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Quote: Originally posted by MickeyIan
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Quote: Originally posted by MickeyIan
I did find my files that were done by TNW for hiding Maxis careers-which are not applicable in the medieval era. For some reason I thought that they would not work, but I checked and they're fine. Because I do have default replacements for all of them by another creator. |
For some reason I still can't find a holiday door and window in SimPE's Object Workshop despite both showing up in the game. I have the Ultimate Collection.
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Quote: Originally posted by Sokisims
If HoodChecker didn't report that the character file was missing, it sounds like you're not using it correctly. Your neighborhood is in an inconsistent state now, and the game will also probably generate more wolves unless you have something suppressing it from doing that. |
Quote: Originally posted by kestrellyn
Yes, HoodCheker reported things and the things was deleted without a problem. I think my hood is perfect now without that wolf. Without the mod and without those character files, I don't see why more files should be created. That doesn't make sense. look: SSAR After deleting wolf Anyway, you're making me paranoid, in the end maybe I'll go back to the version before it was created xD I had only lost an hour of work. |
Why do you think that mod created a wolf in your hood? The game creates wolves, townies, NPCs, etc. by itself, mods don't cause that to happen. The mod might cause the character file to be split, but it doesn't cause it to exist in the first place, the game did that, and it will do it again unless you have some mod that prevents it.
Your deleted wolf still has SimDNA and Sim Scores in your neighborhood, by the way, it was entirely deleted and there are still pieces of it floating around in there. |
So if I publish the version before the wolf was created, could you tell me if there is any trace of it or the mod?
SSAR before wolf |
If the wolf hadn't been created yet, why would there be any trace of there?
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I don't know, the mod could have been in the folder before the wolf it was created so im afraid anyway xD. Well then I go back to the version before the wolf. Thanks for your explanations and clarifications! You have prevented wolf fragments from roaming around the Service Area. xDD
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Now the wolf is created again even without the mod, when I edit the neighborhood a little in the version from before it was created. But this time without a divided character. I leave it hoping that it's just a normal wolf? From de character template from the mod? and there are no character files scattered around? When I teleport him he is a normal wolf with a random name.
ssar with awful wolf |
If you removed the wolfwatchers.package then the wolf is not modified now. If you only want to create neighborhoods and not play them, then such mods are of no use anyway. The modded "see wolf" want would not be effective in the neighborhood without the mod. It was included with the wolf, but not actually used.
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Yes, the neighborhood is going to generate him unless you have prevented it from doing so in some way. He's a pack leader, so the game considers him necessary as an NPC. I don't know why it's so important to you to not have him in the neighborhood.
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The only reason I didn't want it was because was created a split file. But this time it was created in a normal file, so if you guys tell me it's just a normal wolf and there's no dna scattered around my neighborhood, I'll just leave it. I have nothing against wolves xD It actually fits the story. It was just for the reasons I said.
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The split files aren't a problem anyway.
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Quote: Originally posted by Charity
This conversation has now gone around full circle to two pages ago. ![]() |
It seems that wanting pretty files is scandalous. But then many have them like that. Why do I have to be the ugly one? xD
I'm sorry to be so annoying with my questions. I hope this is the last time I have a question that requires so many pages. XD The last thing was the rabbit npc thing and this... I'm really thinking about requesting the deletion of all my messages in the future. Sometimes I am very annoyin ![]() ![]() |
I know what you mean @Sokisims , I don't particularly like the split files either. But having a wolf in there is fine, I don't think anyone is going to mind that when they download!
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Working on re categorizing maxis objects and I put the trash cans in the misc section of Appliances since I tend to use trash cans alongside appliances. Taking me longer since I prefer to focus on one section at a time so that it is less overwhelming.
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Is it normal that I can see kitchens and bathrooms in empty apartments, and can interact with the objects that are not disabled? What is the thought behind showing these rooms but hiding the others?
https://imgur.com/a/5MauodJ |
That is not normal! That means something's wrong with that apartment and the kitchens/bathrooms you can see are not part of the apartments!
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Quote: Originally posted by jonasn
I've had that happen in an apartment building where I forgot a door to connect a bathroom to one of the apartments. The game sees it as part of a public space like Peni said. |
It's the prebuilt apartment in Belladonna where Peterson lives, which I opened for testing. I didn't build it myself. The contents fade when unconrollable residents start moving in. The visible are various classes of objects in the kitchen/bathroom, not just one category: lamps, counters, stove, alarm, sink, and the new walk-in dresser.
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Yeah, it shows you what you would see if you toured the apartment before it's actually being rented. After it's rented it gets blacked out.
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Quote: Originally posted by Sokisims
I like the mods that create the split files more than I care about pretty files. It's not like I go into my Sims folders to admire my files. XD |
In my neighbourhood where no one has phones, a grocery delivery van will periodically drive up and drop off groceries. The family doesn't get charged for the groceries, they're just added to the fridge inventory. It's happened in several different households. Does anyone know why this is happening?
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Has to be some mod spawning the grocery basket (Food Delivery - Market Basket) without a value set on it in attrib 2. The basket then spawns a delivery van, which in turn spawns the NPC, and the charge is what was originally set on the basket. Maybe search the mods for the basket's GUID -> F7B6840C. They have to be uncompressed though (shrug).
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There's no reasonable way to search all mods to see if they use some GUID in their code. Just do a binary search.
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Quote: Originally posted by Charity
When you create something so popular that it has around 20 downloads a day for years that it even starts to be compared to the lore of the sims 2 as if it were part of it, I assure you that you want to make it as "pretty" as possible. It's not the same as my private game that is full of split and I don't care. xD I don't mean to brag, but it's the truth. |
The downloads packages need to be "pretty". I remember how in the past I had filenames with hexadecimal numbers created automatically out of sims2pack that I couldn't control. They came from installing houses with bundled stuff. I usually put the main topic or thing as the first word. I currently have 29 *.1.* files in among my characters.
Is there any significance to naming stuff like this: MESH_the_whatever_thing + The_whatever_thing_RedColor, such that they don't sort together alphabetically? I don't do any meshes, and only download them, and they are named like this often. |
Quote: Originally posted by jonasn
I have absolutely no idea, but it's always been one of my pet-peeves when people do that. For my files, I do "Thewhateverthing_Color" and "Thewhateverthing_MESH" so they'll sort together. If I need to find a mesh, it is right there with the "parent" item, and I don't have to wonder what goes where. And so what if the name no longer goes together with a set of recolors? At least you know where it came from (basic stuff to put in a file is creator name, sim age/gender, descriptive name of item, is item mesh or recolor, and keeping it short). I have so many "MESH_something" files, especially in my clothing folder. They're always a nightmare to pair up with their items (it's possible to find out, but time consuming). I'm even really annoyed at myself for doing it a few times back when I first started creating (Have since renamed most of those files). Only times I find them sligthly useful - and even then it's minimal - is when deselecting files in for instance the TooltipTool (it spends extra long time skipping over mesh files ![]() |
Quote: Originally posted by Sokisims
Just for fun, I checked, and my extended family hack has been downloaded about 44 times per day since I uploaded it here on November 17, 2018, so as someone who has created a mod that is actually more than twice as popular as the one you described, I can confidently say that this does not in fact make you care about how "pretty" the files are. I haven't looked at the thing in years, I have absolutely no memory of the relative beauty of that code, and I wrote it way back when I was still new to programming, so it is probably not very beautiful. |
Quote: Originally posted by Sokisims
I thought that it was your private game that you were talking about. If you're talking about a lot that you're uploading then there shouldn't be any split files because you shouldn't upload anything that has been altered by hacks that you have and that a downloader might not have. I have no idea what you're talking about 'the lore of the Sims'. XD |
Quote: Originally posted by Charity
Same, but I'm curious which thing it is XD |
Quote: Originally posted by simmer22
I have a hair recolour that I promised to upload for someone and I can't find the mesh because of this! |
You know nothing but you know everything. xD
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Not related to Sims 2 but the first game that I played where characters could die was Sims 1 during the PS2 era. Upon discovering that sims could die child me started testing various ways that the sims could die.
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Quote: Originally posted by Charity
I usually put some of the mesh name (but not all of it, just a searchable bit) in the filename or the tooltip, especially for hair. Saves a lot of frustration. Hairs tend to be somewhat recognizable by shape, so unless you've alpha-edited it a lot, you might get lucky in the WCIF section. If you have a few meshes you're unsure of, you can compare the SHPE and CRES instances (mesh) to the Resource Node and SHPE in the 3DIR (recolor file), which should match (last 8 digits). |
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