create-a-child, I believe so. If you create them, they have the same genes as both dominant and recessive.
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Thank you for your reply, @sturlington !
I still don't know which kind of games he'll be into when he grows up, but I'm into the kind of simulation/strategy that involves management, and I've even installed some simple android games to play together. Things I won't dislike, but simple enough for him to manage. TS2 is way more complex, but I guess he could create a family in one of my old hoods (one of those I know I won't be back to but I can't actually delete) and see where it goes, as I did ages ago in TS1, where my first Simmies died in the most idiotic ways I imagine them dying would frustrate him quite a bit though.... I don't use any autonomous whoohoo mod or anything like that, so at least I'm safe in that account My son is at that age that he rolls eyes whenever he seems something barely flirty (he even hides his face anytime Brock seeis a girl in the Pokemon series! ) so I suspect his Sims would never ever find a romantic partner |
Quote: Originally posted by Peni Griffin
If you want to age sims down (rather than up) you should always age down to the age stage before the one you want, and then age them up with a mod. That should set all of their data correctly. Unless you want toddlers, in which case you can't do that. |
Quote: Originally posted by Ivrats Dargy
Nope, genetic information comes from whoever is passed to the initial baby creation function when the baby is first created, that doesn't have to be a sim that ever had any family flags or family relationship with the baby. Setting up those relationships is separate, which is how Name the Father/Sperm Donors/Surrogate Hack/etc. work. I remember there being some kind of mythology that there was some genetic link between a sim and their biological parents, but this isn't true - once the baby is generated, its genetic information is just values, not something that is linked to any other sim. You can change it all in SimPE and then that sim will have different genes. They have links to the sims that show up in the family tree, but that's it. Having the family box ticked is actually just a bit of state set on a relationship (SREL) resource that mentions two sims and I wouldn't necessarily call that a "link", either, and the SRELs do not necessarily even correspond to the state of the family tree. |
Quote: Originally posted by kestrellyn
It would be interesting to create a mod so that facial features can be inherited from grandparents. |
Quote: Originally posted by Sokisims
Babies can show recessive eye colours and hair colours from way back in the family tree, so I wonder if faces can be like that too? |
Quote: Originally posted by Sokisims
Quote: Originally posted by Charity
I may be wrong about this -- I never did biology in school -- but I thought it did work a bit like that, both in real life and in the Sims. I thought that children inherited genetics from all their ancestors, but the further back in time those ancestors are, the more diluted their genetics will be. So sometimes, in the Sims, as in real life, a child will inherit facial features that make them look like a grandparent. But I think it would be wrong to introduce a feature that would allow some children, to have a face cloned from a grandparent. Because real life genetics have never worked that way. |
If I use Hiders to hide hairs or hats in CAS, I know they don't appear in CAS or when using Gussy Up.
But does this also mean that they don't spawn on randomly generated townies and similar? (Not special NPCs, like Witches, but regular ones) |
Quote: Originally posted by Sokisims
I'm not 100% sure how the genetics for faces work (it's not recessive/dominant in the same way eyes or hair are), but it is a mix of features from both parents, probably using the face morphs from both with either a "feature from mom + feature from dad" or "this feature combined with that feature", so you are going to find features from grandparents and older generations in there. A good example is the "good genes" challenge from GoS, where you start with a custom sim with overdone features + a maxis sim, then combine them through a couple generations, and see what you end up with. Lots of examples on how the TS2 face (and other) genetics work. https://gardenofshadows.org.uk/gard...p?topic=35865.0 |
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