Simbology

BoilingOil's Sims 2 Downloads => Questions & Answers => Topic started by: BoilingOil on December 13, 2009, 05:34:38 PM

Title: Questions (and Answers) about BO's mods
Post by: BoilingOil on December 13, 2009, 05:34:38 PM
I've moved the full descriptions of all my mods to BoilingOil's Mods - the listing (http://www.simbology.com/smf/index.php?topic=7875.0) where they will be a little easier to find. To prevent that thread from becoming hard to navigate, however, it is locked so it will allow only the site Admin and the Moderators to add replies to it.

Any questions one might have about my work, are welcome in THIS thread, though!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on December 16, 2009, 02:20:12 AM
Thanks, I'll give it a try.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 16, 2009, 12:09:47 PM
Cool. Thanks for the help :)

tiny update: I know that Dr Pixel's crate Dresser (found here (http://www.modthesims.info/download.php?t=243870)) *does* play nice with it. Maybe there are other CC dressers as well. If you have some that work, please let me know.
Also, if it works for Teens in an Inteen game, I'd like to know, too.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Dark_Author on December 16, 2009, 01:02:41 PM
This is a nifty idea BoilingOil!  I can't wait to try it out.

You get your own folder in my downloads!  lol
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 16, 2009, 06:58:48 PM
I'm honored! Thank you :cheese:

Edited to *Update*: Last night I discovered that Clothing Booths are handled by a different BHAV (they didn't pick up the change). So I've been working to include them into the mod too. So, please re-download.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on December 17, 2009, 02:03:50 AM
ok, thanks BO  :smile:

M.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on December 17, 2009, 05:18:33 AM
One question - will Pescado's Clothing Tool pick up the option?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 17, 2009, 05:39:19 AM
I have actually no idea, ZZ. It *does* register itself under ShoppingRackGlobals. So, perhaps it actually acts as any Maxis dresser... If so, it will pick up...

Nope, I checked it in my own game. My mod overrides (replaces) the built-in 'Plan Outfit' BHAVs, and the Clothing Tools has its own completely different way of handling stuff... Pes didn't call any of the built-in code, and therefor the Tool doesn't notice anything of my changes. So, in addition to the Tool, you *would* need a standard Maxis dresser to benefit from my mod.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on December 17, 2009, 03:31:05 PM
Thanks, I just wondered..... I'd have to use a pregnancywearanyoutfit type of mod as well, so maybe one day.... (Since I got Ikea, dressers aren't a problem, even in the smallest bedroom!)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 28, 2009, 08:36:08 AM
Next baby step... the MagicMirror! (I suck at naming my mods :blush:)

Edit: Sorry, but this mod is no longer supported. The Reward Catalog does the same and more, and is much more dependable.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on December 28, 2009, 09:20:05 AM
Great idea, BO! 

I don't want every family to have a member in the Paranormal career just to get the resurrection phone, and some Sim kids just aren't cut out for college...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on December 29, 2009, 06:21:28 AM
hi there... i think i'll try this too, thanks... but i had a little problem with the other MOD... the maternity planner global, ecc...

it works... but if i have it in my DL folder and a Sim is into the changing boot, others Sims no longer have the possibility to join the fist one for some "public" sex in the boot... when the second Sims clicks on the boot the only option i get is "Plan Outfit..."
this obviously occurs when i play both sims... honestly i forgot trying it when only 1 of them is played by me and asks the other to join in, i'll try it next time...

it's an already know issue ? it's something done on purpose ? or just something nobody ever noticed ?

thanks... have a happy new year you all !
M.


Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 29, 2009, 06:34:08 AM
von_manstein, did you try to have the first one *ask* the second one to join for woohoo? Because the way I remember it, even if you control both sims, the first one still has to ask the other one. I'll check the game without my mod to be sure, and report back, but my mod is not supposed to remove any options.

Edit to add: in fact, I've checked it in my own game, and I was wrong! If you control both sims, the first one to enter the booth does *not*  have to ask the other one to join. However, I can not reproduce your problem... With or without my mod, I had no problems like the one you describe.

I'm wondering: do you have other mods that change the clothing booth? There might be a conflict that I'm not aware of. Or was the second sim, perhaps, a teen? It wouldn't work for teens, because that's not in the Maxis code :) Try running HCDU and let me know if you encounter conflicts, and with which mod, please. And I'd also like to know which EPs you have.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on December 29, 2009, 11:25:07 AM
ok... here i am... i did a few tests... but first of all game EPs...
Sims 2 DD (= base+EP2+SP4) EP1 EP3 SP2 SP5 that is almost anything running on OFB engine

1) the HCDU doesn't find any possible conflict involving your mod....
2) i tested the problem with different ages... (T-T  A-A  A-T  T-A) the 2nd Sim never gets the
    opportunity to enter the boot and have sex... the only option still is "plan outfit..."
3) if 1 of the Sim is played by me and the other doesn't i don't get the "ask to join" option but...
    i don't get it without your mod either...

so, i suppose i have some mod that creates the problem number 3 and that when yours is present too create the prioblem 2 even if the HCDU doesn't identify any conflict... now the problem is... which one might it be ? another consideration is that at the moment your mod loads last since it's in the "test" subfolder where new CC stay untill i decide they're "safe". maybe that if i move it in the "hacks-mods" folder among the other mods it would load before the mysterious one it conflicts with...

that's all i think. if you get any idea... thanks. if you don't, please don't get mad because of it... i know my DL folder situation is a little messy and i'm trying to clean it up little by little (very slowly indeed). thanks anyway.

M.

Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 29, 2009, 12:10:42 PM
Thanks for the update :thumb:

Do you use Inteen? Because without that, I'm *sure* the T-T, T-A and A-T situations should not work, no matter what I do. If you normally have those options, you *must* have some mod that adds them. And *that* mod is interfering with PlanMaternityOufit-GLOBAL, no matter what HCDU says. If that is the case, there's little I can do.

Could you please test the A-A situation without my mod and see if everything is normal, then? Because that one SHOULD work, with or without my mod. In the mean time, I'll install the AGS and see if I can reproduce the problem on the OFB engine.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 29, 2009, 05:00:29 PM
Ok, double post. Sorry about that, but I thought this would be important.

I've installed the AnyGameStarter, and made sure that my installation was up-to-date (it was) by running all the available Maxis updates. Then I set up a game with von_manstein's config (Base, EP1, EP2, EP3, SP2, SP4, SP5), and with my own two global mods as the only CC.

The MagicMirror mod causes no problems whatsoever, but PlanMaternityOutfit doesn't do so well. I don't even get the "Plan Outfit" option, even when I *know* the Sim has multiple outfits to choose from. In stead, I have a jump-bug. So I'm guessing there's an EP-requirement on that mod, and your config would not be sufficient. Maybe you'd best remove the PMO for a while, von_manstein!

I'm going to test further, in order to find out which is the crucial EP. From there, I'll see if I can make it work with earlier EPs somehow.
If anyone else encounters problems with either of these mods, please let me know.


Edit: Even with FreeTime as the latest EP, the PlanMaternityOutfit mod makes sims "Jump", so that makes AL the minimum requirement.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on December 30, 2009, 12:46:33 AM
ok... thanks BO for your patience and the time you invested taking care of my little problem.
by the way... the answer was yes, i do use Inteen... it was looking for it, that i "stumbled" into this site and never left !  :lol:

i wish you a great new year. and thanks again.
M.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on December 30, 2009, 01:15:30 AM
I haven't noticed any prpblems with the pregnancy planner installed, but I haven't actually tested it specifically. I don't use Inteen.

I like the idea of the Magic Mirror too. I'm using the autonomous mirror mod, so since I can't have both, I'd appreciate the two of you working together. :)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 30, 2009, 04:54:04 AM
@ von_manstein: Patience, my foot. And I actually took care of nothing, but in stead told you to drop my mod. That's little support. But thanks for the kind words, and happy new year to you as well! ;)

@ Aelflaed: If you don't have AL either, I wouldn't get my hopes up about the PMO :( As for the mirror: since someone asks, I'll do my best to get permission for that one... I'm using it myself!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on December 30, 2009, 05:07:47 AM
Next baby step... the MagicMirror! (I suck at naming my mods :blush:)

Sometimes - like in a LOTL scenario, for example - one doesn't want their Sims to get regular jobs. I myself still like them to be able to earn some career rewards, though. And I don't want to just unlock them using the Blender, because that's not earning them.
Similarly, not every Sim should go to college, yet one may want to earn them an extra want slot or lock.

Now, those things can easily be done. BO-MagicMirror-GLOBAL is a package that allows any sim (age teen and up) who has at least 50,000 aspiration points, to exchange those points for either a Want slot or lock, or a single career reward, using any Maxis mirror including the medicine cabinet. The closet is not (yet) included in this mod, but it *might* be included later.

This mod will most certainly conflict with any other global mod that alters mirrors, such as AncientHighway's AutonomousMirror. Whichever mod loads last, will be in effect. Including the effect of AH's mod is easy, but I won't put that version up without explicit permission from AH.

Some custom mirrors will also be affected by my mod: the Recolourable Full Wall Mirror (by Numenor) and the Maxis Match Manor House mirrors by IgnorantBliss (N99) are examples that *do* take the new options. The ones that I've seen made by Nofrena (Wood-for-Sims) and Shoukeir (Sims2Play) are *not* affected, though.

Enjoy!

Great idea.  A good way to use those useless aspiration points and not feel like cheating for the career objects.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 30, 2009, 05:41:05 AM
Exactly! My families usually have tons of those useless points, because I play to collect them but can't be bothered to use the regular Asp rewards. But I *do* like the extra slots, locks and career rewards ;)

Today I got AncientHighway's permission to also publish a version of the mirror that includes his Autonomy mod (AH-AutonomousMirror.package). It's up for grabs here (http://www.simbology.com/smf/index.php?topic=5563.msg111181#msg111181) ;) Thanks AH!!!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on December 30, 2009, 04:27:00 PM
my sims too are full of aspitation points.. that's why i liked the idea too...
but seems that my PC is kind of allergic to your mods, BO...
the magic mirror mod completely stops my game from loading ! LOL
 :lol:

as usually the HCDU doesn't find any related conflict but something goes wrong...
the game doesn't even crash... it just stops from loading when it comes to CC...
seems i have to play without the magic mirror too...

M.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on December 30, 2009, 05:52:27 PM
Thanks, Boilingoil, I do have AL. I've grabbed the AH-compatible version. And thanks to Ancienthighway too! 
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on December 30, 2009, 09:08:13 PM
@ von_manstein: I'm very sorry :hug:. Hopefully, the new year brings you better equipment :P Have you tried deleting your cache files? I've had situations where that helped. The mirror should work on your system without problems, unless DD is in the way somehow.

@ aelflaed: it's not only compatible... AH's mod is built in! :)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on December 31, 2009, 06:12:05 AM
von_manstein, do you have any other hacked mirrors? such as Merola's, for example?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: von_manstein on January 01, 2010, 09:46:44 AM
@ZZ  -  if you mean the mind controller... no i don't have it. i have a few Merola's hacks but i can't remember any mirror-related one... actually i don't remember any mirror hacks or mod... i had a look to my "hacks-mods" sub-folder but didn't find any... even if the name not always helps...

M.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 01, 2010, 10:10:40 AM
I was playing my game last night, thinking about how much I hated the random pregnancy outfits my sims were assigned. Today I come here to see what's going on - low and behold you have read my mind! I can't say thank you enough for this - I'm installing it now and I'm going to play it in about 10 minutes. I'm excited to see how it goes!  :prancing:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 01, 2010, 06:33:06 PM
Reading the minds of like-minded individuals isn't all that hard, you know? :biglaugh:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on January 02, 2010, 04:38:59 AM
I'm having trouble with the maternity outfit mod. I haven't done anythinng extensive, but there is one sim currently pregnant that I would like to wear a different outfit. When I tell her to change it, she selects the new outfit but doesn't change. Putting her in PJs and then back to maternity still shows the old outfit.

I used the locker from Uni for the most recent attempt. There are lots of hacks in-game, so it may well be something like that. For tonight, I just wanted to report it while I knew for sure what had happened. Tomorrow I'll see if I come up with possible conflicts. There's nothing on HCDU.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 02, 2010, 07:18:10 AM
Argh, that's a problem indeed. Trouble is, my mod doesn't have anything to do with actually changing clothes; it only does the planning, which did work correctly, according to what you say. I'll try digging into the changing-clothes routines to see if I can find why the actual change doesn't tale place.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 02, 2010, 08:37:43 AM
Reading the minds of like-minded individuals isn't all that hard, you know? :biglaugh:


 :lol:

It works perfectly for me, thank you so much!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 02, 2010, 10:18:46 AM
@ Aelflaed: The odd part is this: Each sim gets by default only *one* outfit for each category. Some of the randomly selected outfits can be used for multiple categories, and that's why one can sometimes plan some of those. Somehow, when planning maternity wear, the game shows clothing we *know* we didn't buy. So, perhaps these clothes aren't actually available (even though the sub tells us they are), and the game substitutes them with something we *do* have when actually dressing a sim in maternity wear.

If the sim is already in maternity wear when you plan that category for the first time, there's not much else you can do, except go to a store and actually buy that specific outfit, in order to make it truly available for use.
If, on the other hand, the sim isn't visibly pregnant yet while planning, you could see if the specific dress also shows up in their casual clothing or any other category... Make them temporarily wear it as casual wear, and from that moment it actually exists, and can be chosen for maternity dress.

The only other option that remains, would be for me to look into how or why clothing is shown that isn't really available and, eventually, rewrite *that* BHAV as well, if possible.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on January 03, 2010, 01:36:28 AM
That sounds typically EA-stupid. So for now, the thing to do is pre-plan maternity wear before a sim ever gets pregnant - because once she's had her first, the outfit is set. Or, you think going to a comm lot to buy the clothes would work?

I think I originally bought the extra outfits using Numenor's hacked coat hook. I certainly didn't go to a clothing store; there isn't one in the hood yet.

If your hack is reading the 'blocked' maternity wear, I should see eight outifts to choose from, from memory. I'm not sure there were that many listed. I tried to alter this sim's clothes (with the coat hook) last time she was pregnant, which is why the extra outfits were already in the wardrobe.  (I didn't have your hack in at that time.)

I haven't been on the computer today until now, so I haven't done any hack-dancing. Do you think it would be worthwhile, or is it irrelevant?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 03, 2010, 02:49:53 AM
Actually, I'm pulling that mod for now... Anyone currently using 'BO-PlanMaternityOutfit-GLOBAL.package, is advised to remove this useless waste of CPU-cycles. It's not worth even the few bytes that it uses.

I've tried four different things now:

1. I started a fresh new game in PV, had Don plan maternity wear, and used the Blender to make him pregnant with the first walk-by. Then I accelerated his pregnancy. Once the first bump came, he ignored the outfit I selected, and dressed in the one that the game had given him by default. Trying to change it, even when he was already pregnant, didn't have any effect.

2. I went into the Caliente house, and sent Nina out to a comm lot to buy an outfit which I *know* will also show up as maternity wear. I used the clothing booth to plan her pragnancy outfit. Then Don showed up, so I had them try for baby on a bench, right there and then. She got pregnant, and I sent her home. Again I accelerated the pregnancy, and she TOO ignored the my selection...

3. I also tried buying the outfit first, then going home and planning the outfit there, *before* even getting pregnant for the first time, but it makes no difference. The planning itself works, because if you try planning again later, it *does* show the previously selected outfit as the current one. But the Sims never actually *wear* it.

4. Lastly, I've also looked at the BHAV that checks for multiple outfits, and there's nothing weird going on there. The next level down is a primitive, not a BHAV, so even if there *is* a way to change stuff at that level, it's far too risky for my level of understanding.

There's not much else I can do, except pull this mod, and go back to the drawing board. At first I assumed that since the planning stage seemed to function correctly, that would be enough. Apparently, I assumed in error.

I really hope my mirror mod is performing a lot better, because the PMO isn't what I call a succesful hack... indeed baby steps :(
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on January 03, 2010, 11:00:07 AM
Darn.  I was hoping that Maxis/EA had accidentally fixed this so your mod could work -- it was a known bug several EPs ago that even if you changed the information for the maternity outfit with SimPE that the Sim would always wear the predetermined ugly Maxis outfit.  I remember someone on either ISA or MATY experimenting with this to try to figure  out what determined the "predetermined" outfit because, while testing replacement maternity clothes, they had to generate quite a few girls and pregnancies before they saw all the replacements.

This is why I started using Squinge's mod so the Sim-girls could wear their normal clothes while pregger.

Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on January 03, 2010, 05:17:40 PM
Oh well. Sorry to burst your bubble, BoilingOil! Sounds like your mod is not essentially at fault, though.

At least I still have my non-ugly default replacement, so although I can't choose their preg outfits, they aren't bad really. (Which is why I made them in the first place, but if I could choose more specifically, that would have been nice too.)

I haven't seen any issue with the mirror mod so far. I haven't actually collected any rewards, but I did have a look and the options showed. 

Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 06, 2010, 10:07:17 AM
I'm late with this and I apologize, but your plan pregnancy outfit hack works perfectly for me. See?

eta: the pictures are actually backwards, but I wanted to show that the option to plan maternity comes up on a regular apartment closet, and if you look you can see she's walking away wearing the outfit I planned. She had the white shirt/grey pants maxis default before which you can see in the second pic.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 06, 2010, 10:45:33 AM
The option showing up was never the problem, Nyxie. You're the first, however, to have the Sim actually wear the selected outfit. :thumb:
I'm wondering: can that outfit also be worn as casual clothing? (Just curiosity...)

Anyway, since I couldn't even get my *own* Sims to wear the maternity outfit I chose for them, I'm still working on the mod in hopes of fixing it. Glad it works for you, though! Thanks for this pleasant bit of feedback :love2:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 06, 2010, 10:49:17 AM
Yes, it is casual clothing with a maternity mesh, I found it here (http://www.sims2cri.com/eng_maternity.php). In order for her to continue wearing it I have to plan the outfit as both maternity and everyday, but that's not that big of a deal to me.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 06, 2010, 10:57:27 AM
My sims have been wearing casual clothes during their pregnancy for a long time but I remember that when Lilith Pleasant was pregnant the second time she could choose between two maternity outfits and changed successfully into the nicer looking one (she had the green and the red/white Maxis set). I can't remember if I already had pregnancy-wear-any-outfit installed then. Maybe such a hack is necessary for it to work.

With Inteen and the alternative maternity wear, sims sometimes change to a different outfit if they are reset for some reason and I think that they have both outfits available afterwards.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 06, 2010, 12:07:35 PM
Nyxie: I could not see from the pictures if that Sim was already visibly pregnant. If she's not, then her wearing the outfit at this time wouldn't prove much. My mod could fail, and she could be using the outfit as casual wear. So that is why I wanted to know.

Doren: It might help me if I looked into that pregnancy-wear-any-outfit mod soon, although that wasn't why I was asking. :) Thanks for the tip, though ;)

(yay...more for me to look into...) X)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 06, 2010, 01:26:34 PM
Yeah, she was in her first trimester in that outfit. I have her in her second tri right now, but I had to stop and pick up my child from school. After he goes to bed later I'll boot up the game and get a close up picture of her for you.

Oh, if it helps you any I also have Squinge's pregnant sims wear anything mod.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 06, 2010, 06:02:07 PM
Ok, here you go.

In the second picture I circled her in the white & grey outfit (which I also circled). When she got pregnant she was wearing a different outfit, and when she transitioned to her first trimester maxis automatically put her in the white/grey one. Then I used your mod to send her to the closet to put on something not so ugly and she did.  :cheese:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 06, 2010, 06:07:44 PM
Hmm, it looks promising. Might be due to the pregnancy-wear-any mod, or maybe to something entirely different. Either way, it means there should be a way to make it work for everyone. Thanks, Nyxie, I needed that :cheese:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on January 06, 2010, 06:25:35 PM
You're welcome. Thanks for the awesome mod.  :love:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 07, 2010, 01:55:25 PM
I just tested it in one house and my pregnant sim successfully planned and changed into different maternity outfits too, inlcuding a custom one which is in her wardrobe as outerwear. I don't know if you have to keep the general ability to change into any outfit to make this work, but I guess your mod would still do what you intend if they automatically change into maternity after a shower etc.
What I noticed - maybe it is useful to you - is that my sims (maybe only the teens but I think it is the adults too) ignore my mod and change into maternity after they used the sinful shower.

Immediate afterthought: I wonder what happens when I change the load order with regard to the shower. I am going to try this.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on January 07, 2010, 04:43:56 PM
I'm not currently using a preg-wear-anything mod. Perhaps that's the essential difference making it fail for me and work for Nyxie.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 08, 2010, 01:04:41 AM
Doren: thanks for the feedback. There's a question, though...

Quote
ignore my mod and change into maternity after they used the sinful shower.

What mod is 'my mod' here? Also, I might even have to check the sinful shower. Well, first the preg-wear-any mod ;)

Aelflaed: Indeed, that's what I was thinking too... So that would mean either I find out why that is, and build the required stuff into the PMO, *or* I tell everyone they will need the Pregnancy-wear-any mod as well. I'll have to find out and make up my mind about that first.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 08, 2010, 02:29:46 AM
Doren: thanks for the feedback. There's a question, though...

Quote
ignore my mod and change into maternity after they used the sinful shower.

What mod is 'my mod' here? Also, I might even have to check the sinful shower. Well, first the preg-wear-any mod ;)

Aelflaed: Indeed, that's what I was thinking too... So that would mean either I find out why that is, and build the required stuff into the PMO, *or* I tell everyone they will need the Pregnancy-wear-any mod as well. I'll have to find out and make up my mind about that first.

This one here: http://www.simbology.com/smf/index.php?topic=4703.0

I thought the whole point of your mod was that pregnant sims continue to wear maternity outfits and not their casual clothes, or am I having my "dumb-day" again?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 08, 2010, 02:53:12 AM
Thanks for the link, Doren. It may help my investigations. :thumb:

As to your question: of course, when a Sim is pregnant, they should wear maternity clothes. And when they're not, they should not, unless the 'maternity' wear is flagged as also being 'casual'. In such a case, if you also selected the outfit for casual wear, they wouldn't need to change, now would they? ;)

What I was actually trying to do, is just making it possible for every Sim to *plan* all their clothing categories -including maternity outfits-, regardless of their current 'position'. But of course, planning your maternity wear serves no purpose if they don't actually *wear* the selected outfit when they eventually *are* pregnant. That part didn't function the way it should, unless the player also used the 'preg-wear-any' mod. So I need to find out how to make mine independant of that mod, if I can.

All part of the baby-steps learning process I'm in. :dry:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on January 08, 2010, 06:34:19 AM
What I was actually trying to do, is just making it possible for every Sim to *plan* all their clothing categories -including maternity outfits-, regardless of their current 'position'...That part didn't function the way it should, unless the player also used the 'preg-wear-any' mod.

So for peeps like me who have the preg-wear-any mod, your mod will let us plan out a maternity outfit before a Sim is knocked up with child?

If yes, I dearly want it!

(Love your aspiration-point-can-buy-career-rewards mod! Finally something I might actually use those stupid points for!)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 08, 2010, 06:47:00 AM
Yes, ZW, that's what I made it for, after all. X) And since you *do* have the preg-wear-any mod, your sims might actually *wear* the selected outfit as well. I say might because it seemed to work for some here, but I haven't confirmed it for myself yet.

Here's a mediafire link to get the incomplete version, that works only with AL and the preg-wear-any mod installed.

Link is no longer valid... new version 1.2 available from the top post ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on January 08, 2010, 06:56:54 AM
Oh very cool!

*snags*

You know, the sad part is I can see absolutely no reason why such a planing (and buying) option was not included by Maxis in the first place. Then again, these are the same idiots who belive that it's perfectly normal to leave infants laying on the ground, so I shouldn't be surprised, eh?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 08, 2010, 07:05:52 AM
In fact, those were the same thoughts that made me make this mod ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 24, 2010, 05:40:53 AM
Unless I clicked on the wrong menu of the wrong sim repeatedly without noticing - and I don't think that I did - one of my sims - Linda - just decided to unlock a career reward on her own. Education. I love her; what a clever little woman she is.

Okay, so she did this and the aspiration points were deducted, but the career reward was still locked. It's no big deal; she paid for it, I can/will unlock it with the Blender for her. But I guess it is not supposed to work like that?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 24, 2010, 08:14:48 PM
You're right, Doren: the 'magical' options are NOT supposed to be autonomous, so Linda should not have done that by herself, as far as I can tell.
I'll look into it some more, though. Maybe I should make sure these options don't even show up, when a sim is autonomous.

But even if she *did* autonomously attempt to unlock a reward, then it's still a mystery how points could be deducted without actually unlocking the item. The unlock instruction directly follows the one for deducting the points. No more testing or decision making is needed at that point in the code... It's rather straight forward, so it should always work.

Anyway, I'll look into this.

Edit to add: I've updated the mod (both versions) to make *absolutely sure* that sims can *not* autonomously use the new options. They can be re-downloaded from the links at the top of this thread.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 24, 2010, 11:58:32 PM
BO, I think you should keep up the other versions too, because although I guessed it was not what you intended I really liked it that Linda made her own choice. Usually I only get a few items, like smart milk, for the aspiration points so my sims have enough of them to spend on their own.

My guess is that Linda acting autonomously is also the reason why the unlocking procedure did not work. She and her new husband/old bf are very much in love and the (probably attraction marker triggered) bathroom activities were in full force. Shortly before her husband got up from the toilet, walked into the other bathroom and used the toilet there. Twice. Why? Because Linda was in the bathroom.
And I believe that she only used the mirror/medicine cabinet later (to unlock the reward) because her husband was brushing his teeth there at the time. The unlocking process went through though. I watched her standing by the side of the mirror and making the gestures as if she practised charisma. Her husband was still there too, staring at her affectionately, as usual.
My sims have surprised me on more than one occasion doing things which was "not in their programming". Like when one of them chose to apologise to several of her housemates repeatedly. I was annoyed with her at the time and was thinking about kicking her out, but none of them was furious or had a bad relationship with her. I still don't know how she did it.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 25, 2010, 07:24:28 AM
Actually, for Linda to unlock an item autonomously, it should have looked like she was gussying up.:) That would also be true for the want slots/locks, by the way. Could you check if she has a spare want lock that you didn't know about, please?

You know... I still have the old version, and putting it back up is just a few clicks away. However, you've shown a weakness which makes it unstable: It not only appears to work autonomously (which it should not), but it also scams players out of Asp.points in a way that I don't understand how it's possible. If this happened to me, I'd blame the author, for sure! :halo: Especially if they don't know how to fix the 'deduct points but don't unlock anything' issue. :rolleyes:

Oh heck... I'll just put them back up with a warning of Highly unstable! Use at your own risk!, because I like how Sims sometimes seem to do things that are not supposed to be possible. Especially if they surprise you in the ways that you describe.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 25, 2010, 07:41:35 AM
I can't check for the want locks because I have given them freely in this neighbourhood. I have a picture of Linda at the mirror though and I guess it was gussying up then:

Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 25, 2010, 07:48:37 AM
That pose would indeed seem to suggest that she either indeed tried to unlock something, or was actually just gussying up. :cheese:
Pity you can't check the slots/locks status...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on January 25, 2010, 08:08:32 AM
No, but I had the icon in the upper left corner of the screen which said "Unlock Reward Education" and not "gussy up".

I thought that she might have tried to unlock the reward for AHs limited careers but they don't include the education career.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on January 25, 2010, 08:17:05 AM
Ah! You never mentioned having checked her queue, before! Thank you for clarifying that point :thumb: (maybe I'm thick... you *did* mention she tried to unlock the education reward... how else would you have known that? Forgive me, please!)
I always use Monique's Family Aspiration mod to store all the points accumulated by any family members... They hardly ever have more than 10k on their own counters, so I won't ever see them autonomously do that.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on February 09, 2010, 01:14:52 PM
Just a quick update: I finally had the chance to try this again last night (with a teenager, should it work for them?). This time I sent her to the mirror and everything was working as intended with the exception that the reward was not unlocked.
Wondering whether this could be due to AH's limited careers I tried what happened if she unlocked a reward for the limited careers (and whether there was just a mix-up in the menu). But she still did not get it.

There are no adults on the lot at the moment so she does not have the option to unlock a reward with the blender (Linda got her bookcase in the meantime :smile:).

I haven't tried to add another want slot yet; I may try it tonight.

I ran a conflict check just now and as I expected it did not show anything related to your mod. I am nevertheless convinced that it is not your mod itself but something interfering with it why this isn't working. The lack of conflicts only makes it harder to track it down.

My suspects are two mods from this one site I posted about since they are global mods and I had to take out another one from there because it interfered with so many things. ChristianLuv's clothing rack, maybe, because it does have a loose connection with mirrors.

I will keep it in any case for the function to pay with the aspiration points but it would of course be much more convenient if I would get the unlock part to work as well.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on February 09, 2010, 02:00:26 PM
Hehe, the Blender not unlocking Rewards for Teens was also one of the motivations for me making this mod... :) I've had several Teens and Young Adults use the mirror for unlocking rewards, and found no trouble at all... Then again: I'm not using AH's limited careers...

You're right, Doren; without any conflicts reported by HCDU, it *will* be a pita to find out what's going on. It really sounds like some mod (AH's limited careers sure *seems* like a probable candidate) might be prohibiting the career rewards from being unlocked. However, the Blender seems to work for you, and it uses the same method as my mirror (a call to a primitive that does the hard work). So why would the Blender not be stopped?

I'm going to DL and examine AH's mod soon, as well as the clothing rack you mentioned, and see if either of them is the culprit indeed. I have little hope that it helps, but I wouldn't know where else to look atm, and I want it to work correctly for you as well!

ETA: I've looked at one of AH's limited career hacks (Athletic), and didn't see anything that would be related to rewards. However, I *did* notice in the description on his post, that there are no rewards included in these careers, *and* that it would be possible for the limited *and* unlimited careers to both show up. That gets me guessing that it's possible for you to select the reward for a limited career (which doesn't have one), and therefor end up with none at all.
Also, I noticed that his hacks only cover the base game careers. But that would suggest that non-basegame rewards *should* be available to you normally. Hairy stuff...

ETA2: I have looked at Christianlov's clothing rack too, now, and have no idea how that item would be able to interfere with a global mod that only changes mirrors. True, the rack has some mirror-based functions, but it still uses the *clothingrack* semi-globals.

I don't like it any more than I expect you will, Doren, but I think the only way to solve it now, would be for you to do a hack dance, to see if you can identify which of the mods you use is blocking my mod from working. Then, I could go look at *that* specific selection to find out how to work around it. Other than that, I see no viable options at the moment... :cry:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on February 10, 2010, 11:08:42 AM
I will have a go at it on the weekend when I have the time to reload my game several times. Tonight I have to see what Elizabeth Aspir is doing in her new home.

I only took one of the "suspect" mods out and moved yours, so that it loads last.


Edit: Sorry, I have to gloat a little. My intuition with regard to the Sims has always been quite good and at the moment I am rather proud of myself.
Whether it was the mod (this is what I think) or the load order but everything is working now. It's a pity but while some of the mods from "Mel" were really good ideas, they don't seem to be very well made. I attach the file I took out since it may be of interest to you to check it.

Edit again: I tried both options, adding a want slot and unlocking a reward.

Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on February 11, 2010, 06:36:13 AM
:bow: Gloat all you want, Doren! :cele1: Congrats on finding the culprit. I'm glad everything work as advertised for you as well now! :yay:

I've recently DL-ed a few of Mel's mods, but did not put them in the game yet. Now I'll be extra cautious where these are concerned. And I'll see what's going on in the one you attached, and see if there's a way around the conflict (if any). Well done!!!

ETA: Having glanced at the CarOptionsGlobal (not a very thorough investigation yet), I have a hard time believing this is the problem file. So maybe it's a load-order issue after all. I'll include that in the description for now. Thanks for the heads-up, Doren!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on February 14, 2010, 08:13:54 AM
I am beginning to feel like your personal investigator regarding this mod but I am getting errors when my sims change appearance on the mirror. I attach the error log which I have translated for myself into something I can understand:

The error is unknown transition and from what I observe together with the fact that I don't get the error when I change appearance via the blender I think that after the change it should move on to the next event which is that the sim shows a reaction to the new look but that doesn't happen and results in the error.

Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on February 14, 2010, 09:04:24 AM
I have to say, Doren, at least you're the person running into the most issues with it. Thanks for continuing to report what you find. :thumb:

I seem unable to reproduce that error, though. And since I haven't touched any of the mirror's existing BHAV's, I don't understand how my mod *could* be responsible for this issue. I *will* investigate further, however, because it's still possible that I screwed something up unintentionally and unknowingly, and I *do* want it to work flawlessly for *everyone*. I'll get back to you about this.

ETA: From what I find, it seems that Elizabeth was using a custom mirror. Is that true? And if so, could you provide me with a link to that download, or send me a copy? I'd like to eliminate that one as the source of the problem, or use it as a scape goat otherwise :cheese:.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on February 14, 2010, 01:26:39 PM
She used the romantic mirror from the Kitchen & Bath stuff pack.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 24, 2010, 09:39:47 AM
Added a set of mods to allow for only 10% Alien pregnancy among abductees! Please make sure these load after any other Alien abduction mods...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 24, 2010, 09:44:07 AM
Thank you, BO! What a nice birthday present.  :smile:

I'll put it into my game and let you know how it works with FT and no AL.  :thumb:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 24, 2010, 09:47:49 AM
You're welcome, dear! Happy birthday!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 24, 2010, 11:52:21 AM
Neat!

*snags shinny thing even though it's not my birthday*
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 24, 2010, 12:06:40 PM
Enjoy, ZW. With this one, you could even throw away the original 'equal opportunity' mod, if you're sure you'll never go back to to 'always risk alien pregnancy' mode. :)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 24, 2010, 12:21:41 PM
Oh I'm sure!

I really prefer variety in my game and as much as I enjoy the possibility of Alien pregnancies, the more I grew tired of them being a *given*. This will also make Alien babies more of a unique thing- rather than common place- which seems to make more sense to me.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: arathea on April 24, 2010, 12:26:57 PM
*grab*

Thanks, now my sims will definitely do more star-gazing! :cheese:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 24, 2010, 02:20:17 PM
(Alien Experiments v1.1 announcement deleted, since v1.5 is now up)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 24, 2010, 03:43:27 PM
*snags new toy*

Thankyouthankyouthankyou!!!!!!!!!!!!!!!!!!

 :bow:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 07:03:04 AM
Enjoy, ZW. And let me know if there's anything you need clarification on (although I doubt that will be necessary :P).

On a side note: It's interesting how, from modding one aspect of the game, you may get insight in some related ones, and the mods pertaining to them.
For example, I found out that Alien Pregnancies have a better chance of occuring once you install a multi-PT package. The reason is simple: a check is made to see if the abductee has an Alien Dad by checking if the PT handling this case is one of the parents of your sim. If the abductee is itself the result of Anal Probing, then without multi-PT, you can be sure that the PT is their father! Since that would constitute Anal Incest, the impregnation does not commence! However, with the multi-PT package, the PT handling your sim might be a different Alien. Suddenly it's no longer incest, and the Probing continues unimpeded!

So, sims that would not have been impregnated with only ONE PT, now suddenly run the same risks as others. And, of course, the more PTs your game allows for, the better the chance for your Sim to be handled :P

By the way: in case anyone wonders about that... my abduction mods do NOT interfere in this selection process ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 25, 2010, 07:11:16 AM
I had a half-alien sim who got abducted and got pregnant, then as soon as he landed, he looked through the telescope again and got abducted and pregnant again.... (yes, chimes each time he landed)... of course, I was using an *always abduct* hack at the time!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 07:18:50 AM
Interesting!

But that mod must have altered the process on a level that I haven't visited yet, because by the time we get to the BHAV that I altered (Go Out - Make Pregnant) , it has already been determined that the abductee is NOT pregnant. With pregnant Sims, the 'Go Out - Make Pregnant' BHAV would normally never be called, unless the 'Always Abduct' mod interfered even BEFORE that.

On the other hand, this may also have been the effect of sloppy EAxis code... Like, after throwing out the Sim, they just ring the chimes if they're pregnant, regardless of when that happened.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 25, 2010, 07:24:31 AM
Oh, he had twins.... I think it may well have been the mod I was using interfered with the Maxis safeguards, or maybe the safeguards weren't so good back then?  Judging by some of the back history of the Curious family, maybe they needed there to be no safeguards, and only put them in later?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 07:39:32 AM
The 'Curious' family you say... You don't mean the fact that PT#9 married his daughters' (Lola and Chloe Singles) older sister Jenny Smith (born Curious) and had kids with her, as well as with her father, right? Because I don't think that one crossed the incest line. It's still icky that they allowed him to marry a sibling of his own kids, of course... They stretched that safeguard, for sure!

Of course, with EAxis one could never be sure... You could still very well be hitting the nail right on its head, ZZ.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 25, 2010, 07:41:59 AM
Further back..... and yes, while I agree a step-sibling wouldn't count as incest, I would draw the line at a half-sibling!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 08:06:04 AM
That would be further back than the TS2 history shows? Because in the generations that I can view from within the game (I had to look, before writing this), there's nothing else icky going on. If I missed something, I would require you to enlighten me ;)

Anyway, the incest check doesn't go further than the direct parents of an abducted sim, even now. The PT can very well be the grandparent of the 'victim' and still probe them. So if there's more going on that I don't know about... EAxis didn't change any of its own rules in this case.

(Woah, crossing the 2000 posts line here...)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 25, 2010, 08:20:09 AM
It's just that the whole family line is very muddled, you can tell when you look in the Relationships panel.  Maybe Maxis could tell who fathered who, but I sure as hell found it hard to tell who was actually the sibling of who....(whom?)..... as for Olive and the GR!  There again, they did call it Strangetown.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 25, 2010, 08:50:31 AM
I must be really odd then (no surprise there!) because finding all the *hidden* stuff in the memories/family ties/etc is one of my biggest kicks in TS2!

Then again, I'm the doof who's got printable (Word) family trees for each & every playable Sim...so I'm thinking my idea of *kicks* is again, not right in the head.... :P

Anyway, thanks again BO for this mod! It will really be fun to have more of a *surprise* factor back in the game!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 08:59:10 AM
I've said it before, and I'll say it again: if you are not right in the head, then what am I supposed to be? I don't even claim to be a Wolf! :cheese: In fact, if there's that much information to keep about your families, I'd even be unable to keep useful records. So I must applaud you!

About the mod... nah, just wait for it... :halo:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 25, 2010, 09:09:21 AM
...About the mod... nah, just wait for it... :halo:

*ears perk up & tail begins to twitch*
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 25, 2010, 09:11:13 AM
Quote
In fact, if there's that much information to keep about your families, I'd even be unable to keep useful records. So I must applaud you!

I agree.  I simply can't be bothered with all that - and in a large hood like my present one, sorting out the connections between one family and another is beginning to be quite a jigsaw puzzle already!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 25, 2010, 01:29:22 PM
Ok, I'm dense today.  Where do I get BoilingOil's "new, configurable, version of the Alien Abduction mod"?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 01:33:43 PM
You'd go to the first post in this thread, and look for the last link, miros.

But I'd wait just a little longer, and get the new and improved, much-easier-to-configure version that I'm going to put up very, very, VERY soon now ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 25, 2010, 01:56:19 PM
The 'new' version 1.2 of Alien Experiments is not that new anymore... v1.5 is now up!

Zirconia Wolf, give your ears and tail some rest, dear... It's time to chew on an even shinier toy ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 25, 2010, 03:09:53 PM
Woot!  Will try this out!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 26, 2010, 07:34:36 AM
*ears & tail collapse from anticipation-exhaustion*

Oh wow!  :omg:

That is seriously awesome- and way above & beyond the call of duty, I might add!  :thumb:

Gads- now I just need to (finally) settle on the *right* percentage break-down for my game...which knowing me will take several more pieces of scratch paper & way too much over-thinking....but of curse, I wouldn't be me without my *quirks*, eh?  :P

*grabs new toy and runs off to scratch-paper strewn den*
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 26, 2010, 08:06:27 AM
ZW, after that lovely display of K9-enthousiasm, I certainly hope I didn't make any more boo-boos... Wouldn't want to let you down *again*.

Update: actually, one of the custom configs was not set up as promised... I've added a little addendum to the top post ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 26, 2010, 09:04:03 AM
Considering that my only modding attempt to date was a re-tool of another modder's (Beck's) work- which AH still had to walk me through to an embarrassing degree- I can't say any of your mods have ever *let me down* in the least.

I have no clue how people find- let alone unravel- the codes to do what they want & am fascinated by the peeps like you who manage to make sense of it all.

Anyway, it was worth the wait! Too bad Maxis didn't think of anything so cool...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 26, 2010, 09:50:35 AM
One could also say: too bad, nobody thought of this a little earlier... But then there would have been nothing for *me* to do, right? And let's be honest... I didn't think of it, either; I was gently nudged in this direction :cheese:
And without Maxis, there would not have been a TS2 to mod for, to begin with ;)

Anyway, back to business... There's quite a few Names lists (Live.package) out there, and they all boast different huge numbers. They're all different, they all contain a few duplicates, and they overlap.

I've DL-ed about 4 or 5 of them (from Jordi, CuteLilDeadGirl, HystericalParoxysm, to name but a few), combined them, sorted them, weeded out the duplicates, and then compressed them (unbelievable how many people forget to compress these huge files). I even added a few of my own, but claim no rights to the end result whatsoever... It's hardly my work!

The result: 1150 male first names, 1477 female first names, and 1844 last names (male and female list identical). That's over 2.1 mln combinations for males, and over 2.7 mln for females...

There's also a version with 1490 male and 1177 female Pet names included. Both to be obtained from the top post, as always ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 26, 2010, 12:33:52 PM
I like the sound of that, BO, and I'll definitely try it out in a hood that doesn't already have its full complement of (allowed) townies and NPCs! :thumb:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Sleepycat on April 26, 2010, 05:20:00 PM
Anyway, back to business... There's quite a few Names lists (Live.package) out there, and they all boast different huge numbers. They're all different, they all contain a few duplicates, and they overlap.

I've DL-ed about 4 or 5 of them (from Jordi, CuteLilDeadGirl, HystericalParoxysm, to name but a few), combined them, sorted them, weeded out the duplicates, and then compressed them (unbelievable how many people forget to compress these huge files). I even added a few of my own, but claim no rights to the end result whatsoever... It's hardly my work!

The result: 1150 male first names, 1477 female first names, and 1844 last names (male and female list identical). That's over 2.1 mln combinations for males, and over 2.7 mln for females...

There's also a version with 1490 male and 1177 female Pet names included. Both to be obtained from the top post, as always ;)

 :prancing:

I could never find the time to do one myself so I will enjoy yours!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: TwistedSister on April 27, 2010, 12:03:31 AM
Ditto what Sleepy said...thanks BO! :thumb:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 27, 2010, 04:37:11 AM
I'm glad y'all like it. :thumb: I simply had trouble deciding which one to choose... Then I was like: why not take them all at once??? Apparently, some of you agree ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 27, 2010, 06:25:42 AM
Most definitely!

Also, thanks for including the pet names too!

(I known I'll pretty much alone when it comes to dogs & cats in the game, but it was cool you *remembered* the weirdos like me!)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 27, 2010, 06:47:31 AM
Actually, it's the other way around! I *am* one of the 'weirdos' myself, after all. My sims seldom have pets, and they usually fence off their yards against strays, but I like those furries around for my Sims to play and socialize with... beats talking to gnomes, if you ask me ;)

In fact, I remembered to also make a version stripped of all pets, for 'squares' (no offence <evil grin>) like AncientHighway, who would not have the little critters around... And 3 people picked that one up, so... Anyway, the pets version is more popular :)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 27, 2010, 06:48:29 AM
Not quite alone, around half my families have at least one pet!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 27, 2010, 07:06:31 AM
Wow- you mean for once I'm not a completely lone wolf?

Neat!

BO: I had to laugh when I saw that you use a 25% pregnancy chance in your Alien Abductions mod, as that's exactly what I was going to set my odds to! (Great minds, eh?  :biglaugh: )
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on April 27, 2010, 07:10:19 AM
Out of all the families I have in the sims, in 5 neighborhoods, there's maybe about 10 families that have no pets at all. So no, you're definitely not alone.  :cheese:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: AncientHighway on April 27, 2010, 08:28:50 AM
...In fact, I remembered to also make a version stripped of all pets, for 'squares' (no offence <evil grin>) like AncientHighway, who would not have the little critters around...

What can I say. I'm a grumpy old man that has a dog and two cats in real life that are constantly bugging me for belly rubs and face washes.  I don't have to subject my sims to such misery!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 27, 2010, 08:39:09 AM
I bet you're the one who gets lumbered with changing the cat litter and scraping up the dog poo!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 27, 2010, 08:43:28 AM
 :biglaugh:

I suppose you're also the one always yelling "Hey! You kids! Get off my lawn!", preferably while you spray the trespassing rats with your garden hose, right?

(I've always envisioned myself becoming "The Crazy Old Lady With All The Dogs Who Lives On Top Of The Hill." The top of the hill is important as it will allow me to reign fiery death upon all below....)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: AncientHighway on April 27, 2010, 08:57:35 AM
Yeah, the garden hose with one of those pest sprayer attachments. :rant:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 27, 2010, 09:00:43 AM
Yeah, the garden hose with one of those pest sprayer attachments. :rant:

 :biglaugh:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on April 27, 2010, 01:26:56 PM
I had a half-alien sim who got abducted and got pregnant, then as soon as he landed, he looked through the telescope again and got abducted and pregnant again.... (yes, chimes each time he landed)... of course, I was using an *always abduct* hack at the time!

I find this really strange and it makes me wonder what would happen if a sim who is already pregnant (given that you have a mod which allows either pregnancy for males or pregnancies for abducted females) is abducted by aliens? Since the possibility is not there in an unmodded game maybe there is no check for that. Would the alien pregnancy override the first one? Or would you get "half-twins"?

Something completely different: I still get the errors with the mirror and whether I get the rewards or the error when they change appearance is solely a matter of the load order and I have concluded that it is the Insimenator because it is the only mod I have which has similar options. I wonder why it does not show up as a conflict though.
It's not dramatic and I simply use the Blender when I want to change their appearance.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 27, 2010, 01:46:59 PM
Ah, yeah... that blasted Mirror problem. I must tell you, I'm completely stumped by that one. My mod does not touch/alter any of the normal mirror interactions.

Since you mention the Insimenator, suddenly I'm thinking of load order again, since many things just come down to that. I suspect you have my mod loading as one of the last? If it loads after the Insimenator, maybe you could try to have it load just *before*, and vice versa.

I'd love for this thing to work as well for you as it does for others, but if the above doesn't change anything, I must give up. I have no other ideas, and don't know what else to say/do. I'm sorry that you seem to be the one getting the short end of the stick... :hmm:

And since you mentioned the Skin issue... there's another thing I don't get: if the Alien skin is dominant in the first generation alien offspring, how come Jill Smith, (PT#9's daughter) isn't green? ;) EAxis changed the rules there, I guess...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 27, 2010, 02:20:16 PM
OOH!  New shinies!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 27, 2010, 02:37:44 PM
Well, I guess that Maxis felt they could do whatever they liked with the rules of the game they were creating....

Does removing Insim from the Downloads folder cause a major hood reset?  If not, I'd suggest, doren, you just remove it whenever you intend to play families where you would like abductions....
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 27, 2010, 02:45:26 PM
I think you got a tad confused, ZZ ;) Doren's problem is with the MagicMirror, not with the Abduction mod ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 27, 2010, 02:52:43 PM
OH, I did - it's late and I've had a confusing sort of day!  So, in that case, if changing load order doesn't work, I think I'd give Insim the heave-ho - but then, I only ever used it for a short time, and didn't like it a whole lot, all those weird things all over the house!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 27, 2010, 02:56:04 PM
No worries, dear. Happens to me, too... You know how long it took me to solve the problem in my Abduction mod? 2 minutes to find out the problem was with the call to the random generator (in line 4, almost at the start), 10 hours to find out what I did wrong and to get it right!

I was about to change the title of this thread to "Fumbling and Bumbling with BoilingOil", but then I thought that might become confusing... I might not be able to find my own thread back :lol:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 06:40:24 AM
...And since you mentioned the Skin issue... there's another thing I don't get: if the Alien skin is dominant in the first generation alien offspring, how come Jill Smith, (PT#9's daughter) isn't green? ;) EAxis changed the rules there, I guess...

That's exactly what has always made me believe that the Alien skin was originally coded to NOT be the 100% dominant folks assumed: just something like 99% dominant...then again (like you pointed out) Maxis hardly stuck to the *rules* when creating the Neighborhoods/Sims!

(It's funny: the tried to foist rules upon us- the folks with the cash- that even they obviously *couldn't* stick too!)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 06:53:01 AM
We'll just be bad losers then, and change the rules so they suit us! And a big  :tongue: for EAxis :P

Any other ideas about what kind of horrors to foist upon our abductees? Personality changes, anyone? Reversing it as with a cheap resurrection? Destroyed memories like with the bad witch's "Tabula Rasa" spell? Other ideas? Changing Aspirations, perhaps? Age them up, even?

I've actually been thinking of transplanting a Sim's brain into a Servo, or changing their gender, but I'm not sure these things can even be done in-game.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 07:36:10 AM
This is getting seriously spooky: it's like you're reading my mind!

*panics & tries to hide stuff so BO doesn't freak out*

I had just finished my own set of *rules* in regards to abductions in my game & have worked it out as follows:

50% nothing happens
25% pregnant
5% to all supernaturals...

...with the idea that any Sim unlucky enough to draw the Zombie card will be cured (Treeag's Sim Transformer can do this http://modthesims.info/download.php?t=283201 ) & I will instead give them the awesome (folded) wing accessories by SynapticSim ( http://modthesims.info/download.php?t=320074 ) for kicks.

Long story short, I then came up with other strange thoughts & was about to PM you as to the possibility of adding some kind of personality *scramble* feature and even a *change to custom skin* feature to your already very cool mod...

I'm sure linking to a custom skintone is out (the more I thought about it, the more I realized how hard/impossible that would most likely be) but I really think some kind of personality scrambling feature would be fun! Maybe even a chance of random skill-loss? Servos would also be cool- but like you said, I'm not sure it's possible, at least without some SimPE intervention...

Gads, the things we could inflict upon our hapless Sims!  :biglaugh:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 07:48:39 AM
Dear LadyWolf, one day you'll have to get used to the idea that I *might* be just as weird as yourself, or - dare I say? - even worse ;) I'd like you to try and make me freak out :P

I was even thinking of lowering their Lifetime Aspiration, or putting them in despair.
Or, if I can pull it off, scan their fears! If they have a fear of becoming any type of supernatural, then make THAT happen to them. Or if they already are, and fear to be cured, cure them! ;)

Wait, wait, wut??? Treeag's mod seems to suggest, it *is* possible to change a sim into an Alien! Then I'm suddenly no longer sure the turning into a Servo is that far off!

I dare you: freak me out! :cheese:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 08:42:05 AM
I'm loving the idea of lowering their Aspiration levels! I mean seriously: who in the heck would come back at Platinum Aspiration after having been poked, prodded & basically a prisoner for several hours. Even a *Knowledge* Sim with a want to *Meet Aliens* shouldn't be so dang happy about the whole thing!

In my opinion while they might be happy when first abducted, they should certainly be less so after hours of being toyed with...especially if they end up as a Supernatural or pregnant!

Also still keen on the idea of some kind of personality scramble. Even just a few points either way would be entertaining.

Really liking the possible idea of a *fear* scan in regards to the supernaturals! Or maybe a *want* scan in regards to being cured? It would be kinda neat if an unhappy Supernatural could try for a cure via Alien abduction! Would add a whole new dimension to the game, especially if the *cure* odds could be tweaked! (Roll the wrong *number* and no cure, instead instant pregnant/etc...?)

Maybe add a possibility of coming back sick? Or at least with almost zero energy? Amnesia would be interesting so long as the odds could be tweaked. (Wouldn't want every abduction to be a *clean slate*!)

Gads! The mind boggles!

(Also happy to met someone as deranged as I am... :P )
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 09:38:26 AM
Of course, the odds for *ALL* options would be configurable.

And as long as I can figure out how to make a thing happen, anything you say can be implemented, scrambling - as in randomizing - a sim's personality included. Sickness, motive failures, anything! I'm just not done fiddling with it, yet.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 28, 2010, 10:03:55 AM
Silly question... what info for the custom skin would you need to slap on a custom skin?  If it's something from DDO's package.db file, could it be made configurable?

Code: [Select]
  <packages ptype="Skintone" isOrphan="false" isBroken="false" ptype2="2">
    <filename>Miros Tan 34C-36.package</filename>
    <title>Miros Tan 34C-36 Mesh by Warlokk Original skin by @Stefan Female skins modified by Brother Raven Body hair by AllenABQ Showerproof Miros Tan 34C-36</title>
    <description />
    <filesize>3714363</filesize>
    <lastmodified>2007-05-12T00:00:00.0000000-04:00</lastmodified>
    <subfolder>\wooden simolean\Angelita</subfolder>
    <polyCount>0</polyCount>
    <md5hash>83BE087F09037C3D423453A532A30DA3</md5hash>
    <catalogPlacement />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="1EB8EC1F" tgi_instance="FF348A11" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="4A21DDFE" tgi_instance="FF2FF943" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="B2F32E83" tgi_instance="FFE663D7" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="D116EA66" tgi_instance="FFFF310E" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="D334B8AA" tgi_instance="FFA596E0" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="E1085F16" tgi_instance="FF416903" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="CF5B02FB" tgi_instance="FFF139B1" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="19DAAC6B" tgi_instance="FF88F397" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="6CA888F6" tgi_instance="FFA6FDDA" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="CA211AEA" tgi_instance="FF9689E4" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="5185CE17" tgi_instance="FF9DCB37" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="8D2F6AC2" tgi_instance="FFA2FDF5" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="96189A4E" tgi_instance="FFCB451F" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="0AE2CFB7" tgi_instance="FFDDB52C" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="A9573D6A" tgi_instance="FF5451A3" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="EBC0073C" tgi_instance="FFC6B0CB" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="10980B5B" tgi_instance="FFA52D4E" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="E901C0FB" tgi_instance="FFAE7BCF" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="30DD8FDA" tgi_instance="FF02336D" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C050000" tgi_instance2="E6580676" tgi_instance="FF7F0579" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="6CE40F7E" tgi_instance="FF5FFF96" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="38CEBAD1" tgi_instance="FF744584" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="6BEC3DF7" tgi_instance="FF7114C9" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="57967B73" tgi_instance="FF91595F" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="3D0B47BD" tgi_instance="FF918AE8" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="77D3FFF2" tgi_instance="FF36477C" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="2B6DCD56" tgi_instance="FF335D75" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C050000" tgi_instance2="68C097B0" tgi_instance="FF52D6F2" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C050000" tgi_instance2="42847031" tgi_instance="FF6F0994" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="32FFDD16" tgi_instance="FF589483" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="C1922B5E" tgi_instance="FF10A839" />
    <tgis tgi_type="FC6EB1F7" tgi_group="1C0532FA" tgi_instance2="92BEF27E" tgi_instance="FF7A03E9" />
  </packages>

Wouldn't it be funny if you got abducted and turned into Angelita?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 10:22:08 AM
Oh, I'm terribly sorry, Miros1, but regardless how much I'd like to comply, I'm afraid I'm going to have to draw the line at using other CC from within my mod.

It would be impossible to predict which custom skins people might want to use. And there are MANY different ones, so testing for the presence of all those would be a horrible task, especially ones that haven't been created, yet.

And I can't possibly start forcing people to DL all available skins from everywhere, just on the off chance that someone might want to use a certain skin. Even more so, since I don't know all of them myself... I might end up having to update daily, adding new skin options with every new release.

But if I find a way to add a single option where people can add their own preferred skin, I'm all for adding such an option. Even then, I wouldn't know myself yet, what info I would need for that to work.

BTW, just out of curiosity: who the heck is 'Angelita'??
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 28, 2010, 12:09:57 PM
Angelita is my "Complete Mafia for d20" character, who became a Sim, and then started hanging out at InSimAdult and the Moon Society MOO.  She's kind of acquired a life of her own (not to mention her own custom skintone)!

I know you can't code for all possible custom skins, that's why I was hoping the necessary info was already in the packageDB.xml file from DDO and could just be plugged into the configuration piece.  But if it can't, it can't!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 06:40:22 PM
@ BO: got your message & replied.  :ninja:

*says nothing else so other peeps are left to speculate on their own*

I totally get why the idea of pre-coding for custom skins/etc is out of the question...but if you are open to the idea of looking into the possibility of having a slot or two for users to do their own skin-selecting, I wonder if CL's Custom Skintone Selector could offer any insight?

http://www.modthesims.info/download.php?t=284572

He includes instructions for configuring it to find your own skintones, but I must confess I haven't looked to deep into them yet! (I get hung up on the menu syntax stuff & run away to *safer* things- like texture overrides- which I do understand...  :blush: )

I thought maybe you or miros may be able to understand it better...?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 06:53:57 PM
I will check that Skintone Selector out later (too busy with my current devious plans :biglaugh:). If it *does* help me figure it out, maybe one or two configurable slots where users can input references to their own favorites are indeed a viable option.

(Vampire-Plantsim warning deleted, Alien Experiments v1.5 doesn't allow this combo to exist)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 07:33:01 PM
You know, I have never understood why Maxis made the Plant-Vamp thing even possible.  :pissed:

As you pointed out it's basically an automatic death sentence which is cruel & unusual punishment, even by my standards.

Didn't they bother to think about...oh, wait- this is Maxis! What was I thinking in thinking that they were thinking... :P
Title: Re: BoilingOil's tiny first steps into modding...
Post by: AncientHighway on April 28, 2010, 07:48:32 PM
A Plant-Vamp is not guaranteed death.  In the gardening section there are plant lights that will keep a plantsim alive without the sunlight.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on April 28, 2010, 07:52:31 PM
Ah, okay.

For some bizarre reason I had it in my head that you needed a mod to make those *grow lights* lights work like that.

(Though for the life of me, I don't know where I got that idea... :hmm: )
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 28, 2010, 07:54:02 PM
@AH: Those lights do well for Plantsims, but are you sure those lights aren't considered SUNlight? Because if they are, the Vampire would not like being under those, either...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: AncientHighway on April 28, 2010, 09:40:18 PM
I never thought of that.  Only one way to find out.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on April 28, 2010, 10:53:42 PM
I've heard about Plant-Vamps staying alive via the grow lights too.  Haven't tried it personally tho.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on April 28, 2010, 11:39:46 PM
How would those deadly nightshade sims look like? Pale unhealthy green?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 29, 2010, 12:19:41 AM
(http://irrationalgeographic.files.wordpress.com/2009/05/23306063-deadlynightshade01.jpg)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: TwistedSister on April 29, 2010, 03:41:54 AM
 :giggle:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 29, 2010, 04:07:39 AM
If *that* were coffee, nobody would touch the stuff... :giggle:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on April 29, 2010, 12:04:14 PM
Since it is a picture of a deadly nightshade, it is not advisable to eat it.
I rather have plants which indicate that they are dangerous. As a small child I always thought that rowan berries looked very appetising, like red currants. Fortunately they were too high up for me to reach them.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 29, 2010, 12:52:49 PM
Laburnum is one of the worst, I think - almost every suburban garden used to have a laburnum, and the berries don't look exactly nasty...

Surprising, though, how many people do eat those poisonous berries and mushrooms..... now, I'm sure people in the Middle Ages were much more *hedgerow-wise*.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 29, 2010, 01:58:03 PM
I wouldn't eat anything from any garden, unless they're unmistakably (sp) recognizable as Straw- or Raspberries. I really wouldn't know what else was or wasn't safe to eat. But even *I* saw that this plant up there was NOT recommendable for consumption ;)

Maybe there's some nutritional value in its roots, although I doubt that, too!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on April 29, 2010, 02:17:47 PM
Well, certainly some of its relations are pretty tasty, and fairly edible, I would say:

Solanaceae (http://en.wikipedia.org/wiki/Solanaceae)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on April 29, 2010, 06:43:36 PM
Right! But that doesn't *look* quite so dark and gloomy ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 02, 2010, 12:23:24 AM
(v1.3 announcement deleted since Alien Experiments v1.5 is now released)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 03, 2010, 03:23:07 PM
(deleted, see previous post)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Pandaah on May 04, 2010, 03:03:49 AM
Thank you for the information. I was something curious how to change the values, but I was to lazy to open up simPE...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: MelanieM on May 04, 2010, 03:45:37 AM
I love your Alien Experiments Mod. I just have a question about 1.3. What is meant by alienism? Alien skin and/or eyes? Just visual or even genetic?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 04, 2010, 08:06:47 AM
At present, Alienism is just cosmetic, and limited to the skin. Talk about skin-deep, huh? :cheese: I'm still trying to find out how to change the eyes as well.

I'm not sure if it can be made genetic, or even if it should. When it's a cosmetic trait, it could be cured by later restoring the dominant skin color. If I make it genetic, that skin color is lost, and couldn't be restored.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: MelanieM on May 04, 2010, 09:13:27 AM
Skin-deep is enough for me.  :cheese: Makes for a nice surprise. I will see if the victims to that option might feel too alienated from their families afterwards.  :rofl:

Thanks for your reply.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: AncientHighway on May 05, 2010, 11:46:16 AM
Just out of curiosity, does Alien Experiments handle children, teens, and elders properly in regard to pregnancy and supernaturals?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 05, 2010, 12:17:09 PM
Only adults will be experimented upon. All other age groups have absolutely nothing to gain/lose by being abducted.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 20, 2010, 07:49:29 AM
Ok, now I've gone and done it: Alien Experiments v1.5 is now available from the top post (http://www.simbology.com/smf/index.php?topic=5563.msg110260#msg110260)!

I'll quote the full readme here:

When your sim (non-pregnant adults ONLY) is abducted by Aliens, (s)he can now suffer any ONE of the following effects:

 1. Become pregnant
 2. Become a Witch/Warlock (all alignments separately configurable) or be cured of Witchery
 3. Become a Plantsim or be cured of Plantsimism
 4. Become a Werewolf or be cured of Lycanthropy
 5. Become a Vampire or be cured of Vampirism
 6. Become a Zombie or be cured of Zombiism (Servo's are excluded since they're not supposed to die)
 7. Have their gender preference reversed
 8. Have their personality reversed (as with an imperfect resurrection, includes substantial skill loss)
 9. Have their personality scrambled (somewhat random), with substantial skill loss
10. Suffer Amnesia as if an Evil Witch cast the "Tabula Rasa" spell on them (No AL required for this one!)
11. Have Comfort - and possibly one other Motive - drained.
12. Have nothing happen at all

You have full control over the probability for each effect to happen to your sim. Chances can be entered in the 'Experiment Probability' BCON, and can be different for males and females. Just set the probability for a certain effect to 0 (zero) and it will never occur.

For anything to happen at all, your sim MUST be an Adult, and if human they may NOT be pregnant. All other age groups (including YAs) and Bigfeet are NOT experimented upon. Servo's *will* be messed with, but they would never become pregnant, nor would they become zombies, since they're not supposed to die.
Also, although this mod should work with ALL game configurations, 'supernaturals' for which the required EP isn't installed, will obviously be treated as 'no change'. So, regardless of your settings in the config file, without Nightlife no Vampires, without Pets no Werewolves, etc.

Unlike with Treeag's Sim Transformer, the 'Supernaturals' will be exactly like Maxis intended them. So a Zombie will have the actual Zombie personality and have lost most of its skills. Curing a Zombie involves restoring their GENETIC personality, but it won't restore lost skills.

NOTE: The 'Supernatural' effects are actually toggles: if the Aliens decide to experiment with Zombiism, and your sim is *already* a Zombie, the sim will be cured in stead! Likewise for the others. Abducted Witches will NEVER change alignment, but simply be cured in stead.

Whether the game allows it or not, personally I believe that the Plantsim-Vampire combination should kill sims. Since the Aliens on my 'Anal Probe Ship' agree with me, and are not in the habit of killing sims, they refuse to bestow Vampirism upon a Plantism or vice versa!

xBO - Alien-Experiments-config.package : this config file currently contains exactly the same settings as the main file. If you want to use different settings without messing up the main file, you can edit this file in stead. As long as this file loads AFTER the main package, your own settings will override the defaults.
Needless to say, I hope, that all probabilities for either gender may not total more than 100.

Have fun, and if there are any questions... don't hesitate to ask! And of course, keep any reports of failure to yourself, I don't wanna hear about it... Just kidding!! Of course, I hope you'll report any problems, so I can try to address the issue if it's my fault.

WARNING: Anyone who already downloaded this file, please re-download. I had to fix an error with the Reversed Personality routine.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Pallas on May 20, 2010, 07:51:33 AM
 :yay: :bow:

Wow.....this looks awesome......I might just delete my no abductions mod and use this instead!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on May 20, 2010, 11:22:35 AM
Yes it is very awesome...and entirely user configurable with SimPE!

(Opening & editing a file like this is a terrific *first project* when learning how to use SimPE... :smile: )
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on May 20, 2010, 11:44:58 AM
Woot!  And I agree with Zirconia!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 20, 2010, 08:30:48 PM
That's right, ZW! Setting up his own settings in the config file would be the perfect project for dws to get acquainted with SimPE. And there's little in THAT file that could go wrong, too!

I hope it'll serve y'all well. And there are ideas for more mayhem, because I can't imagine when you're just flung out of a spaceship, where they've been putting stuff up yours and where you've seen all kinds of unbelievable weird shit, you would NOT be mentally altered somehow. Of course, if your A. Schwarzenegger or S. Stallone, you'd grab some heavy artillery and go back and kill it... But most of us would at least shit ourselves...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Nyxie on May 20, 2010, 08:42:17 PM
This sounds so cool, I'm totally going to try it out. And since I'm still new to SimPE I'll test the waters with it as well. Thanks BO!! :love:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on May 20, 2010, 09:18:59 PM
...Of course, if your A. Schwarzenegger or S. Stallone, you'd grab some heavy artillery and go back and kill it... But most of us would at least shit ourselves...

'Aint that the truth!  :lol:

I mean seriously: one would think even a Knowledge Sim would have to think twice about the desire to get abducted again, especially now that pregnancy is hardly the worst thing that could happen to them!  X)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on May 20, 2010, 09:22:35 PM
But think of the simultaneous Wants they could fulfil....

Be Abducted PLUS Become Vampire/Werewolf PLUS Have Baby!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 20, 2010, 09:35:16 PM
Yeah, that's the cool part, although it'd be restricted to Abduction plus ONE other effect at the same time for now. I'm not planning to have Sims become a werewolf, a vampire AND preggers in one single abduction EVER! ;)

That, otoh, might also be a good thing: some sims can't get enough of being abducted... Judas had this crap happen to him 6 times already, and he wants to meet Aliens again! And over the course of that many abductions, a LOT of shit happened to him, for sure: he's now a neutral Zombie/Werewolf/Plantsim/Warlock ;) (got infected with AND cured from Vampirism too)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 21, 2010, 04:29:10 AM
Sorry folks, but as I said before: "Wie geen fouten maakt, maakt meestal niets." (He who never makes mistakes, seldom makes anything at all!). I must be making something, because I surely make mistakes.

I screwed up the "Reversed Personality", so I had to release a bug-fix. Anyone who has already downloaded Alien Experiments v1.5 (http://www.mediafire.com/download.php?myuh3ittddn), better download it again, please!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on May 30, 2010, 12:45:38 AM
A new addition to the top post:

BO - Gnome Hack: this is an altered version of Monique's Relationships Panel Remover (http://www.modthesims.info/download.php?t=155086), and it uses the code Monique developed. The only change is, whereas Monique cloned the Kozy Kitsch Gnome , I've grafted her code onto the Maxis object itself. The only advantage is this is much smaller: only 10% of the original object.

CREDIT: Except for a minor detail, this is *NOT* my work. All credit for this belongs to Monique!
AGAIN: I do *NOT* claim any rights to the code in this mod. Thank Monique!

(Note: this is the Pets version. I don't know if it's safe to use without Pets installed. If anyone wants a non-Pets version, please let me know and I'll make one.)

Update: I can supply a version that adds this code to the Chicken as well as the Gnome! Anyone interested: let me know!

Enjoy, and thank Monique for her excellent work!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 12:02:09 PM
And he's back! Here's "BO - Reward Catalog"!

First of all, this is based on Monique's "Family Aspiration Notebook" (http://www.modthesims.info/download.php?t=206256) mod. Only the physical structure of her book remains and everything else is totally new, but still the idea was hers! I could not have done this without hers as an example. Credit to Monique, therefor! Go thank her, if you start using my mod!

Also, since - as far as I'm aware - Monique is no longer active, and left - again as far as I'm aware - no specific policy regarding the use of her mods, I assume that with proper credit given and a link to her work, I've regarded common courtesy, and can not be blamed/flamed for publishing this.

You can not have both Monique's and my versions in your game together, as they both use the same GUID. My book is meant to replace Monique's seemlessly. It's fully backwards compatible with Monique's version. So in-game you can leave all books where they are. You shut down the game, remove Monique's mod, put in mine, delete the .cache files, and then start the game! Your sims will still have their books with their points in place, and you won't know the difference until you see the pie menu! Even the cover is still the same. Consider that a tribute to Monique, who gave us a lot of great mods!

Ok, now the shameless self-promo plug: this book is completely new and different! In fact, it's "complete cosmetic surgery" for the original: Lyposuction AND a Nose Job! You won't recognize any of Monique's book in it, except the cover and the intended function! The package is a lot smaller (about half the original size), because I removed a lot of totally useless data. The original book was cloned from homework, and all the homework graphics, animations and other data were still in there, whereas only the COVER was needed. Getting rid of that obsolete data shrunk the mod by half, and half of 250 KB is a lot of small mods...

So, what relevant things did I do?

I completely rewrote each and every BHAV (you wouldn't recognize any of Monique's code in it now), to make the following changes:

  1. Monique had attempted to protect the book against accidental deletion if there were still points in it. She wasn't entirely succesful, though: directly after loading a lot, or when the book was in someone's inventory, you could simply get rid of it. No more! I've taken special care to make sure that the book is always protected as long as there are points in it.

  NOTE: There is one little snag, here: A new book can not be deleted, unless you use it first. Deposit some points, then withdraw them again, and the book is safe to delete. It was either this, or risk deleting books with points in them.

  2. Monique limited Deposits to a minimum of 100 points and multiples thereof, and didn't allow Withdrawal if the total fell below 1,000. No more! You can deposit/withdraw 10, 20 or 50 points too now, if you want.

  3. Monique barred Toddlers from using the book, but allowed full access to everyone else, including visitors! No more! Toddlers and Children can now access the book, but only to see the total stored value, and to deposit their own points. Teens and older have full access, as long as they are part of the household! This book is rigged to prevent anyone who's not a household member from accessing it.
  Even in an apartment building, you can not use the book of other families in the same building. And even when you make those others selectable, they can not touch your family's book either.

  4. Monique's Auto-Deposit (she called it Direct Deposit) was, alas, a total failure: It would run once every 12 Sim-hours (far too long), and check all selectable sims (including visitors) for their Aspiration points. For every sim that had more than 1,000 points to their name, she would add exactly 1,000 points (no more, no less) to the book, but failed to deduct them from the Sim's account. No more! If switched on, the new book will check only household members once every three Sim-hours, and transfer all their points, leaving their personal accounts empty!

  5. Monique wasn't sure if her book could be used in Basegame. I can say that this one absolutely works in ALL game versions.

Then there's a number of additions:

1. Deposit all your points at once
2. Withdraw as many as your sim can still accept without overflowing their counter
3. Collect points from other household members onto the book
4. Buy Want slots/locks and Career Rewards (points are deducted from the book!)
5. Cash in a million points for §1000 cash (:bow: thank you, aelflaed, for suggesting that)
6. Buy Food to fill your fridge, at 2000/point (:bow: thanks to ZephyrZodiac for this idea)
   If at least 8,000 points are stored in the book, an option comes available to buy Food points costing 2,000 points each, which will be directly stored in the fridge with the largest free capacity. (I chose 8,000 as a threshold, reasoning that buying less than 4 Food points wouldn't make sense, as that's the minimum required for a simple single meal.)

New addition since version 1.3:

7. You can now Boost your daily Aspiration Bar using points from the Reward Catalog.
8. Family members can no longer access the Reward Catalog if they're not currently on the lot. Also, the Auto Deposit system will no longer process sims that aren't present, and Collecting points from off-lot family members will, of course, also no longer work...
9. The Reward Catalog can no longer be found in the Buy catalog. In stead it's now an Aspiration Reward that costs 0 points. This does not affect existing books in any way: they are the same as always (except for a new menu option), and your already collected points are safe!

Available from the top post (http://www.simbology.com/smf/index.php?topic=5563.msg110260#msg110260), of course.


Feedback is still welcome: when things go wrong, I want to fix it!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: miros1 on June 07, 2010, 05:00:49 PM
This would come in handy for grandma and grandpa to leave their points to their grandchildren.  A true legacy!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on June 07, 2010, 05:28:26 PM
This new book sounds useful. None of my sims have had any use out of the mirror so far - too few points, and often no career. This should improve the situation. Can they get any career reward, or only the one they are 'entitled' to?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 09:30:20 PM
aelflaed: To get the reward you're entitled to by your work, you wouldn't need either the book, or a mirror, because those rewards are in your rewards panel ;)

This book (and the Magic Mirror before it) are meant to allow people to spend surplus Asp points to buy career rewards that their sims otherwise would never get.

This book, however, also collects the points for the whole family, like Monique's book did... So dad stores his points, mom stores hers, little johnny does the same, all on the same book. And once enough (50k) points have been collected, any family member can order the Education (or any other) Reward for the family, and the points will be deducted directly from the book!

miros1: that's exactly what I thought when I discovered Monique's book long ago... And you know what? My sims don't need to pass on their points, because their kids collect points at the same horrible rate, and can't get rid of them fast enough ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: aelflaed on June 07, 2010, 10:44:40 PM
aelflaed: To get the reward you're entitled to by your work, you wouldn't need either the book, or a mirror, because those rewards are in your rewards panel
Thanks for the clarification.  :smile:

Quote
My sims don't need to pass on their points, because their kids collect points at the same horrible rate, and can't get rid of them fast enough
Now there's a problem to be addressed! I'm sure I've seen some mod that was diverting those excess points for some other purpose. I usually just ignore them myself.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 10:48:36 PM
Ah, diverting! I've been thinking about that. How about exchanging 1,000 points for $1. If a sim (or family) collects a million points, they can trade them in for $1,000.

That's a way to get rid of the points, but it wouldn't make anyone rich anytime soon ;) And I could easily include such a feature on the book ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 07, 2010, 11:12:03 PM
I wonder, could there be a way of using aspiration points to buy groceries..... :hmm:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 11:29:11 PM
Great idea! I could look into that as well!

Going at the 1,000/1 rate, 2,000 Asp would be one Food point. Assuming I can find out how to store the basket's contents correctly, this addition could also be made, in time. I'll mull this one over, thanks for the tip, ZZ :thumb:

In the meantime, sims might just convert the points to cash (once I've included that), and then go over to the store to convert the cash to food.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on June 07, 2010, 11:30:21 PM
And he's back! Here's "BO - Reward Catalog"!
 And options to buy Want slots/locks and Career Rewards from the points in the BOOK in stead of from your own points. In fact, when you have this book, there's no need for the Magic Mirror mod anymore. Also, there's now the option to Collect points from other household members onto the book.

Available from the top post (http://www.simbology.com/smf/index.php?topic=5563.msg110260#msg110260), of course.

Cool. This might remove the error I get when my sims change appearance.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 11:35:33 PM
I was thinking the same thing, doren... Just forgot to mention that since this isn't a global thing, it can't screw up anything like the mirror mod does for you.
I really hope this one works out for you, but you'll be losing the autonomous reward-collection feature... Ah, that's a small price, I suppose, for a game working correctly ;)

I'll even update the Mirror description, advising people to use this book in stead. At some point I may abandon the Mirror mod altogether.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 07, 2010, 11:39:27 PM
BO, will the Reward Catalog run with just FT as my latest EP?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 07, 2010, 11:49:04 PM
(edit: total rewrite)

As of version 1.22, the Reward Catalog is supposed to work for every game configuration, unless I get feedback to the contrary.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 07, 2010, 11:53:43 PM
I'll definitely be trying it out, then!  :thumb:  Useful for getting that elixir before it's too late, when some sims just can't seem to fulfil enough of their wants......
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 01:27:59 AM
Ok, version 1.1 is up, allowing the conversion of every 1 million points to $1,000 cash.

I'll have to add some safety feature later, so people won't try this on a book with 327 million pts (the top is 327,679,990 pts), because the menu would be a BIG problem! :lol:

Ok, and now about those groceries... How should that work? Just fill all maxis-compatible fridges on the lot (as points allow), and deduct the points from the book? Or add some option for the player to indicate how much they want, and give them a basket to put away themselves? What?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 01:35:30 AM
I think the option for the player to indicate how much they want to spend would probably be more useful, obviously bearing in mind how much room there is in the fridge(s).
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 01:43:14 AM
In that case, for a lot with multiple fridges, I'd have to check which one has the most free space (baskets containing more than that couldn't be stored, I suppose), compare that to the points divided by 2,000, use the smallest of these two as a MAX value, and run the "Buy Food" dialog to get the user's input, and give them a basket to store in whichever fridge they want to use.

OR: I could find the total available space, compare THAT with the points available, and fill the fridges directly, based on the user's input how much they want to buy.

Both should be do-able... I'll get on it, and see what I can come up with ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 07:42:14 AM
I think it would depend on whether the fridges are in normal houses or apartments.  In normal houses, only one fridge is ever used to calculate how many groceries are needed to replenish them all, and only one fridge gets the new basket put in it.  Apartments would obviously be different, but I think the game would only restock the currently playable family's fridge, wouldn't it?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 08:07:45 AM
Of course, that's what I would shoot for. If I ever get it to work properly, that is. Right now, I'm hitting a weird snag, though, and I can't seem to figure it out... :hmm:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 08:27:43 AM
Well, I don't think I can help if it's a coding snag, but AH or MC etc. might have an idea if you were to tell us about it....
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 08:44:11 AM
Yeah, it's a coding snag, and I know: AH and MC are certainly capable of helping me out! And TJ would know how to get it right, too! And if I fail to solve this on my own, I will certainly ask them.

However, this is kind of a case study/practice run for the next big project: Alien Experiments 2.0, which will be configurable in-game. Each hood could then have its own settings. But not if I can't figure this one out.

The good thing is: it works, sort of... The bad thing is, it throws an error in the process. I know where the error occurs, but have not yet figured out *why* it does that. I just have to figure this Food Stand Dialog out... It will come to me, in time...

I just don't want to be a 12 and give up at the first sign of trouble ;) Call me stubborn, call me head-strong... it's all true, but that's me! :blush:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 08:55:18 AM
Not you having food stand trouble too!  :omg:  Those food stands.....
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 09:02:09 AM
Nah, not *that* kind of trouble... Thanks for the concern, though!

You know how in ACR you can change percentages for Gay/Bi/Pregnancy and such? TJ uses the Food Stand Dialog for that. You also find that when you buy groceries at a comm lot. And that's the same one I need to use to get the player's input of how much food they wanna buy. And that's where I'm hitting a tiny snag. But I'll figure it out, somehow... With help, if need be, but preferrably on my own. :halo:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 09:26:34 AM
That dialog is the groceries shopping dialog.... nothing to do with food stands....
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 09:41:38 AM
You're right, it isn't a food stand. Internally, the routine taking care of that input is named the "Food Rack" dialog. I slipped up, for which I apologize. :blush:

Dang... I shouldn't try to do three things simultaneously, if I have trouble concentrating on ONE already.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 09:45:39 AM
I'm wondering what those three things are..... :hmm:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 09:48:42 AM
Modding, reading/writing at the forum (in a - to me - foreign language), and thinking!

I don't need any mental resources to keep smoking, but the rest is tough! :biglaugh:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 08, 2010, 11:07:24 AM
So, it's actually four things, one of which is autonomous.... I know, I often automatically light up when I already have a ciggie on the go....

BTW, English may be a foreign language to both you and doren, but you are to be congratulated on how well you write it (especially compared to some 12's.....) :thumb:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 11:24:03 AM
 :blush: Thank you, ZZ.

Ok, I've killed the "Buy Food" routine for now... I'm going to get some shut-eye first, and in a few hours I'm going to restructure some things before I retry. I'll get it going somehow!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on June 08, 2010, 11:24:16 AM
I was thinking the same thing, doren...
I really hope this one works out for you, but you'll be losing the autonomous reward-collection feature... Ah, that's a small price, I suppose, for a game working correctly ;)


Could you expand please? What autonomous reward collection feature? (currently I don't even know how to read that correctly - a feature that lets them collect rewards autonomously or the autonomy of (AH's) reward collection...)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 11:27:51 AM
Didn't you get that situation where some sim autonomously walked over to a mirror and picked up (or tried to) the Education Bookcase? You even didn't want the "non-autonomous" version that I made later, because you liked surprises like that.

Well, with the book that won't be possible.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: doren on June 08, 2010, 11:34:15 AM
Didn't you get that situation where some sim autonomously walked over to a mirror and picked up (or tried to) the Education Bookcase? You even didn't want the "non-autonomous" version that I made later, because you liked surprises like that.

Well, with the book that won't be possible.

Oh, I completely forgot that. Never happened again.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Dark_Author on June 08, 2010, 11:53:58 AM
Boiling Oil, is there any way you might consider modifying the alien experiments mod to work with Inteen (allow teens to get alien pregnant).  I know there are other mods that do this available out there, but I don't know about compatibility with your abduction mod, so I thought I'd ask.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 08, 2010, 10:39:03 PM
Sorry D_A, but I'm afraid that'll *never* happen. I wouldn't even know where to make that change.

The point is this: by the time AE takes over, the Game Engine has already filtered everyone out, except Adults. Additionally, I didn't introduce pregnancy... I tried to lower the chance of pregnancy, by adding *other* crap that those Aliens could do to our sims...

In fact it's the other way around: if the makers of Inteen would make Alien-pregnancy for Teens possible (I don't see how, yet), *then* I could make teens be subjected to other experiments as well. Not that I *would*, but I *could*.

So, sorry dear, but I'm afraid you're barking up the wrong tree...
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 09, 2010, 05:15:27 AM
Ok, a good night's rest does a lot of good. When I woke up, I suddenly had an idea: maybe I should queue this "Buy Food" interaction, in stead of making it immediate like everything else... After all, the other actions don't require secundary input, but this one does!

So I tried that, and... it worked!!! New version will be coming up soon now!

Btw: I'm so glad I figured it out on my own! It really helps my self confidence to know that I *get* more of SimAntics all the time.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 09, 2010, 05:17:19 AM
You know, BO, before long newcomers to modding will be seeking your advice... You've come a long way in a very short time!  :thumb:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 09, 2010, 05:24:38 AM
Thanks, ZZ :bow: You know, I'm not one to brag, but I seem to have come some way, indeed... Got a lot of different things done in just six months. Looking at other people's work and comparing that to what tutorial materials are available on SimAntics really helped me get here.

I've been thinking about renaming this thread to "BoilingOil's mods". Seems appropriate by now ;)
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 09, 2010, 06:00:50 AM
It does indeed.... or maybe BO's giant strides in modding?
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 09, 2010, 06:08:36 AM
 :lol: No, that just seems a bit too pretentious! I wouldn't want to be mistaken for the "Fat Obstreperous Jerk", also known as JMP, Pescy...

STOP! no more MATY-bashing! Down, BO!!!
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 09, 2010, 06:15:02 AM
How about BO's hard work wins him his seven-league modding boots.....
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 09, 2010, 06:21:58 AM
:lol: Really, ZZ, you're much too kind for this beginner in modding.
Title: Re: BoilingOil's tiny first steps into modding...
Post by: zephyrzodiac on June 09, 2010, 06:26:23 AM
:rofl:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: Zirconia Wolf on June 09, 2010, 06:26:56 AM
How about "BO's Bodacious Offerings?" (Bodacious is a good thing, just in case it doesn't translate so well!)

And while you may be a *new* modder, I would hardly call you stuff the work of a beginner!

It's truly awesome work!!!  :love:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on June 09, 2010, 06:34:40 AM
Oj, I *do* like *that* one, as "Bodacious Offerings" would soon be abbreviated to "BO" again... This would be BO-BO's thread :)

And thank you too, for the kind words. :blush:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 09, 2010, 08:00:20 AM
Ok folks, you may come and get "BO - Reward Catalog v1.2" now.

I'd like to give special thanks:
1. to aelflaed for suggesting that we should have a way to burn excess points.
2. to ZephyrZodiac for suggesting that we might buy food points using excess Asp. points.

These two suggestions are now included in v1.2

If anything does not work properly (or even if everything *does*), I'd love to hear about it.

Enjoy, and happy simming!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zolabee on June 09, 2010, 08:03:05 AM
Love the name change!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 09, 2010, 08:06:31 AM
Thanks, Zola :love: great pic!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 09, 2010, 10:10:02 AM
Thanks, BO.  I'll try it out when I fire my game up again! :thumb:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 09, 2010, 10:18:32 AM
Love the name change & uber-loving the Reward Catalog idea!

Yay: No more ever-accumulating stack of *worthless* points!  :prancing:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Liquid Vamp on June 09, 2010, 10:25:53 AM
I just want to :bow: down to your awesomeness, BO!  As soon as I'm well enough, I'm going on a BO Mod dl spree!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 09, 2010, 12:01:56 PM
Ok folks, you may come and get "BO - Reward Catalog v1.2" now.

If anything does not work properly (or even if everything *does*), I'd love to hear about it.

I noticed last night that I can't delete the catalog even if there are no points on it (I tried buying it and deleting it right afterwards without even leaving buy mode). Is that intentional?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 09, 2010, 12:14:27 PM
Maybe you need to exit buy mode and reenter it - or use the backwards arrow.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 09, 2010, 12:31:42 PM
And of course, it's doren who runs into something that shouldn't be ;) (Deutsche Gründlichkeit, wirklich Klasse!)

No, it's not intentional... I may have fouled up somewhere. I'll look at it and see what I can do. Thanks for alerting me.

ETA: I could duplicate this problem with ease, but I wouldn't know a cure. The only way to get rid of a new book, is to deposit some points in it, then withdraw them again. This seems to be the price of security.

No, ZZ, you method doesn't help either. I've tried.

I just want to :bow: down to your awesomeness, BO!  As soon as I'm well enough, I'm going on a BO Mod dl spree!

Please, don't say that, LV... Before you know it, I'll be the subject of MATY-bashing jokes ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 09, 2010, 03:00:02 PM
I wonder if the fact that you have the price set at 0 could be why it can't be deleted?  I've used Sims2Cat to raise the price to 10 simoleons, on a par with the blender, and I'll see if that makes a difference when I load my game again.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 09, 2010, 04:47:30 PM
Good to see the latest! I agree with everyone that you have made giant leaps in a short space of time. Well done.

I've been enjoying the original version of your book, and I'll give the new one a whirl of course too - wish I'd had it last night, when my sim had to make an emergency dash to buy food before they could eat! They had plenty of points they could have used instead.  :smile:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 09, 2010, 11:23:57 PM
ZZ: that price is what Monique had already set, and I'm sure that before I released version 1.0, it never did this, so I'll figure out what I changed that caused a new book to be undeletable, or I'll return my modding badge!

aelflaed: thanks for the kind words. I think I'm starting to grow, here. Alas, at the time you needed it, the "buy food" option was not yet available, I think. I'm sorry I was too late to save your day.

Should I mention that I still have plans for more? Because, even though this book already does more than the Magic Mirror and Monique's book combined, there's more that I'd like it to do. Wouldn't it be great, if Sims could buy their Aspiration Rewards directly from the book as well? No more withdrawing points and then selecting the Asp rewards from their rewards panel; just buy from the book, and find them in their inventory. But that'll have to wait for a bit ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 09, 2010, 11:43:47 PM
And of course, it's doren who runs into something that shouldn't be ;) (Deutsche Gründlichkeit, wirklich Klasse!)

I take my job as "Unsuspecting Simple Player" seriously...

I guess move_objects on would do the trick; or as you said, depositing points and withdrawing them again. I just stuck the catalog in the inventory.

Good news: It does not interfere with the change appearance interaction anymore (although this led to the insight that my sims are not very impressed with the makeover I have given them - they don't know that I am the one who's got taste).

The catalog has to load last to unlock the rewards or they become unlockable alltogether (with different load order I tried Insim, the Blender and the catalog). This must be connected with something else I have, but I will not make a great effort to find out as long as it is solved by load order. It does not show as a conflict and as we have discussed before this makes it very difficult to pin down.

Something horrible happened last night though: The novel I had up for sale disappeared. It does not necessarly have anything to do with the catalog but it is most definitely not there anymore. It was too late to explore how this came about and I will have to search for it/a way to bring it back tonight.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 10, 2010, 12:01:33 AM
Well I'm glad to have a USP such as you among my audience, doren: it keeps me sharp and alert ;)

From inventory, did it allow deletion? A book with points on it is rigged not to, but an empty book...

The stuff-not-unlockable thing happened to you with the Mirror as well, huh? Would almost certainly have to be something in your downloads that causes it.

I've stuck all my own 'mods & fixes' in the folder z-BoilingOil, which is one of the very last Hacks folders to load. After that, only non-hack stuff such as Meshes, Recolors, default replacers, and 'independant' Objects.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 10, 2010, 01:13:27 AM
I ssuccessfully traded points for food in a family this afternoon. Not much food, but that's the way it goes!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 10, 2010, 01:25:24 AM
At least they had one last meal before starving to death, right? :lol:

I'm hoping to find a way to add some animation to it later. Like: the sim makes the "aha!" gesture (like when donning the Thinking Cap), and then pulls a basket out of their behind and puts it in the designated fridge.

I also hope to add the "rubbing hands together" animation, when a poor sim (low lot value AND very little cash) Cashes In :)

Anyway, that's future music for now. First I want to see if I can get a new book to allow being deleted... :hmm:

ETA: Scratch it! It seems to be either allowing for the book to be deleted with points still in it, or having to use the book before it can be removed. Personally, I prefer the latter, so I'm adding a note to the description of the book: "can only be deleted after having been used!"
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 10, 2010, 03:47:37 PM
Ok, I got a little worried about apartments and the Reward Catalog, especially the "Buy Food" option. I had been looking over the Shoppingrack Globals, and noticed how they test for Fridges in the right apartment. So I updated the RC to support that.

Then it occured to me to first test v1.2 in an apartment building, and opened BDC for the first time. Apparently, my worries over the Buy Food option were not justified. When scanning for fridges inside an apartment building, only the current apartment is checked, even without extra precautions.

However, a bigger issue presented itself: when you visit a playable neighbor in the same building, you can access the points on their RC! I have started work to solve that mistake. I'll keep you all updated!

Happy simming!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 10, 2010, 08:36:04 PM
I've added two new versions for BO - Reward Catalog:

The old version works only for FT and up, but I wouldn't recommend it for AL.

An AL-only version has now been added, that protects against abuse of neighbor's book in an apartment building.

A BG-version is now also available, that works for ALL games, including Basegame, but is not recommended for AL.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 10, 2010, 09:52:03 PM
Great! Off to try the latest rewards book...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 10, 2010, 11:42:58 PM
However, a bigger issue presented itself: when you visit a playable neighbor in the same building, you can access the points on their RC!

Aspiration point fraud? - Mmh... Maybe it could be utilised for the more devious sim.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 11, 2010, 01:24:40 AM
A bit like stealing skill points?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 03:13:12 AM
(*mumbles* dang: been working all night to fix this...only to harvest stupid jokes... thank you for wasting your time, BO... why did you bother, BO... ingrates!)


:P

Well, it has taught me some things... maybe a future version will really be for all game configs, and still be fraud-resistant. I'm still learning ;)

ETA: even spelling... still learning that, too! :dry:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 11, 2010, 06:10:50 AM
Well, it has taught me some things... maybe a future version will really be for all game configs, and still be fraud-resistant. I'm still learning ;)

ETA: even spelling... still learning that, too! :dry:

Hey, don't be so hard on yourself! Your creations (and your spelling) are just peachy..well, by my funky standards anyway! (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/crazy.gif)

Keep up the awesome- oops- bodacious work! Some of us are quite (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Wolf%20Smilies/Love.gif) them!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 06:56:23 AM
:cheese: Yeah, even if it takes multiple attempts, eventually I'll get the spelling correct :)

I originally wrote 'tought' in stead of 'taught', that was *wrong*... I thoroughly *hate* myself when I do things wrong!

Anyway: as my signature already gives away, the newest version 1.21 is truly universal. I finally found a way to test for AL without upsetting older games ;) Not too shabby at all....

Whoever runs a working v1.2 for their game, does NOT need to upgrade, though! (Although I wouldn't mind if you do.)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 11, 2010, 09:28:32 AM
What happened to your simmie avatar?  Is that by any chance the real BO?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 10:05:19 AM
Bridget had to make room... If any simmie deserved to be in that spot, it would be Wanda, who already gets more than enough attention, I believe.

And by any chance that failed experiment *is* what I find staring at me from every mirror, indeed. ;) It's fairly recent, too... shot it myself this afternoon.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 11, 2010, 11:07:54 AM
What happened to your simmie avatar?  Is that by any chance the real BO?

At first I was like who the hell hacked BO's account...then I realized what was up and felt pretty silly for my panicked reaction... (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/embarassed-1.gif)

(It's a good picture, btw! (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/wink.gif) )
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 11:13:17 AM
See? I'm perfectly safe here... There's a very alert Wolf at my door, snarling at anything strange that even dares to so much as *look* at the door knob ;) :biglaugh:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 11, 2010, 11:21:05 AM
Yep!

(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Wolf%20Smilies/wolf_cop.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 11, 2010, 11:32:58 AM
Just want to mention that I can read yellow...

I am usually too benevolent a goddess to allow for much deviance. It would not do any harm to have some more of it..

btw, you look pretty much like I imagined (which is unusual) with the exception of the beard.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 11:42:30 AM
And whoever can not read yellow (*my* four eyes have trouble with it), just needs to highlight it, I know... I hoped it would be taken for what it was... jest! :dry:

With or without beard, it's unusual that people can imagine me at all. So I salute you! :bow:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 11, 2010, 04:45:16 PM
And again I'm double-posting... but then, it's my thread, so who wants to shoot me? ;)

A bug-fix for 'BO - Reward Catalog' is available: version 1.22 fixes my error by which the cost for "Buy Food" was NOT deducted from the book, even though a notification said it was! This bug is present in all previous versions, I'm afraid.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Rosewin on June 11, 2010, 05:33:12 PM
Good to finally meet the real BO.  :thumb:

ZW reminded me of one time I had my hair cut and when I got home the dog wouldn't come near me till I spoke and he recognized, that the strange person, as me.  :giggle:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Liquid Vamp on June 12, 2010, 01:41:24 AM
@BO, you look exactly how Kaci imagined (beard and all :wink:) but not how I imagined. Don't ask me what I was expecting, because I'm useless at this sort of thing.

@Zolabee Our cats are like that, too! They were most upset when I cut my hair a couple of weeks ago.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 03:49:26 AM
@BO, you look exactly how Kaci imagined (beard and all :wink:) but not how I imagined. Don't ask me what I was expecting, because I'm useless at this sort of thing.

That's why I thought it was so unusual. It happened to me a few times that I met clients or other people I only "knew" from talking to them on the phone and it was only when I saw them that I realised that I had a mental image of what they would look like which I made up from their voice (and they always looked completely different). One time I met a banker, who was responsible from some client accounts. He came to the office to introduce himself because we had regular contact on the phone (I think he was also curious what I looked like). He had very blond, almost platinum, hair and it appeared so wrong.

As if you could judge the hair colour from a person's voice but apparently this is what my brain was doing.

Edit: Last night I was looking at the rewards again and pondering over the idea to treat certain (more expensive) objects from the buy catalog (sinful shower) as "aspiration rewards". In that context I think that 1 million points for 1,000 $ is a bit steep, especially in comparison to the normal rewards. I am calculating like this: The love tub costs (approx.) 20,000 aspiration points, for 100,000 points I should be able to get something like the orgy rug which costs approx. 1,200 $.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 12, 2010, 04:16:43 AM
When my sister worked in a bank, she had regular contact over the phone with an American guy who happened to be Afro-American.  When he finally met my sister face to face, he was amazed, as he'd thought she was an Afro-Caribbean, not a blue-eyed Anglo-Irish blonde!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 04:19:31 AM
You know, doren you *do* have a point when it comes to the asp/cash exchange rate. I'm just a bit worried about how much money sims are going to get out of it.

That orgy rug, otoh... you compare it top the love tub... But try to compare it to the expensive Hot tub, and then that rug is real give-away. Maybe $1,200 is a totally stupid price for that thing.

But still, I agree, even if you'd put that rug at $6,000, then the aspiration value would still have to be less than the Love Tub. So I think maybe when making an object into an asp. reward, we should be re-thinking the price as well.

Anyway: I'm still considering adding the Asp.reward menu to the booklet as well, if I can. I *could* also try to add a special menu for buying a number of unique objects from the normal catalogue, and then adapt the price/exchange rate according to the situation!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 04:27:40 AM
I was planning to simply define some objects that way, I imagine it would be rather complicated to turn objects into real rewards? (Then again I have seen people making custom rewards for custom careers).
I don't want to spoil my sims, but 100,000 for 1,000$ seems a fair trading rate to me (the shower costs about 2,200 $).

ZZ: I find things like that very fascinating, which was most likely the reason why I studied psychology. There was one woman psychologist who did research about categories and I think something similar comes in with regard to people. She looked into the question how people imagined the typical representative of a category like "a bird" (robin), or how deep and curved an object had to be to turn from a plate into a bowl. The great majority of people think of a hammer when you ask them to think of a tool. Whitish blond is a very rare haircolour and so we probably tend to imagine people to be dark haired. Or Afro-Caribean if they are what I see most.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 04:37:48 AM
Doren I *could* try to make it possible for people to adjust the exchange rate. I'm not really a fan of that, but I *do* want to accommodate as many users as I can ;)

Also, I've changed custom asp.rewards into normal buyable objects a few times, and that was easy as pie! So the reverse should also be a snap... I'll try and find out how that was done, and report on that, ok?

That way, we'll have two angles from which to tackle this issue ;)

pacifica Thanks for the praise, but please just call me BO :)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 12, 2010, 05:15:49 AM
Doren, I think the reason in this case was that, whereas most of the English/Scottish whatever employees at the bank (which was American, btw) spoke with non-South London accents, my sister, being from South London, has a South London accent.  Most Afro-Caribbeans at that time lived in South London, and therefore had assimilated the South London accent - so he naturally assumed she was of the same ethnic origin.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 12, 2010, 05:22:29 AM
pacifica Thanks for the praise, but please just call me BO :)

So the moniker "Bo Bo" doesn't do it for you, eh?

(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Wolf%20Smilies/laugh.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 05:26:47 AM
In ZZ's words: Ezackerly!

'BO-BO' fits the thread, but not me ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 05:52:00 AM
Whenever I look out of the window at work I look at a (trendy) furniture shop called "BO CONCEPT". I think of you every time.
 
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 06:07:50 AM
I suppose they're one of the dots on this here map (http://www.boconcept.de/Default.aspx?ID=73317) :P
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 06:22:04 AM
I suppose they're one of the dots on this here map (http://www.boconcept.de/Default.aspx?ID=73317) :P

Yes, Berlin, Friedrichstraße.

ETA: But even if I was still in the office I worked in before I would see a BoConcept when I look out of my window. Isn't that strange (with only three shops in the city)?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 06:36:59 AM
And I already have good news for you: Making a custom object into an aspiration reward is SimPlE (pun).

1. Open the package in SimPE and open the OBJD resource in Plugin View.
2. Under the 'Catalog Sort' tab, un-tick all boxes, and tick the "Aspiration" box.
3. Under the RAW data tab, find the 'price' line, and add the price in Asp points that you want to associate to the object!
(NOTE: you don't need a separate HEX-DEC converter for this: in the top-right corner of this tab, you'll find a radio button named 'Decimal'. If you click that, you can add your numbers in decimal values.)
4. Save the object, and you're done.

You can from now on buy that object as an Aspiration Reward.

The only disadvantage here is: you lose the object as a normal buyable object, because you can't have two with the same GUID.

And alternative would be to CLONE the original object, give it a new GUID, and use the above directions on the clone in stead!


One last NOTE: the price can NOT be more than 32,760 points, since that's the max number that fits the field and conforms to aspiration points conventions (always a multiple of 10).

(Edited to correct the max price... didn't consider int16 limitations at first... :blush:)
(Edited again to add DEC-HEX note for added SimPlE-icity)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on June 12, 2010, 06:45:14 AM
Wow!

That's way easier than I thought it would be! I've been reading up on Custom Career Rewards & it's fairly straightforward too...but not nearly so SimPlE! (Puns are good things!)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 06:52:50 AM
Yeah, indeed... It's almost too SimPlE.

A monkey and two trainees can fly this ship! (Commander Montgomery 'Scotty' Scott in StarTrek III, The Search for Spock)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 07:02:05 AM
Can not convert '40000'. This is not a valid Decimal Number of Type Int16!

This is the error I get when I try to change the price. I get the same error when I try with a different price.

And now it worked.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 07:05:27 AM
Ah, that makes sense! Sorry, I forgot to take that into consideration!

The price can not even be over 32,760, since 32767 is the maximum signed integer (int16), and aspiration points are always in multiples of 10. (Previous post updated)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 07:07:46 AM
Ah, that makes sense! Sorry, I forgot to take that into consideration!

The price can not even be over 32,760, since 32767 is the maximum signed integer (int16), and aspiration points are always in multiples of 10.

So I have to put in "4000" if I want it to sell for 40000 aspiration points?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 07:09:40 AM
Nope... 32,760 is the TOP Asp reward price. It must be entered WITH the trailing 0. What they actually do is: if you gain 1,000 points, they devide that by 10, and store the result on the sim's counter. When the counter is displayed in your Rewards panel, they temporarily multiply it by 10. And when a reward is bought, they also divide the price by 10, before deducting it from the counter.

I just don't get why they used int16 at all! If they hadn't used a 'signed' integer, they could have stored twice that many points, up to 655,350! Now that counter runs from -32,768 to +32,767, and half of that can't be used!
I suppose these guys couldn't be bothered with using higher precision... What's new with that, huh?

If I get the system updated to buy asp rewards from the book as well, this object could be sold for 40k, but it would HAVE to be through the book, and not through the standard Asp reward catalog. (That's why it *does* work for my want slots/locks and career rewards... they bypass that catalog)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 12, 2010, 08:44:46 AM
I tested with the orgy rug and the castaways garden rack. The latter replaces the respective slacker career reward, but I think I like the castaways version better anyway. I think it was automatically put into the wrong reward section though and I might be able to get both.
The orgy rug is now an aspiration reward and I noticed that the warning was attached not to use it below gold aspiration, but I think it is only a cosmetic thing and does not really affect the object.
I left the sales price and decay unchanged and I wonder whether it can still be sold in an owned business. Even before I began my current business project I liked it that some items (what you make on the work benches for example) are not available in the catalog (the buyable wishing well would make a good reward object though).

Since this is so easy I plan to turn some of the special objects I have into rewards: Some of the castaway objects like the cauldron and the fire walk for example. I amused myself with the idea to make the Blender a reward object (it will remain an idea). Wouldn't it be just if they have to start off the hard way and earn a few points  before they are allowed a tool like that?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 08:54:59 AM
You're a mind reader, doren! I've been thinking of making the Blender into an Asp reward, too! Would be fun, if they had to first scrape 30,000 points together before they're allowed to cheat! ;)

The Gold Aspiration warning is ALWAYS given when an aspiration reward is bought, I believe. Just ignore it for objects you know are Aspiration-level neutral, such as the rug.

Forget selling aspiration rewards: their 'value' is niks, noppes, nada, zero and zilch! Since they're marked as 'Aspiration' objects, their 'value' as you set it in SimPE is simply ignored. The game doesn't consider Aspiration-points to be currency. (That's one reason why *I* think $1 per 1000 points is still overrated, hehehehe. They should recieve even less! :tongue:)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 12, 2010, 10:19:47 AM
I think they are rather on a par with Green Shield stamps and the modern equivalent of Store Points... value for purchasing anything takes a good while to accumulate, and they are worth virtually nothing if you were to try to cash them in for - cash.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 10:27:15 AM
Right! That's what I was thinking as well... you need to spend a lot of dough in a lot of stores to get a few Airmiles (or Frequent Flyer Miles), and then still you can only fly somewhere, but not do some grocery shopping for the next week ;) And most certainly not put any cash on a savings account from cashing in those points.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 12, 2010, 10:31:59 AM
Frequently, too, the air miles may get you somewhere, but do you have enough to get you back again?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Sleepycat on June 12, 2010, 03:50:07 PM
pacifica Thanks for the praise, but please just call me BO :)

pacifica was just a spammer (given away by the links that were in it's sig)  :ninja:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 12, 2010, 03:56:54 PM
And you killed 'it' accordingly, I see... Good to have a vigilant Queen Kitteh like you around! :sckitty:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Sleepycat on June 12, 2010, 04:17:30 PM

 :giggle:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 12, 2010, 05:06:18 PM
A cat with an appetite for spam...... :biglaugh:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 12, 2010, 11:32:44 PM
The converting items to rewards is intriguing...might just help reduce the catalog clutter a bit. :wink:

ETA: I found a Dec to Hex (http://www.easycalculation.com/decimal-converter.php) converter, if anyone is interested.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 13, 2010, 03:32:50 AM
Oh, I do my Dec-Hex myself, but on that page there's a host of other nice, powerful tools! :bow: Thanks, TS! :thumb:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 13, 2010, 04:33:42 AM
You're very welcome, BO! I had to do a google search for a converter after I failed at the manual math (longer division is the bane of my existence X) ), and I figured you guys would find it handy too.

Also, thank you for posting those directions in the first place: I've so far converted at least 5-6 things to aspiration rewards now, which gives my Sims a reason to actually spend points. :halo:

Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 13, 2010, 04:45:42 AM
X) You're welcome, TS. I felt there was a need for that information, and I had run into it myself a while ago.

Wait... now I'm adding 2 and 2, and suddenly, against all logic, the result seems to be 5! You didn't need the dec-hex converter for these changes, did you?

In the top-right corner of the RAW-Data tab, there are three radio buttons, named Binary, Decimal and Hexadecimal! Just tick the 'Decimal' button and you can type the price in DEC numbers in stead of HEX ;)

Besides, under the "Windows" menu, there's also the Number Converter. Add your decimal value on the second line of this converter, and the first line will tell you the HEX equivalent.

Most of the required tools are already present in SimPE, making the whole thing even SimPlEr than it already was ;)

(I'll add that to the original post (http://www.simbology.com/smf/index.php?topic=5563.msg125561#msg125561) as well :))
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 13, 2010, 07:58:29 AM
In the top-right corner of the RAW-Data tab, there are three radio buttons, named Binary, Decimal and Hexadecimal! Just tick the 'Decimal' button and you can type the price in DEC numbers in stead of HEX ;)

Besides, under the "Windows" menu, there's also the Number Converter. Add your decimal value on the second line of this converter, and the first line will tell you the HEX equivalent.


I was going to point the first one out (I would be lost if I had to deal with HEX), I didn't know about the second.

Twisted Sister, out of curiousity, which items did you turn into rewards?
I downloaded some potions from Parsimonious yesterday to make (and cure) werewolves, vampires, plant sims and witches. I intended to turn them into rewards, but they looks so pretty and would make a very nice shop display in the magic shop I (or rather Opal and Edward Contrary) are thinking of opening.
The castaway objects look as if they have always been rewards. They fit in there perfectly.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 14, 2010, 01:51:46 AM
As requested by lovestainedheart, I've now uploaded BO - NoFreshFood!, which prevents the fresh food bonus from being given to newly made dishes, while also removing it from existing dishes as soon as they're accessed.

Enjoy!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 14, 2010, 04:00:29 AM
Doren, thus far I've turned the Book of Talent (http://www.modthesims.info/download.php?t=293562), some of Smonaff's Gypsy Potions (http://www.modthesims.info/download.php?t=188471), one of the mood boosters from Around the Sims, and the Panacea potions. I might do more, if I find anything else suitable. :smile:

BO: Woot, more shiny things to play with! :cele3:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 14, 2010, 11:39:18 AM
I completely forgot about the ATS mood boosters. I have them too.
I might download the book of talents, especially if some BV skills are properly learned. I added the "hang loose" greeting to three of my Desiderata Valley sims, but they seem unable to learn it unless they can practice it with someone who already has that skill, no matter how often they try.
Apart from the panacea potions I also downloaded the altars from Parsimonious but it would have been nice if there was a description of how each one affects the mood and not only that they do, so I want to try them first before I turn them into rewards.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 14, 2010, 11:50:04 AM
And of course, that book is Treeag's. It's totally like her to make such a work... falls in line with the SimTransformer and such ;)

I don't wanna have it, because it's making things too easy, but I acknowledge it's a good mod ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 14, 2010, 12:39:10 PM
I usually demand that my sims accomplish such things on their own but it is always good to have an alternative for certain situations. Since I don't really want subhoods in Desiderata Valley, they can't learn any holiday specific skills. I used two of my Pleasantview Twikkii Islanders as townies there and in my mind they are "immigrants" and should know the hula and the greeting. It was also an experiment (cut short) to see how long it would take for the greeting to spread. Hula is very popular though.

I don't know if I will use the potions but it is similar. I have played this game for nearly four years now and haven't even come close to turn one of my sims into a vampire. Without a downtown it is not even possible.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 14, 2010, 12:45:31 PM
The Hula, I tellz u 'bout it:

Remember that guy Zack Shack (father of 14 daughters, including my late avatar, Bridget)?  In a previous incarnation, he got hitched to Daisy McCarthy, one of the Twikkii Island defaults. Pretty soon, almost everyone in the hood was 'Hanging Loose' and dancing the Hula!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 14, 2010, 12:47:57 PM
I think even with a Downtown you have to actually visit a community lot first - I'm pretty sure I have no vampires in Edge Town, if my sims go to comm lots, it's almost always in the base hood, the ones in Downtown are just for appearance.

Hey, BO, I had one sim family in a previous hood go on holiday to the mountains - soon everyone at Uni was doing the slapdance!  (At least it killed the schmustle....)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 14, 2010, 12:51:48 PM
Ah yeah, that's the best thing about those 'local' dances... they're smustle-killers! :banana:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 14, 2010, 01:05:42 PM
I knew I'd spelled smustle wrong, but I couldn't see why!  :blush:

I like the slapdance, though..... it's great when you have a stereo playing Country music.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 14, 2010, 02:02:49 PM
Or the World station, there's a song or two on there that just scream 'slapdance'. :P
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 14, 2010, 02:09:41 PM
Very true!  I love that station..... wondering whether I might try adding a few of Tarika's songs to it....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 15, 2010, 11:32:05 AM
Now up: BO - MoreRealisticYields... come and get it :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 15, 2010, 11:45:13 AM
What is the unmodded yield of a fruit tree?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 15, 2010, 11:48:24 AM
6 Apples (6fp, $22), 9 Oranges (3fp, $11), or 12 Lemons (3fp, $11).

Bare in mind, these trees are a lot bigger than the produce plants ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 15, 2010, 12:37:15 PM
And cost a whole lot more!  What, 12,000 simoleons, and it's gonna take two more generations before we even see our investment repaid, let alone start to show a profit!

What farmer in RL would make an investment like that?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 15, 2010, 01:29:53 PM
I thought it was only 1,200 simoleans, though...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 15, 2010, 01:34:53 PM
Oops, typo..... I'd put it right, but that would make you look as dumb as me...... :blush:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 15, 2010, 01:40:13 PM
No worries! :biglaugh: If you think about it, a good sized orchard would be at least 10 or so trees, which would make the 12K figure correct.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 15, 2010, 04:45:15 PM
Yeah, well it always bugged me, that you pay such a big sum for one tree, and the ROI is so low. I thought 20% return per harvest sounded much more realistic.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 15, 2010, 06:03:56 PM
And as of now, there's the third branch on the tree of more realistic gardening: BO - SW-Produce-Packing-Station-Update. Now the price of a crate will be more in line with the new normal food-prices that I set in MoreRealisticYields.

Have fun Sim-Gardening, my friends!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 15, 2010, 06:38:37 PM
Thank you for these, BO! :thumb:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 15, 2010, 06:43:28 PM
It was entirely my pleasure, ZZ. Such an enjoyable and diverse lil' project that kept me going from here to there... Very educational ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 16, 2010, 12:06:53 AM
Nice work, BO! :thumb: Can't wait to try this with my 'poor farmer' family.

*goes off to make a BO folder under hacks*
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 16, 2010, 04:33:10 AM
Oh indeed, playing poor farmers now really becomes more of a challenge. :thumb:
Provided, that is, you don't let them fish, because the prices of fish aren't up-to-date yet. It'll be a challenge to set those to acceptable values.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 07:34:25 AM
Well, if we go on overfishing and polluting the oceans, then sea fish at least will be even more expensive than sim fish.....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 16, 2010, 07:37:09 AM
Yup, but alas, that's something I can't write a mod for... :blink:

Take that BP disaster for example... in stead of all this talk about how to deal with it, *I* would send a crew out to go deal with it already! Use hay/straw or anything else to extract the oil out of the water while we're discussing more efficient methods... Once we've got some, we'll change our methods, but we're not going to sit around talking, talking, talking while that crap fills the ocean!

But those corporate asses can only think of the financial setback this will be for their company, for their own pockets.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 08:45:51 AM
I totally agree, there must be plenty of local fishermen on those islands who'd be only too glad to be earning some cash helping to clean up the seas which are, after all, their livelihood... and it would probably be a darn sight cheaper than paying the salaries of all these company officials to yak on their cell-phones about the various options ....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 16, 2010, 09:00:56 AM
Indeed! Whether those Bobos are talking about it or not, the disaster is going to cost a lot anyway! All that talk only makes it more expensive, because they're only going to try and protect their own interests.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 09:02:52 AM
And don't anyone try to kid anyone that it will be BP shelling out - it will be their insurers!  It's Lloyds that will foot the bill, as usual.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 16, 2010, 09:12:22 AM
And who's gonna pay the damage for Lloyds? All their other customers, who must pay more for their insurance! In the end, that's US!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 09:20:49 AM
Ain't that the truth!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 16, 2010, 09:55:22 AM
And let's not talk about the low-ball flow rate estimates which directly lead to too low pressure on the attempt to fill the well with drilling mud and concrete... and the dispersant chemical that is causing underwater horizontal plumes... and the slow transfer of the repair ship from the North Sea... and the million feet of booms (come on, that's 200 miles) that are washed up on shore by every thunderstorm... and it's hurricane season!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 09:59:21 AM
If Seven Maids with Seven Mops...... (they'd probably do a better job than BP!)

At least there's a bit of slightly better news....

http://news.bbc.co.uk/1/hi/world/us_and_canada/10335114.stm
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 16, 2010, 11:55:03 AM
And let's not talk about the low-ball flow rate estimates which directly lead to too low pressure on the attempt to fill the well with drilling mud and concrete... and the dispersant chemical that is causing underwater horizontal plumes... and the slow transfer of the repair ship from the North Sea... and the million feet of booms (come on, that's 200 miles) that are washed up on shore by every thunderstorm... and it's hurricane season!

Every time I watch a report about it I stumble over the fact that I don't hear anything about attempts to seal the leak. They try all sorts of methods to get rid of the oil that is already in the ocean and in the end of the report they tell me that so and so many barrels of oil continue to flow into it every day. I can not believe that it is impossible to stop a leakage, even if they would have to wrap up the entire ship. I must admit that I do not follow the news in detail; I tend to get upset.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 16, 2010, 11:58:49 AM
So they're not paying the dividends to the stockholders to set up a compensation fund...? I bet the execs will still get bonuses for sitting on their arses, though. :rolleyes:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 16, 2010, 12:03:22 PM
Well, that wouldn't surprise me - when you think how many bankers steered their companies to the verge of bankruptcy and had to be bailed out - by the taxpayer - and still paid out millions to their execs!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 16, 2010, 04:38:39 PM
BO - LowerFishPrices is now up! Dig in ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 16, 2010, 08:52:37 PM

Every time I watch a report about it I stumble over the fact that I don't hear anything about attempts to seal the leak. They try all sorts of methods to get rid of the oil that is already in the ocean and in the end of the report they tell me that so and so many barrels of oil continue to flow into it every day. I can not believe that it is impossible to stop a leakage, even if they would have to wrap up the entire ship. I must admit that I do not follow the news in detail; I tend to get upset.

First, I think the word "disaster" is overused, so I'm calling it a mess, although I suppose the entire Gulf becoming contaminated with oil would qualify as a disaster by any rating scheme.

Doren, this is not a leaking ship.  That they could fix. 

This is a broken pipe sticking out of the seabed a mile down in the Gulf of Mexico.  The broken pipe previously connected a pocket of high pressure oil and natural gas to a drilling platform on the surface.  The drilling platform was destroyed the first day of the mess, along with most of the pipe. 

Problems:
We don't have the technology to work on things a mile underwater.
It's not possible to send humans down that far except in mini-subs. 
The actual flow rate and pressure of the petroleum/natural gas mixture is either unknown or concealed by BP.
Without that piece of information, any efforts to plug the leak will just blow the attempted plug back out.
Same goes for the actual volume of the pocket.

Confusion:
Some of the "containment efforts" are aimed at the broken pipe itself, not just controlling or cleaning up the oil that has already escaped.

BO:  THANKS!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 16, 2010, 11:18:19 PM
Ignoring all talk of burst pipes (for the sake of personal equilibrium)...

Is there any problem using the orchard trees fix by itself? I'd like my sims' trees to produce a rational amount of fruit, but I don't actually object to the sparklies bonus. (I look upon it as the difference between organic produce and chemical-laden Monsanto muck).

I already use your older packing station fix. Do I need to use the new version with the improved orchard trees?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 17, 2010, 02:56:46 AM
aelflaed, in principle, you could use each of these fixes all by themselves. And as far as I'm concerned, you're free to do so.

However, consider this:

MoreRealisticYields does not only change the yields of the trees, it also lower the prices of ALL produce. So now suddenly, you can buy an apple for $6, and it will still give the Fresh Food bonus. Things would get rather unbalanced.

Also, the new packing station update is not required, but it *does* change the prices of packed food to be in sync with the new Produce prices set forth in MoreRealisticYields. Again, just a matter of balance.

Nothing stops you from using each of these mods separately, but it *will* unbalance your game if you do. (Do you want to pay $302 for a crate containing $72 worth of apples?)

If you want the trees to produce more, but you want nothing else to change, just give the word and I can make a special OrchardTreeFix. It would make trees far too profitable for me, but if you like it like that, no problem! ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 17, 2010, 05:38:00 AM
I've now put up BO - SW-Fish-Packing-Station-Update to correct the prices for crates of fish in the same manner as for produce. That is, to conform to the new prices I've set for the single fish, with 11% overhead for packing them.

Full info on this mod is here (http://www.simbology.com/smf/index.php?topic=6402.msg126242#msg126242).
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 17, 2010, 07:09:35 AM
Thanks, BO! :thumb:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 17, 2010, 07:59:22 AM
 :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 17, 2010, 09:21:00 AM
Thanks!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: cricketdakotah on June 17, 2010, 11:17:20 AM
Thank You :bow:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 17, 2010, 11:26:26 AM
Wow, someone who breaks radio silence and uses their first message to thank me. I'm honored. :blush:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on June 17, 2010, 11:47:33 AM

Every time I watch a report about it I stumble over the fact that I don't hear anything about attempts to seal the leak. They try all sorts of methods to get rid of the oil that is already in the ocean and in the end of the report they tell me that so and so many barrels of oil continue to flow into it every day. I can not believe that it is impossible to stop a leakage, even if they would have to wrap up the entire ship. I must admit that I do not follow the news in detail; I tend to get upset.

Doren, this is not a leaking ship.  That they could fix. 

This is a broken pipe sticking out of the seabed a mile down in the Gulf of Mexico.  The broken pipe previously connected a pocket of high pressure oil and natural gas to a drilling platform on the surface.  The drilling platform was destroyed the first day of the mess, along with most of the pipe. 


How embarrassing  :blush:. It explains why they never mention a ship though. I was sure that I heard that it was a "Tanker Havarie" (Havarie = damage of a ship) and since they regularly mentioned leaks and holes I never had a reason to doubt this. Thanks for helping me out in my ignorance.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 17, 2010, 06:32:48 PM
The volume of the oil leaked exceeds the Exxon Valdez spill in Alaska, and the drilling platform was destroyed the first day.  Between the two reports, you probably assumed it was a ship leaking!

Back to our regularly scheduled BO:BO!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 17, 2010, 06:45:40 PM
The mess after the first Gulf War was even worse... although probably easier to clean up, since they didn't have to rely on a private company....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 17, 2010, 07:30:47 PM
I'm pretty sure the clean up in Kuwait was done by the companies licensed to drill there.  They probably sued Iraq in international court for the money to do so tho!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on June 17, 2010, 07:40:02 PM
Oh, maybe so - I just thought maybe they made the Iraqi POWs do it....

Of course, the leaks weren't on the ocean floor goodness only knows how many fathoms deep!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on June 17, 2010, 08:51:55 PM
Let's see... It's a mile deep, roughly, and a fathom is 6 feet... Roughly 880 fathoms!  Makes full fathom five (30 feet) look shallow, doesn't it?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 17, 2010, 11:22:38 PM
MoreRealisticYields does not only change the yields of the trees, it also lower the prices of ALL produce. So now suddenly, you can buy an apple for $6, and it will still give the Fresh Food bonus. Things would get rather unbalanced.(...)

If you want the trees to produce more, but you want nothing else to change, just give the word and I can make a special OrchardTreeFix. It would make trees far too profitable for me, but if you like it like that, no problem! ;)

As it stands, is it not true that the trees are completely unprofitable, because they cost so much compared to their puny yield? I've never done the math (numbers+me = confusion) but I've heard rumours. If that is actually correct, I would indeed like a mod to increase the yield to a reasonable level while not affecting other things.

However, if I'm wrong about the economic viability of orchards, it's best left alone. Thanks for explaining, anyway.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 18, 2010, 12:11:46 AM
True, originally, the trees aren't profitable at all, which ever way you do the math:

Apples: 6x $22 = $132
Oranges: 9x $11 = $99
Lemons: 12x $11 =$132

It takes 10 to 12 harvests to earn the tree back, ridiculous!
But the situation with my mod is:  All trees: 40x $6 = $240

Which means, that in 5 harvests, you have earned your tree back. That sounds rather reasonable to me.

If you rig the game to get the new yields with the old prices, you'd get 40x $22 = $880 for one harvest of Apples, and with the second harvest you would be out of the red. In my book, that's over the top ;)

I promise you, I've been thinking about this before just altering prices in the wild like a madman. You lose some on the highly profitable garden plants and fish, and you gain some on the worthless trees. Seems a fair deal to me ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 18, 2010, 12:41:06 AM
Five harvests sounds good to me too. I'm a bit reluctant to let go of the current veggie prices, I think, but it would be nice to have a worthwhile orchard. At present I can't decide whether to ask for an orchard-only tweak (maybe twenty apples per harvest?), or try out the entire suite of mods as you have already designed them.

...As I'm on a quick break, while the chocolate melts for my daughter's birthday cake, I probably won't have time to post much in the next day or two - so don't hold your breath while I decide!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 18, 2010, 12:49:04 AM
Just think it over in your own pace, aelflaed. I'll still be here in a couple of days, I suppose... :) In fact, I'm not planning on going anywhere any time soon, if ever.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 18, 2010, 01:50:26 AM
Me neither...in between bouts of cooking...catch you maybe on the next stirring break! :lol:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: TwistedSister on June 18, 2010, 07:15:54 AM
Does the mod decrease the yield of the regular plants at all? :hmm:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 18, 2010, 07:41:40 AM
Nope, it only decreases the value of their produce.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: eefje00704 on June 19, 2010, 03:14:58 AM
I've only recently discovered your mods, BoilingOil, and they're quite wonderful! Thank you very much!

If you want the trees to produce more, but you want nothing else to change, just give the word and I can make a special OrchardTreeFix. It would make trees far too profitable for me, but if you like it like that, no problem! ;)

If it's not too much trouble, I'd very much appreciate an Orchardtreefix that doesn't lower the price of the other vegetables.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 19, 2010, 11:34:54 PM
Okay, I think I. too would like an OrchardTreeFix to improve the yield of the trees, without affecting other prices etc. Would making the yield 20 per tree be reasonable? Don't want things to get ridiculous, you know. I guesstimate that would clear the price of the tree in about four-five harvests, yes?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on June 20, 2010, 04:25:19 AM
eefje00704 and aelflaed:

With BO - OrchardTreeFix (http://www.mediafire.com/download.php?ikzymiog2zt), the trees will repay themselves in 5 harvests right now: that's 40 fruits at $6 each. The rest is at EAxis default. Would that be sufficient?

Beware, though: at this moment, I'm not going to fix a special version of the Produce Packing Station, as it would be futile in lights of another project I'm working on. So using that station, regardless which version you use, will unbalance your game for now. (There's a price for everything... X))
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: eefje00704 on June 20, 2010, 06:11:54 AM
That's just fine BoilingOil, thank you very much!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: aelflaed on June 20, 2010, 05:13:15 PM
 :biglaugh: Sounds fine. Thank you, and we'll all be waiting to see what you come up with next.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on July 04, 2010, 11:40:26 PM
BO, maybe you can help me finding a sensible explanation for something that doesn't make sense at all:

Since you posted it, I have been using the reward catalog. First I forgot to take the mirror out but then I noticed and removed it. Everything was working as expected, I stored reward points, used them and my sims use the mirror to change appearance so that I can see their reaction.
About a week ago I was thinking about the automous go-steady hack (I may post it in a different topic since this was what I was thinking about) and that I miss it. I put it back into the game that evening, but removed it again very soon as it seemed to act strange in combination with the new ACR version and sims were suddenly rejecting ACR actions if they were going steady without being set up that way.
I still noticed that strange behaviour afterwards (but did not see it before) with some sims and decided that it had to be ACR then.
So when my game crashed last night I put the go-steady hack back in, together with three tattoo overlay boxes.
When I went back to play the game and entered the first house I suddenly had the "unlock reward" and "wants" options on the mirrors again!!!
Obviously I thought I had accidently put the wrong hack in and started to search (intensively) for it in my downloads. It's not there. All I added were the go-steady hack and the tattoo overlays.
Is there anything in the reward catalog which - in combination with some other hack - could produce the options? The mirror options were gone first and I can not explain how my game should suddenly be able to call up something which was already removed about two weeks ago. I have to delete groups.cache regularly and did so several times in the meantime.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 05, 2010, 12:46:27 AM
 :omg: That doesn't make sense to me, either, doren. Unless...

You do mention you regularly delete the Groups.cache, but you don't mention Accessory.cache. (I usually kill them both!) If you normally don't delete that one, I'd suggest you try that now. And if that doesn't solve the issue, I would suggest you start combing through all your cc sub-folders, hunting for a rogue MagicMirror mod.

The Reward Catalog is a totally independant object, and has absolutely nothing to do with any mirror whatsoever. In fact, I didn't even *use* the MagicMirror mod to base this Catalog on, but rewrote everything from scratch on a copy of Monique's Family Aspiration mod from which I had first removed ALL her BHAVs. So the only reasonable explanation *I* can come up with, for those options to appear on any mirror, would be that a copy of the Magic Mirror mod is still lurking somewhere in your downloads folder.

And, keeping in mind that you *were* the only one having trouble with mirrors and my mod in the past, I'm thinking it seems reasonable to suspect that this issue is related.

I *am* aware that HCDU should have detected a double presence of the MagicMirror code, if two copies were in effect.... If I'm right about a rogue mod still in there, I can't explain how HCDU missed that... :confused:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on July 05, 2010, 01:14:07 PM
I deleted both groups.cache and accessories.cache and when the options were still there I left the game and went searching. I searched for more than an hour now and there is no mirror anywhere.
It is the "anywhere" which bugs me, because if the hack is not in my game I have either moved it (usually to a temp folder I have for sims stuff) or deleted it. Since I have not emptied the waste bin since I got this computer (I have not deleted much either) it should be in there then. I can't find it.
I think I will blame my cats. They did it. It is not less plausible than the other explanations I have found so far.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on July 05, 2010, 01:41:49 PM
Yep, the cat did it!  Next you'll find paysite charges on your credit card, then kitty porn sites....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 05, 2010, 02:00:46 PM
Not to mention unexplained deliveries of kitty kibble, ultra-expensive sachets of sea-food snacks, the latest state-of-the-art cat loo.....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on July 05, 2010, 03:25:17 PM
Don't get them started. They may be reading it.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 05, 2010, 03:33:29 PM
Probably just using telepathy to read what you read..... :giggle:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 07, 2010, 05:40:59 AM
Well, then maybe one of them knows why my mods behave so German-unfriendly. Doren has done nothing to deserve that.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 07, 2010, 05:44:28 AM
Maybe her cats don't like your cats?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 07, 2010, 06:40:19 AM
That could've been a valid assumption, if I *had* any cats. Unfortunately, though, I don't. The only thing coming close, is the catalog...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 07, 2010, 08:04:10 AM
Oh, well, maybe they don't like you because you don't have any cats......  :unsure:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 09, 2010, 01:19:05 PM
As of today (July 9, 2010) a new version of BO - PlanMaternityOutfit-GLOBAL is available. Whereas the previous version worked only for AL users, the new v1.2 works if you have OFB or any later EP. The Pregnancy-wear-any-outfit mod is still required if you want your sims to actually WEAR the newly selected outfit, though.

Enjoy!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on July 09, 2010, 07:06:19 PM
Stupid question for today: Which one (PlanMaternityOutfit or Wear-Any-Outfit) is supposed to load last?  I've got a conflict....  Will post HCDU output in a sec after installing the new version.

(And don't tell Angelita that her pink maternity outfit with granny panties was caused by the missing Squinge hack....)

*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Interaction - Dresser - Plan Outfit - TEST
Group ID: 0x7FE10572
Instance ID: 0x00002008
Packages Containing This Procedure:
\downloads\Boiling Oil\BO - PlanMaternityOutfit-GLOBAL.package
\downloads\Squinge\PregnancyWearAnyOutfit.package
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 09, 2010, 07:38:21 PM
I'll be honest with you, miros1...

All I know about the proper functioning of this mod, relies on data I recieved from others because personally, I've never installed Squinge's mod, and therefor I don't use the PMO either (ironically, I *did* originally make it with the intention of using it myself :lol:).

However, I named my own mods folder 'z-BoilingOil', so my own mods load after most others. What I know from reports, that usually worked best for other users as well. So I would start out that way, if I were you. If that still gives you issues, please let me know, and I'll dig into the wear-any-outfit mod to see how to solve the conflict.

Also, if Squinge's mod loads after mine, then my mod does absolutely nothing at all, and you could just as well do without it ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on July 10, 2010, 11:36:52 AM
Talking about a file hiding:
I continued searching for the mirror and had already noticed at the beginning that for some unknown reason I would find everything else but that particular file (I still have the zip file in my temporary folder), unless I searched for *Mirror; "mirror" or "Mirror" simply would not do (it found other files with the word mirror in the middle though).
In the places which weren't indexed (like the C: drive as a whole) the computer did not find much at all.
So earlier I searched the C: drive again and let the drive be added to the index.
First it only showed the zip file in my temporary folder, but when I scrolled through the search results two links to the zip file came up - and all of a sudden it showed me the missing package file as being in my downloads folder. ?????
Looked there and did not see it, returned to the search results - it was gone, as well as the two links to the zip.
Searched for it in C: again, but it would not come up anymore.
Restarted my computer and searched various folders to make the file show up again. Finally I searched the entire computer and there it was, showing up as being in my downloads/hacks subfolder. This time I deleted it straight from the search results before I would lose it again and now it is where it is supposed to be - in the bin.

 :nervous: I have to say this frightens me. How can a file which I removed return to its original place and become invisible there???? When I had a look at the Windows 7 support board I read about search/indexation problems, but those files should at least show up when you look into a folder. How many more invisible files are hiding in my downloads??? Seriously, this is worrisome.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 10, 2010, 12:00:10 PM
Windows 7 does some things I don't like, which is probably why my laptop hasn't seen it's power cable for months...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 10, 2010, 01:53:27 PM
First, I'd like to say "Congratz on finding the rogue package, doren! I hope this will finally solve the problems you've been experiencing".

Secondly, I'm worried what other Sims 2 issues may be caused by windows acting up. Imagine multiple conflicting mods intermittently disappearing from scans... When the game runs, they're loaded and active, interfering with the way you want your game to operate. But when the game's off and you're looking for problems, the files just won't show up on listings. That'll make for a hard time debugging and trouble-shooting.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 10, 2010, 03:26:09 PM
I should say it would indeed!  I would say that the only way to circumvent the problem would be to sporadically copy your entire Downloads folder to a non-Vista/W7 machine (which obviously has TS2 installed in a similar configuration) and check it out there..... bothersome, but should work.  Just to search for a file, any old machine, with or without the game, would work perfectly, though.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Nyxie on July 10, 2010, 04:18:39 PM
I just wanted to give you my thanks again for the ability to plan my sims' maternity outfits, and also for the list of names for sims and pets. I just put that into my game last night, so I'm excited to get some townies with new and interesting names.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 10, 2010, 04:51:18 PM
Thank you, Nyxie :bow:, and you're welcome. I hope everything will work well.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on July 10, 2010, 05:31:46 PM
<snip>
 :nervous: I have to say this frightens me. How can a file which I removed return to its original place and become invisible there???? When I had a look at the Windows 7 support board I read about search/indexation problems, but those files should at least show up when you look into a folder. How many more invisible files are hiding in my downloads??? Seriously, this is worrisome.

I blame the cats.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 10, 2010, 05:51:41 PM
Doren's or Bill's?  :hmm:
Title: Re: BoilingOil's tiny first steps into modding...
Post by: BoilingOil on July 13, 2010, 07:58:26 AM
What I noticed - maybe it is useful to you - is that my sims (maybe only the teens but I think it is the adults too) ignore my mod and change into maternity after they used the sinful shower.

Once I finally got to look at the whole Pregnancy-Wear-Any-Outfit situation, I noticed something odd.
In several instances, your modified version seems to call on a BHAV (instance number 0x0704) that isn't known in the unmodded game at all, even with ALL EPs/SPs installed! Would that BHAV perhaps be Inteen-specific?

If so, I think I can create a special Inteen supported version of my PlanMaternityOutfit mod now (if there is a need for that, that is...). Testing would be extremely difficult for me to do, because I'm not - and never will be - an Inteen user, but I think there's little chance for error, anyway.

Scratch that.... I suppose it's irrelevant. Sorry for rambling.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 13, 2010, 09:04:35 AM
Semi-off topic but I am utterly amazed that there even are BHAV codes that the (un-modded) game would never use.

What's the point in such things? Codes that never got finished? EAxis being their usual selves?

Just seemed strange to me!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 13, 2010, 09:12:14 AM
Base game coding that the original team intended to use later on, but once they'd followed their inspiration to Spore, the newbies just weren't even aware of?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 13, 2010, 10:43:22 AM
No, this BHAV was never created by the Maxis/EAxis coders. I've looked for it in ALL the objects.packages from BaseGame up to M&G, but this BHAV is nowhere to be found. It simply does *NOT* exist, yet the modified PregnancyWearAnyOutfit mod calls it, which must mean that *someone* created that BHAV for some specific purpose.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 13, 2010, 10:58:53 AM
Oh, well, one would assume that whoever created the first version of the mod found that they needed to create a BHAV in order for it to work... I suppose.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 13, 2010, 11:13:14 AM
Nope, Squinge's original mod doesn't have that BHAV, nor any calls to it.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 13, 2010, 11:51:18 AM
Does the BHAV have an internal signature anywhere?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 13, 2010, 12:19:57 PM
How would I find that out, you think? I have no clue what that BHAV is named, what it looks like, what it's supposed to do, what parameters are passed to it, or anything else... I can only see that some lines in other BHAVs make a call to "Global 0x0704 : Unknown BHAV (???)"

Remember, this only happens in the *modified* version of PregnancyWearAnyOutfit. Not in the original one, nor anywhere else that I'm aware of.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 13, 2010, 12:29:40 PM
Dunno, if you can't actually find the BHAV, then it doesn't seem possible, does it?  So, why would other mods call that BHAV, when they don't even, apparently, know what it is?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 13, 2010, 01:52:19 PM
So true! Some mods out there (especially dealing with maternity, clothing, teens, etc...) are available in InTeenimated as well as normal versions, though... Apparently, InTeen adds stuff that warrants special versions of certain mods. That's why I originally asked if this might a an InTeen-specific call...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 13, 2010, 03:49:49 PM
I would think it fairly likely....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: twojeffs on July 13, 2010, 04:54:54 PM
Inteen uses custom globals. I think Jase moved them up to the 0x7xx range when Eaxis finally got up to the 0x5xx range he'd originally used. I'd bet that's what is being called.

ETA: the globals would be in the 'B' package. I think. I haven't looked at Inteen in a long time.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 13, 2010, 05:01:38 PM
Ah, thank you, TJ! :bow: :thumb: Makes sense, too, since I've seen globals up to the 0x6xx range in the M&G objects.package.

Maybe I'll just download Inteen then, just to be able to look it over... The B.package would then be a good place to start ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Scratch on July 16, 2010, 01:43:30 PM
Thanks for all your hard work BO..   :smile:

I've always wanted a fix for the pricing with SimWardrobe's Crates....  :thumb:   I use them a lot in my game and i just accepted that the farmers would be the richest sims in town...

I got a chance to load up the farm and orchard yesterday. At first, i was having lots of problems because the price kept changing.I would set it at "average", and get some funky pricing, then the game would change it to "custom pricing". aargh..

So i used the business tool to unmark all of the crates and put them back in the owners inventory.. got rid of the shelves... used the lot debugger, just to make me feel better. Then... I set everything up again, marked all the crates for sale again, and I still got some funky pricing, until i remembered there was a pricing feature on Pes's "Business Runs You". I turned off both features.... That was my problem..

After all that, i think i got the prices i was supposed to... All set at "Average" 11% above wholesale... do these sound right to you...


And
Apples, Oranges, Lemons = 85

Would it be possible to get the Pole beans, Eggplant, Cucumber, and strawberries closer to $100? Is it an entry i can easily change with simpe?

Other than that, there were no other problems and my game is heavily modded...

Thanks again..
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 16, 2010, 03:38:05 PM
Hi Scratch,

Thank you for your interest in my mods. :)

First of all this: the More Realistic Gardening Series works best if you start in a new business, or in an entirely new hood. Any (crates of) produce your sims already own, will NOT adhere to the new prices, but take the original EAxis prices in stead. Fluctuating prices may also be a result...

When everything works correctly, the prices you *should* be getting for your crates when selling from inventory, would be:

Eggplants: 240
Pole Beans: 160
Cucumbers: 160
Strawberries: 160
All the others: 80

Selling them in a business is different. You may get somewhat lower prices from customers, but you'll recieve a wholesale refund for every crate you put on sale. So the prices you finally got sound about correct.

All crate prices are based on the food points of the produce in them. A mouthwatering Eggplant is 9 food points. Twelve of those in a crate is 108 points; total price $216, added 11% for packing makes final value $240. If I lowered the crate price, customers would get a lot of food very cheap.

Mouthwatering Pole Beans, Cucumbers and Strawberries are 6 food points each. So a crate would be 72 points, worth $144, plus 11% packing makes $160.

All the other types of produce do 3 food points. A crate would be 36 points, worth $72, plus 11% packing makes $80.

I think those prices are the most reasonable I could make them for their food points, especially for the amount of money and work that goes into fertilizing, planting, and then caring for the plants. But if you *really* want them different (and risk unbalancing your game), you can open up each of the files that end in -part3 to -part11, select the OBJD line, open up the RAW data view, and change the line reading "price".
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 19, 2010, 03:16:17 PM
Now I bring you BO - Social - Kiss Cheek- Final: some of you may know Kiss... Cheek interaction (http://www.modthesims.info/download.php?t=204966) (kisscheekbase.package) by aliasthepal (http://www.modthesims.info/member.php?u=337996). As is mentioned in the comments to that mod (by SimLogical's Inge Jones (http://www.modthesims.info/member.php?u=43), for example), this mod causes the "DEBUG - Super Duper Hug" bug, where a special interaction "DEBUG - Super Duper Hug" appears on sims. All sims will autonomously start "Family-kissing" other sims, whether they know them or not. The author seems not inclined to solve the issue, however. There *is* a fix for the "Super Duper Hug" bug made by [Black_Spirit] (http://www.modthesims.info/member.php?u=623273) (LBFRemoveSocial.package) (arathea's next post points at it. Thanks arathea), but I wanted this fix included with the replacement of one of the mods that causes the problem in the first place, especially, since that mod is in fact a 'clone' of the Super Duper Hug!
Now my mod does two things: it gives you the Kiss Cheek interaction like the previously mentioned mod, but will NOT cause the Super Duper bug. It also actively finds and disables the "Super Duper Hug" bug, in case any other mod causes it.

In the latest version I've completely disabled autonomous use of this function. It was beginning to look like the Super Duper Hug all over again, which was NOT where I wanted to go.
Also, I've now included translations for Danish, Dutch, French, German, Italian, Norwegian, Portuguese, Spanish and Swedish. If your language isn't there, please supply me with the correct translation for "Kiss.../Cheek" and I'll add it.

As always, available from the top post (http://www.simbology.com/smf/index.php?topic=5563.msg110260#msg110260), of course ;)

Enjoy!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 19, 2010, 03:28:45 PM
*grabs* Thank You! :cheese:

Yeah, my game was once infected by the Super Duper Hug, absolutely annoying. :rant:
Btw, the fix by Black_Spirit can be found here (http://www.modthesims.info/download.php?t=295358).
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 19, 2010, 03:33:28 PM
Ah, thanks for setting the record straight! :bow: I was totally unable to find it back, which isn't odd, since it was hidden with another mod of his. :)

Anyway, users of my mod can now get rid of his, and the old bugged "kiss cheek" ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 19, 2010, 03:37:42 PM
Weee!

A new shinny!

< snags >
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 21, 2010, 04:11:14 AM
 :lol: Oh, well, I was shocked when I installed your social-kiss mod. Don't know if it's different in other languages, but in german the text for social kiss in the pie menu is: DEBUG - Super Duper Hug! :rofl: It works as intended, no hugging-mania, so no complaints from me.

Edit: Had a look at it in SimPE and it's "DEBUG - Super Duper Hug" for all languages but English(US). The joy of the multi-language game version.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 21, 2010, 05:05:41 AM
Oops, sorry. That's something I missed. Thanks for letting me know. :bow: If you supply me with the proper German translation for "Kiss.../Cheek", I'll update the mod accordingly. I'll remove all the other languages, and fill them in with the proper translations as they're supplied.

That goes to show how the original was simply copied from the Super Duper Hug. ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 21, 2010, 05:20:42 AM
I removed the german text, that makes the game use the english text. Can't think about a proper translation that doesn't sound strange, the best would be "Küssen.../Wange". :smile:

Changing/removing the text strings is one of the things I know how to do. I often have to do it with custom foods or I'd end up with 56183474 versions of "Nudeln mit Käsesoße" (german for Mac&Cheese) or whatever the food was cloned of. :rolleyes:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 21, 2010, 07:27:21 AM
Ok, a new version is now up, with proper Dutch (also for Belgium) and German translations. All other langauges currently revert to English, but can be added on request, if proper translation is submitted.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 21, 2010, 07:45:35 AM
Okay- this isn't entirely off topic but just what the heck was the *super duper hug* interaction in the first place?

(I am thinking it's just that silly Bigfoot hug...am I right?)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 21, 2010, 08:34:56 AM
The Super Duper Hug is a DEBUG version of a Family Kiss. It's *VERY* effective at building a relationship, and hardly ever gets rejected, regardless how bad the relationship is. Once it shows up in your sim's menu (*DEBUG - Super Duper Hug), all hell breaks loose. As soon as you arrive on a comm lot, nearly everyone there finds someone to Family Kiss. Yuck!!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 08:43:50 AM
Am I just lucky?  Or is it only something you see when you play in debug mode?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 21, 2010, 09:11:10 AM
Apparently it was only a problem when using the "Kiss Cheek" mod by aliasthepal...'cause I've never seen it either & I play in DeBug Mode.

I am now wondering why something as benign as a peck on the cheek would be give the moniker of "super duper hug"...but then, I wonder about a lot of EAxis decisions!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: eefje00704 on July 21, 2010, 09:42:30 AM
I think if someone has it in their game, it gets uploaded with their lots as well. At least, I think that's how I once got it.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 10:04:12 AM
Oh, well, since I haven't installed a lot without using the CI since eons ago, maybe that's why I never got it.....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 21, 2010, 10:07:18 AM
I think if someone has it in their game, it gets uploaded with their lots as well. At least, I think that's how I once got it.

Reason 101 to stick faithfully to the Clean Installer (http://www.modthesims.info/download.php?t=409950) (V.1.6.10 is now out) instead of that f-ed up Maxis unpacker!

***crossed posts with ZZ***

Ezackerly!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 21, 2010, 10:24:46 AM
BO, is it possible to lower the advertisement for that kiss or make it some kind of harder to start the action?

Here is what happend:
I installed a new Uber-Megahood, created a sim and moved her in. She went to the next grocery store (no-free-food), Titania Summerdream decided to kiss/cheek Thomas Reim (the single father from Belladonna Cove), a random townie and my sim. Don't know if there was any other kissing going on, I was zoomed in. When my sim went back home, the welcome wagon arrived, Brandi Broke, Darren Dreamer and that guy with the furniture shop from the OFB 'hood. As soon as they were greeted, all four sims started to kiss each other. X)
Stopped it for the moment by removing the mod but I would like to keep the option
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 21, 2010, 10:39:26 AM
Ah, I was afraid this might happen. I'll see if I can get the autonomous stuff to stop altogether. Thanks for reporting this, arathea.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 10:40:30 AM
Unless Titania and Oberon have been cleaned up, they have a family check for all the VV playables.....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 21, 2010, 10:58:29 AM
Family check is totally unimportant for this one, ZZ. They will family-kiss anyone with this mod! (Well, not quite anyone, but it comes close)
However, a new version is now up that totally does away with autonomous use of "Kiss.../Cheek".

With autonomy, the Kiss.../Cheek interaction is in fact just a renamed Super Duper Hug, and that's not what I intended to unleash. My apologies!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 21, 2010, 11:03:34 AM
Thanks BO. :smile:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 02:16:36 PM
Just thought it might be as well to make sure the Summerdreams aren't still showing this family check - in a normal VV if you don't then they basically stalk every household they have *rellies* in....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 21, 2010, 04:14:17 PM
ZZ, I wholeheartedly agree!

There is absolutely NO reason why the Summerdream clan needs to be *flagged* as family to everyone else in Veronaville.

Stupid, stupid Maxis! They should be covered in ducks for such stupidity!

(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/ducktoss_03.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 05:41:29 PM
Bit hard on the poor ducks, I would have thought.... :rolleyes:  Personally, I think something far more smelly and far less appealing would be more appropriate.... maybe something like this:

(http://www.willowgarden.net/autumn&winter/manure(mid).JPG)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 21, 2010, 05:48:11 PM
Yes, that's much more appropriate!

(Guess I need to learn how to make my own smileys... X) )
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 21, 2010, 06:09:11 PM
Oh, it's a great smiley - just I think EA needs something a bit less cuddly....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 23, 2010, 02:37:26 AM
 :blink: That's odd now. With the update, my sims are still kissing autonomously but there's no option at the pie menu (german game version).
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 23, 2010, 05:08:32 AM
Ah, I checked the code, and nothing seemed wrong with it, so then I checked it in-game. I noticed that whenever sims are doing *anything* autonomously, the "Kiss Cheek" option will not appear in their menu, because at that time they *are* autonomous.

Now I can see how that can be confusing. So let's try a different approach. The option will now appear in their menu whether they're autonomous or not. However, when they are autonomous, the action will simply drop out of their queue.

The Final version is now available from the top post, as usual ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 23, 2010, 07:50:27 AM
The option is in the pie menu now and my sim stopped running outside to kiss random neighbors. There wasn't any autonomous kissing going on, neither at the apartment lot nor at a community lot she visited (well there was some kissing going on, but not that kind :P). I'd say it works so far.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 23, 2010, 08:09:23 AM
This sounds rather promising, arathea! If it works just as well for others, I'm going to make this the final version, apart from possible future language updates.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 24, 2010, 04:54:26 AM
I've now made BO - Moody Birds and the final version of BO - Social - Kiss Cheek available from the top post.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 24, 2010, 08:29:06 AM
BO, thanks for all your hard work with the birds..... :thumb:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 24, 2010, 08:36:55 AM
YAY!

Congrats on fixing that annoying issue- and without taking the cowards way out of *hurting* the poor cage!
Your modding skills (& sheer stubbornness) constantly amaze me! (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Wolf%20Smilies/Love.gif)

Quote from: Your description of the Moody Bird mod
...It may take a while for the bird to lose the cranky attitude again, but I have no idea how to change that, yet.

Actually, that's pretty accurate! It can take our Grey (Malarkey) quite a while to get out of his "bitey bird mode" and back to his less-evil self once he's made the switch.

(Also, I vehemently deny the rumors that I am posting this rambling post simply to increase my sadly lagging post count!)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 24, 2010, 08:55:34 AM
Well, once you reach Whippy Whippersnapper, there's really no place to go (unless TJ made another that I haven't reached yet.... :hmm: )
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 24, 2010, 09:29:31 AM
Yeah...but Whippy Whippersnapper still beats my current status as a Whining Whelp, so I must persist!

< strikes another post off the coveted 3000 mark of immortality >
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 24, 2010, 09:35:17 AM
I'm betting ZZ will make the 25k mark long before you're there, ZW ;)

@ZephyrZodiac: you're welcome, dear. Your request reminded me that this was something that got me :pissed: as well.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 24, 2010, 09:52:23 AM
Oh no doubt! I'm too easily distracted by shinny objects to ever keep pace with ZZ...

...but heck, I never thought I would break 1000 posts, so given a bit of persistence, 3000 should be achievable...eventually!

Anyway, I rather like the possibility of being called a "Whippy Whippersnapper" at the age of 38...so I had best get cracking, eh?

< ticks off another post >
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 24, 2010, 09:59:25 AM
Well, just think what it does to the ego when you're 65! :giggle:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 24, 2010, 10:02:07 AM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Wolf%20Smilies/laugh.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 30, 2010, 03:04:17 PM
BO - Customized Compost Bin is now up! With this mod, the Compost bin will now hold 50 units in stead of 30, the rate at which trash is composted has been lowered by 25%, and Compost can now be sold for $5 per unit ($7 if your sim is a member of the Garden Club). Additionally, the bin's contents will be shown in the pie menu. Enjoy!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 30, 2010, 03:09:28 PM
I plan to!

< snags >

(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 30, 2010, 03:27:01 PM
Thanks, BO, I'll check it out when I load my game again, I think the Carters have a composter....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 30, 2010, 03:35:55 PM
Thanks! :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 30, 2010, 03:45:08 PM
Arathea, if you play your game in German (or any other language except English) you might wanna re-download. I made a boo-boo with the strings, which has now been corrected ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Nyxie on July 30, 2010, 03:55:32 PM
Awesome, thanks BO!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 30, 2010, 03:58:22 PM
Thanks again!  :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 04:06:38 AM
I proudly present another requested mod (thanks, ZephyrZodiac): BO - Sellable Car, which adds the option "Sell for $5,200" to the pie menu of the Restorable Car, as long as said car is still worth $5,200. Selling it through this menu option causes the profit to be added to the sim's personal wealth.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on July 31, 2010, 04:27:05 AM
 :yay: Another new mod, you are spoiling us! (but don't stop :P)


German: "Verkaufen für §5200"
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 05:30:17 AM
Thanks for helping, arathea :bow: Link updated, now working in Dutch, English and German! ;) Enjoy!

Ah, I didn't know the key-combination for § :blush: Now I'm a bit wiser: ALT-SHIFT-s on my system ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on July 31, 2010, 05:39:41 AM
YAY!

More shinnies!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 08:50:10 AM
I don't know if it's my computer or Mediafire, but I'm getting a "Deleted File" message when I go to download the sellable car mod.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 09:00:16 AM
I think this might be your browser, Starwind, because others have downloaded it successfully after the last update.

Please try it from this link: http://www.mediafire.com/download.php?xpaac98upjdjre8, and otherwise maybe you need to clean up your cookies.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 09:13:08 AM
Went to the link you pointed at. Waited till page finished loading. clicked on download link, site paused, then sent me to an error page with the following message:

Invalid or Deleted File
The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire.

Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 09:16:32 AM
Works fine for me.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 09:27:18 AM
Works fine for me.

That's why I had mentioned the possiblity of it being my browser. It's done this once or twice before when I tried to download something while I'm at work. Normally however the whole site gets it, this time it's just the file. Weird.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 09:29:57 AM
Maybe it's something connected to your employer's security settings, and if so it would seem likely you will be able to download the file from your home.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 09:43:56 AM
I know of employers where the employees can go and do almost anything on the internet, except visiting TS2 related sites, and watching youtube videos. Maybe Starwind's employer has only downloads blocked. I concur with ZZ's advice: just try to download it from your home, later ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 09:48:47 AM
Oh gods, for even more brain confusion (for me at least), I have no problem with downloading BO's compost mod, just the car one.

And as for downloading at home, at the moment cable company is saying I didn't pay the bill (even though I have a canceled check that I've faxed copies of to them 5 times now), so they have shut me off. I'm netless except with the free wireless shops in town. Work is just the easiest and where I'm at the most when not at home.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 10:14:54 AM
I'd definitely take up this issue with the cable company - if you have the cancelled cheque, they have the money, and if they don't provide the service, they are thieves.  Demand that they either resume your service as of yesterday, or refund the money immediately.  Maybe BO will do you a favour and upload the mod in this thread in the Additional Options section, just for long enough for you to grab it?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 10:30:03 AM
I'd definitely take up this issue with the cable company - if you have the cancelled cheque, they have the money, and if they don't provide the service, they are thieves.  Demand that they either resume your service as of yesterday, or refund the money immediately.  Maybe BO will do you a favour and upload the mod in this thread in the Additional Options section, just for long enough for you to grab it?

Here the bill comes after service was provided (can't charge when they don't know what movies I've ordered), so I can't charge them with theft. The company can just say they've stopped providing service. I've been arguing with them since the begining of the month and I'm about to just tell them to $&@% off, but they are the only tv service I can get, my landlord won't allow a satellite dish.

I'll try to download again from the coffee shop when I get off work later.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 10:40:16 AM
Oh, I see, it's that kind of cable.... maybe they're trying to force your hand and get you to pay for a more expensive, movie-included upgrade?

However, although you can't charge them with theft, if they add your name to any debtor's list, you could charge them with defamation.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 10:45:10 AM
Maybe BO will do you a favour and upload the mod in this thread in the Additional Options section, just for long enough for you to grab it?

Sure! Maybe BO is crazy enough to do just that ;) And gone again... :)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 10:48:03 AM
Oh, I see, it's that kind of cable.... maybe they're trying to force your hand and get you to pay for a more expensive, movie-included upgrade?

However, although you can't charge them with theft, if they add your name to any debtor's list, you could charge them with defamation.

I am keeping an eye on my credit report to make sure they don't pull that trick. It's why I keep the cancelled checks, I even have to pay extra for that 'handling' from the bank.

Anyways, back to BO's mods. Thanks for the composting mod, my elven home has so many trees and compost bins, being able to sell some of it off will be a big help.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: starwind on July 31, 2010, 10:49:12 AM

Sure! Maybe BO is crazy enough to do just that ;)

THANKS! :yay:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 10:50:49 AM
Glad to be of service, Starwind :bow:

Anyways, back to BO's mods. Thanks for the composting mod, my elven home has so many trees and compost bins, being able to sell some of it off will be a big help.

Indeed! Most of my families ask for Compost Bins, even when they're not in the Gardening business. With only a few trees, they still rack up huge amounts of compost, due to newspapers, diapers, spoiled food, etc. And with no garden plots to use it on, where does one leave all that filth? And then there's the Rimskaya family: with 48 garden plots and thus great demand for compost, they STILL ended up with 5 bins FULL of crap! That's why I came up with the idea! I just wanted it very badly, myself! :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 11:05:54 AM
Pity you can't use it to fuel an alternative energy supply....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on July 31, 2010, 11:09:35 AM
Did you *really* have to remind me of that, ZZ? <grin> I was actually thinking that James (SimWardrobe) missed a chance there with his Incinerator. Burning crap, and not collecting the energy produced with it.... it's such a waste of filth!!! :lol:

But at least now we can offset the energy bills with the profits from selling compost ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on July 31, 2010, 11:11:04 AM
Very true..... and of course, with AL, you could reduce your fuel bills....
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on August 02, 2010, 03:24:24 PM
New! Shiny!  :cele3:

Who should my sims call first? :hmm: The mailman?
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on August 02, 2010, 03:47:41 PM
Yay!

A new shiny & another reason to up my post-count!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on August 07, 2010, 05:25:30 PM
(Would I really double-post just to reach #2932? Looks like that's a "yes"!)

Hey BO: I was just looking at Cyjon's site & it seems he has just added some new mods, one of which is called Quit Having Fun (http://drupal.cyjon.net/node/234) which is supposed to make Sims quit doing certain things until they die, including playing with the pet birds...so was wondering if this could be a possible source of *conflict* with your Moody Bird mod?

Haven't downloaded it yet myself (because I prefer your mod's "biting-bird" thing to the idea of Sim's just stopping for no reason) but just wanted to let you know about it in case it means adding a potential conflict warning to your Moody Bird description.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on August 08, 2010, 01:06:55 AM
Good question, ZW. Without having looked at this new mod, I *think* there's nothing to worry about... after all, my mod changes some things about the bird. Cyjon's mod most likely changes something about how the Sim percieves and handles all sources of fun. So there *should* be no conflicts...

Easiest way to check, however, would be to run our good friend HCDU ;)

ETA: After having looked at it, I see no way there could be any conflicts...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on August 14, 2010, 10:18:34 AM
And another quick fix:

BO - NoWelcomeHomeHugs: If, like me, you don't like how every time a parent comes home from work, one of the children rushes up to them for a hug, then this must be something you want to have! I mean, really, how many kids do that for real? Come on!!!

I got really fed up with this thing, so now I fixed it! It's available from the usual place: the top post :)

Of course, this hack conflicts with Pescado's 'hugginghack'. It's either one, or the other!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on August 14, 2010, 10:38:22 AM
...Of course, this hack conflicts with Pescado's 'hugginghack'. It's either one, or the other!

Gosh, what a decision...not!

< runs off to snag new shinny thing >
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on August 14, 2010, 11:21:25 AM
I had a feeling you would be among the first to get one ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 04, 2010, 07:58:45 AM
Ok, ZW, take it out! BO - NoLecherousDramaProfs is now available to you and anyone else who gets sick & tired of that dramatic behaviour...!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on September 04, 2010, 01:10:55 PM
 :yay:

(Dang it's pissing me off not to be able to use my wolf-smileys! Might have to take a semi-sabbatical to get hat taken care of...soon!)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 04, 2010, 06:17:53 PM
For Pumpula - and anyone else who wants more Nagging for their sims, there's now the mod BO - MoreNagging ;) Enjoy!

In addition to the normal rare occurences, the Nag social will now show up in the menu for ALL sims (teen and older) with a Nice score of 4 or less, regardless of their Mood. Also, Sims with a Nice score of 2 or less, will even Nag autonomously for no other reason than that they feel like it.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Sleepycat on September 04, 2010, 10:19:08 PM

 :yay:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: doren on September 05, 2010, 03:05:55 AM
I hope my not so nice sims know how to use their autonomy sensibly but the mod is downloaded and will be tried in a few minutes.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: MaryH on September 05, 2010, 03:37:08 AM
Oh, thanks for this! I won't be able to use it just yet (have a meeting on-line to go to, and work after that) but I will definitely be installing it today!
Damn, why does this happen? A new shiny, and I have other things to do besides my game!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: AlfredAskew on September 05, 2010, 11:59:24 AM
I'm so glad I stopped by! I've had limited internet access for some time. So many goodies to try out!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 05, 2010, 03:20:12 PM
Ah, that explains how the number of downloads on my stuff has grown so explosively :P

Welcome back, AA. Good to 'see' you again! ;)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: AlfredAskew on September 05, 2010, 04:33:33 PM
Ha. If by explosive you mean five or six party poppers. ^^

Thanks. You too! :)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on September 07, 2010, 10:36:45 PM
BO, I'm having a problem with MediaFire, and files, not just yours, won't load up..... any idea what might be going on?

It's ok now, I think it must have been one of those enormous pop-ups getting stuck! grr!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: AlfredAskew on September 07, 2010, 10:58:47 PM
It's apparently been down most of the day or something. I've heard a muttering about it on several sites now.
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 08, 2010, 12:19:36 AM
Normally I regularly check the number of downloads on each of my mods on MediaFire, but over the last 12 hours I could not connect to my page there, either... It appears to have been down for everybody! Sorry about that, but it was out of my control...
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: zephyrzodiac on September 08, 2010, 12:32:07 AM
It's been working for me,at last, although there are some downloads that for some reason it won't let me access (not yours).  I suppose that's due to how the uploader set up the file, but why one file in a set of files should be set up differently from others is beyond me!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 09, 2010, 05:16:27 AM
Yet another upload nobody has asked for...

Here's BO - Phone Make-over (from the top post, of course):

Most people may decide that they don't need this mod. Most of what it does can be achieved by using multiple mods from other authors. I can't object to that notion: for the most part these people are absolutely right! Not entirely, though ;)
However, I found it made sense (at least for my own downloads folder) to include all of it in one package, especially since it all ties into this one telephone system.
And since it exists, why not upload it for other people's convenience as well?

This mod is a complete overhaul for the SimCity telephone network. It contains:

1. A slightly enhanced hybrid of Cyjon's CallNPCs and Paladin's FreeTime-PhoneBookFix.
2. An enhanced version of Cyjon's NightCalling (which in turn is based off of faiuwle's ServosDontSleep).
3. Cyjon's NicerPhoneMessages.
4. My own PhoneCheckFix to overcome a bug in Pescado's phonehack.

What does it do?

1. Paladin's phonebookfix failed to filter out certain AL-related NPCs, while Cyjon's CallNPCs was a little less specific with the pre AL NPCs. I took the best of both worlds and merged them into one.

2. Faiuwle's mod simply allowed people to call servos at ANY time of the day or night. Cyjon based his NightCalling off of that, adding Plantsims and Werewolves to the list, while also including that Vampires sleep during the day, in stead of at night. I went one step further, assuming that Witches will use their Thrones, and therefor need not sleep either.

3. Cyjon's NicerPhoneMessages is great as it is, except for a conflict with Paladin's PhoneBookFix. I've just included it for completeness, and made them work together (thanks to arathea for pointing out that conflict ;)). It makes the messages you recieve when someone isn't home a lot nicer and - where possible - includes at which time it makes sense to try and reach them in stead.

4. My PhoneCheckFix. Like NicerPhoneMessages, merely added for completeness, to overcome a bug in Pescado's phonehack.

Compatibility:
This mod should be compatible with ALL game versions, regardless of EPs/SPs installed. With the exception of Pescado's phonehack, any version of the mods mentioned above can be removed when you install this mod. Pescado's phonehack - if present - must load BEFORE this one.

Credits:
Thanks to Paladin (http://www.simwardrobe.com) for his PhoneBookFix.
Thanks to faiuwle (http://faiuwle.pbworks.com/Sims2Hacks) for his original idea of ServosDontSleep.
Thanks also to Cyjon (http://drupal.cyjon.net/node/42) for CallNPCs, NightCalling and NicerPhoneMessages.
Also, special thanks to the folks who submitted translations to Cyjon for inclusion in NicerPhoneMessages. Thanks to these people, we get nicer messages in Danish, Dutch, English, French, German, Italian, Russian and Spanish.
And finally, also thanks to J.M.Pescado (http://www.moreawesomethanyou.com). Because, bug or no bug, his phonehack is a great help.
And of course, Maxis/EA for making this game, and making it so bad that there's stuff for the modding community to improve upon. And also the SimPE team, for making modding possible!

Enjoy & Happy Simming!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on September 09, 2010, 06:07:44 AM
 :yay:

Shiny thing!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 09, 2010, 06:17:57 AM
I was sure my no.1 fan would say something like that :P
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Zirconia Wolf on September 09, 2010, 06:32:49 AM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/Love.gif)
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Dark_Author on September 09, 2010, 08:10:57 PM
WOOT WOOT! My life threatening depletion of vitamin BOmod has been cured! :cheese:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 10, 2010, 05:58:15 AM
 :lol: This mod is getting more attention than I expected... 6 DLs already!

Thank you, fans :bow: I'm honored!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: miros1 on September 10, 2010, 07:33:54 AM
Not sure if I need all these, but I'll try it out!
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: Nyxie on September 10, 2010, 08:20:42 AM
I've just added your phone fix mods, and the no welcome home hugs to my game. Thanks BO!  :love:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 10, 2010, 10:39:04 AM
My pleasure, Nyxie ;)

I'm sure you'll be pleased, miros1 ;) And if not, please let me know what you could do without. :bow:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: arathea on September 12, 2010, 02:00:52 AM
Thanks for the phone mod. I stopped using Cyjon's NicerPhoneMessages some time ago because it clashed with Paladin's PhoneBookFix. Now I can have both (and some more). :love:
Title: Re: BO-BO: BoilingOil's Bodacious Offerings
Post by: BoilingOil on September 12, 2010, 02:42:16 AM
Ah, I wasn't even aware of that! Now I can update the description to include this info ;) Thanks for the heads-up, Arathea. :thumb: :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 26, 2010, 10:30:36 AM
I need to issue a warning to users of the Reward Catalog:

There seems to be one rather obvious flaw in the code for "Collect from...", which only shows when you're playing a dorm. It currently allows points to be collected from dormies!
Apparently, nobody has used the book in dorms since the introduction of this option, or I would have expected some feedback about it. Or maybe it has previously worked properly, and I blew something up in the last update. Because the code suggests that this problem doesn't only show in dorms, but would allow points from walkbys to be collected on any lot...

Whatever the case, though, rest assured that I'm working on it.

My appologies... :blush:

ETA: In fact, it *did* work properly before, and I *have* blown it up in the last update. Version 1.3 is the only version that currently shows this flaw!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 27, 2010, 03:51:50 AM
And the RC has now been fixed: version 1.31 is up now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on September 27, 2010, 04:26:00 AM
Meticulous as always, BO! 

(http://myloveforyou.typepad.com/.a/6a00d834cad15053ef0134818570a7970c-800wi)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: AlfredAskew on September 29, 2010, 12:04:55 AM
My first thought was: Golden Cookie. Hell yeah.

Thanks again for more nagging. I've been having a lot of fun with it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 02, 2010, 09:33:36 AM
Wowowowowowoah!!! Several months in a row, the number of downloads on Alien Experiments has hung at 32... Now all-of-a-sudden, today SEVEN more people picked it up! The word seems to be spreading... Thanks guys! :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on October 02, 2010, 11:26:12 AM
That is in part because it was featured at Sims Cave today-I didn't even know you had a blog, and that's where I saw it:
http://www.simscave.com/index.php?topic=18709.45
See, you're special when your stuff gets featured there. Rosy is a great Cave Scout, meticulous and very thorough.
 Now that's the golden cookie for you!

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 02, 2010, 03:56:52 PM
Yeah, maybe I should have mentioned that a little more clearly: I made this Blog not even two weeks ago, and rewrote the top post of this thread to reflect that.
In retrospect, setting up that Blog may have been a smart move, but I could have been more informative about it ;)

What do you think: should I register at Sims Cave and thank Rosy for the advertisement?

Anyway, thanks for the heads-up, MaryH. I would never have found out about this otherwise ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on October 02, 2010, 06:28:06 PM
Sims Cave is a cool place-although you do have to register to view anything, it's up to you if you want to go to the trouble of registering to say thanks to her.
I always like going through her "finds" every week. Never know what you'll find!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 02, 2010, 06:39:51 PM
Ah, I see. Well, I've already solved it with an exta post on my Blog ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on October 03, 2010, 06:33:00 AM
BO, just wanted to say thank you so much for the phone hack! I love knowing what time to call back when a sim is at work. Think I'll grab the no more welcome home hugs too while I'm at it. Now if I could just stop the vacation actions my life would be complete. I've tried Pes's anti vacation actions and it doesn't seem to work for me. Maybe it's load order. Anyway, thank you again for all your fabulous work! :love: Oh, and the remote dorm doors? Genius.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 03, 2010, 07:18:21 AM
Hi Lady,

I could look into the vacation-actions and make something to kill them altogether (or at least the autonomous part) if you like. Who knows... I might succeed where JMP failed for your setup. I suppose you want ALL of it stopped? Like no greets and no dances, outside their dedicated vacation sub-hood?
Anyway, I'm glad you could find good use for some of my mods ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on October 03, 2010, 08:03:55 AM
Oh wow, that would be wonderful BO! Thank you so much!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 03, 2010, 08:13:54 AM
Ok, I'll see what I can do, dear. ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on October 03, 2010, 08:53:44 AM
I like the idea too...so long as it only nukes the autonomous part & doesn't nuke the actions entirely. I like things that stop Sims from being autonomously dumb, so long as I can still make them do as much dumb stuff as I want!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on October 03, 2010, 08:58:40 AM
 :lol:Absolutely!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on October 05, 2010, 01:11:39 PM
Just FYI (I don't really mind), since I'm using your phone makeover, StopInvitingMe Downtown (http://www.insimenator.org/index.php/topic,92903.0.html) by Squinge doesn't work anymore.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 06, 2010, 03:44:14 AM
@Arathea: Thanks for the heads-up. I'll update the description. ;) By the way: there's a fix for that by Cyjon (http://drupal.cyjon.net/node/42), named No Random Calls (http://drupal.cyjon.net/node/110) :)

It consists of four distinct mods, and one of them (NoRandomCalls-DatesOutings) kills those random invitations. I'm using this and two of the others of that set, and they work GREAT! Would that help?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on October 06, 2010, 04:22:15 AM
Thanks for that heads up BO. Squinge's mod never worked for me anyway.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on October 06, 2010, 04:45:28 AM
Thanks, BO, I have No Random Calls - Strangers already (those stupid bartenders, buy one drink and they will call you forever) and will have a look at the others now. :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on October 06, 2010, 06:23:31 AM
I don't think that my sims who know a bartender ever get calls from them.... :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 05, 2010, 10:23:24 AM
BO, your phone mod works great so far, but I'm missing a NPC now. I've added a massage table to the Downtown gym/spa and the masseur isn't showing up in my sim's phone book but she wants him as her friend. (Silly romance sims, guess she wants a "special" massage at home. :rolleyes:)
Are these NPCs handled differently because they are made for BV?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 05, 2010, 03:19:38 PM
I would have to check, dear, but I believe you're right. All the BV 'service' sims - of which the masseur/masseuse is one - are excluded, because normally you wouldn't build relationships with them.

I'll see if there's a work-around, or if I would need to make an alternative version with them included. I'll report back here when I know more, ok?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 05, 2010, 04:19:24 PM
Thanks! :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 05, 2010, 07:37:13 PM
I thought I read somewhere that there were some problems with trying to relate by phone to any service sims without a name.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 05, 2010, 08:33:18 PM
But the NPCs at the massage table have a name and you can interact with them like with other NPCs at work (talk and flirt options).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 05, 2010, 09:46:34 PM
Oh, they aren't like the local chefs, then?  I never bothered with a massage table, don't bother much with BV anyway... although that may change now my sims are getting richer.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 05, 2010, 11:45:58 PM
The sims at the massage tables are like the ones at the make-over chairs or like the cashiers. They appear at their object at a comm lot but have full names and should be save to move in/marry (not that my sim has something like this in mind :giggle:) but you need them as visitors to get all interactions.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 06, 2010, 02:14:12 AM
I so rarely bother with NPCs!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on November 06, 2010, 03:32:09 AM
Maybe it only happens when you learn a massage from them but some of my sims get regular phonecalls from two of the masseurs. They are a bit lit the one waiter in Desiderata Valley who begins to pester the sims who ever ordered a meal from him.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 06, 2010, 03:48:36 AM
I had this with every bartender/barista my sims bought a drink or coffee from. Thanks to Cyjon's mod, this madness is over now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 06, 2010, 06:55:47 AM
Yeah, they aren't like the Living Statue, the Hot Dog Chef or the Break Dancer and others, but they *do* live a long way from the main hood. That's why they were excluded. You could see, arathea, if giving them a cell phone solves the issue. If it works, then that's the quick work-around, and I won't have to create an alternative version. If it does *not* solve the problem, I'll have to go in and find another solution.

So let me know how that goes, ok?

btw: I use Cyjon's mods to stop waiters, bartenders and baristas from pestering my sims, too. Or rather, I use my own combined version - JustTakeMyOrder - ;) I got sick of those people calling my sims only because they met them once and had a whopping ONE WHOLE POINT of STR with them!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 06, 2010, 09:01:30 AM
I've tried the cell phone trick but it didn't work. I'm not sure how many of these NPCs my sims want to be friends with but I think it will be just a rare occasion every now and then so the SimBlender should do it. If you want to fix it or to make an alternate version of your mod, go ahead, if not, I don't really mind.  :smile:  Just wanted to make sure that it's not an error in your mod but caused by the game itself.

On a side note:
If the NPCs my sims meet in BV are so far away, why are the waiters, bartenders, baristas and others looking so familiar? :dry:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 06, 2010, 09:11:02 AM
No, I'm *sure* it's caused by my mod, dear! It's just not technically an error, because the mod was specifically *designed* that way with the reasons being what I mentioned before.
So maybe an alternate version would still be a good idea. It's always good to have choices and options!

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 06, 2010, 09:16:17 AM
Quote
On a side note:
If the NPCs my sims meet in BV are so far away, why are the waiters, bartenders, baristas and others looking so familiar?

I imagine it's (a) because it would have meant creating a whole new bunch of service sims if they hadn't used the existing ones, and (b) they couldn't be bothered (or even, they may have not wanted to add more bloat to our games... but I don't think it was that, not really.... )
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 06, 2010, 09:50:29 AM
I'm sure it was the first option: just laziness on the part of the EAxians!

Oops! Earlier I said:

... <some quote>...

... but that's not entirely correct! I've been looking at it, and according to how the BHAV is set up, the masseur/masseuse should NOT be excluded from the phonebook! I'll have to dig into this a bit deeper, because something is amiss. Thanks for reporting that, Arathea!


Never mind: my eyes weren't properly opened yet... alternate version will be required, and is in the process of being created!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 06, 2010, 01:36:00 PM
Ok, the alternative version (Phone Make-over v1.1) has been uploaded and can be obtained through the original Phone Make-over link in the top post. This new version will allow BV masseurs/masseuses to show up in the phonebook.

Enjoy, my friends!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 06, 2010, 01:45:02 PM
 :bow: Thank you!

Lydia wants to say thanks,too. (Hope that guy is worth all the fuss she makes.)

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 06, 2010, 05:28:52 PM
I still wonder why my sims never receive these calls... maybe they only start getting them if they own businesses and have networking?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 06, 2010, 05:33:30 PM
I can't remember when this madness started but it's possible that AL is the culprit.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 06, 2010, 05:40:46 PM
Yup, most likely an AL issue.

So the mod worked, arathea? She got to call him? Good to hear that ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 06, 2010, 05:44:31 PM
Yep, it worked. It was in the morning and she was waiting for the carpool so she just called him to chat a bit. (It's not her turn either, two other families in line before her next massage. :wink:)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 06, 2010, 06:04:09 PM
Yet another reason I'm glad I haven't installed AL yet....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 09, 2010, 04:52:45 PM
 :lol: Don't know if it's just a glitch or if your phone mod is dedicated to ZW but when my sim invited some of his friends for his son's birthday party, there was a wolf on the list of possible guests. :blink:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on November 09, 2010, 06:14:00 PM
Then you put out a lot of wolf treats! :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on November 10, 2010, 01:10:39 AM

 :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 10, 2010, 04:24:05 AM
Arathea, that certainly had nothing to do with my mod, but I can see how you could think such...

Each BHAV in that mod is designed to test one specific thing: whether the sim has a phone or not, whether they're awake or not, whether they're home or not... Things like that. None of the BHAVs is designed to test whether a target is human or not. If the game engine feeds it racoons, buffalos and - like in your case - wolves, the BHAVs will just validate them following the same rules: they're not in a playable family, so they'll be considered townies. As townies, they're considered to have phones, and during the day they're considered to be awake. Since none of the stray aimals will have jobs or be going to school, they'll also pass those tests, and be considered to be home. That ends the responsibilities of my mod: the beast passes the tests, so it'll appear on the list.

I agree the wolf shouldn't be on that list. But it's the game engine that put them there, not my mod. ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 10, 2010, 04:30:31 AM
Ah, I see, it was just that I haven't seen this before.  :giggle:  Well, my sims haven't thrown a party in ages either.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 10, 2010, 06:04:23 AM
I'm not much of a party thrower either, so I understand. :)
Undoubtedly, the error must have occured in the routine that creates the array of related sims when you select the party type. That routine has never been touched by any modders, as far as I know.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 10, 2010, 06:31:35 AM
Does your sim know the wolf, and is it one of the Default NPCs, arathea?  If so, the game wouldn't see an animal, it would see a known NPC.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on November 10, 2010, 08:14:15 AM
Zirconia will be overjoyed to see this!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 10, 2010, 08:24:22 AM
Where is she?  Out hunting?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 10, 2010, 09:24:58 AM
Does your sim know the wolf, and is it one of the Default NPCs, arathea?  If so, the game wouldn't see an animal, it would see a known NPC.
I haven't noticed that the sim ever met an animal but when I've looked at his relationship panel, the wolf was there with a relationship of 0/0. I saw it later at another lot and it's the LotP. I let his wife make the party call and now the dog and the cat she once met (both default strays) were on the list.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 10, 2010, 09:54:43 AM
Well, if they are in the default family, I can see why the game might make an error, but if they are in an animal family, then it does seem very odd!

I remember how in Sims 1 you would get pop-ups telling you that your sim's relationship with one of the strays was getting very low and that you should do something about it - since it was a stray, I always wondered what exactly your sim could do!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 10, 2010, 10:49:31 AM
The LotP is indeed in all respects treated like a Sim: it's grouped with the NPCs too, so that would fit.

In general, all playable households have positive family numbers. All non-playable 'families' have negative family numbers. In most cases, the determination if a sim is playable, is simply made by checking if their family number is greater than zero. From that point of view, all pets that do not live in playable households, are considered townies or non-playable characters.

I think that's a huge oversight on the part of the EAxians. I may take a look at the routine that creates the array of acquaintances for such occasions, see if there's anything one can do about this (if anyone would want that).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 14, 2010, 08:20:16 PM
While looking for something entirely unrelated, I found something that might help LadyLombardi, and some others as well.

LL had mentioned an interest (http://www.simbology.com/smf/index.php?topic=5563.msg133406#msg133406) in killing autonomous vacation actions outside the vacation subhoods: it now appears that an MTS modder by the name of alexx58 (http://www.modthesims.info/member.php?u=541585) did exactly that! At least, here is one for the greets (http://www.modthesims.info/download.php?t=252059)! I've checked the contents of this mod, and it seems rather solid and should NOT cause any issues.

Happy simming,

Ted/BO
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on November 14, 2010, 11:28:33 PM
I got them all (for the greeting, tai-chi and the dances) and they work great. I chose the reduced autonomy version for the dances and it is perfect for me.  They still do the dances but it is not an obsession anymore.

P.S.: It's worthwhile to check out his other mods. Saying goodbye to visitors on community lots can be very useful and the one which keeps the memories of townies when they become playable is one of my favourites.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on November 15, 2010, 05:14:56 AM
Thank you BO. Yes, I found that one not long after I posted in that thread and it seems to be working. No more incessant bowing. I'm going to try the one for dances too. That's all my college kids do other than the fortune sims of course. They're too busy sitting at the computer giving financial advice. I tried Chaavik's mod for this from Insimenator but no joy. So now they just don't get computers anymore. They can go to the library to do their bloody term papers.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on November 22, 2010, 08:49:50 PM
I have looked high and low for the discussion about your Step-Family Romance mod and am full of fail tonight.  If this has been addressed, please forgive me.  I'm interested in reading the discussion that was had about this mod.  If anyone could point me in the right direction to it I'd be grateful.

I use the latest version of ACR and was wondering will this work with it?  I would think that it would as it doesn't conflict, but I don't want to assume anything.  I would think that if the option is allowed for step-family members to have romantic interactions that ACR would pick up on that.

Thanks for all of these wonderful mods BO!  :D

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 22, 2010, 08:55:33 PM
Hi ISZ, I noticed you hanging around on Leefish :P Thanks for the 'thanks', I hope you'll enjoy the Alien Experiments and the Customized Compost Bin, too :D

Alas, as far as search goes, I *invented* PHAIL ;) But I *can* tell you that I have both ACR and Step-Family Romance in my game, and for me, step-family in love will pick up ACR actions just as fast as anysim else. They're horny little rats, really ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on November 22, 2010, 08:57:42 PM
 :lol: That is definitely good to know!

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 23, 2010, 12:49:46 AM
And here is the thread:
http://www.simbology.com/smf/index.php?topic=6530.msg128557#msg128557
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on November 23, 2010, 12:51:22 AM
Thanks arathea!  :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 23, 2010, 01:00:54 AM
Arathea is wonderful at finding stuff - she's definitely a Search wizard....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on November 23, 2010, 01:04:12 AM
 :lol: I knew that I've started the thread but wasn't able to remember the title nor the sub-forum. I simply scrolled through my own posts, that are a lot now (well, not compared to your's of course).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 23, 2010, 01:11:25 AM
I certainly wouldn't want to scroll through mine to find something I'd posted this time last year!   :omg:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on November 23, 2010, 01:15:01 AM
Oh my, ZZ you'd spend the next year going through all your posts.   :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on November 23, 2010, 01:16:10 AM
Probably!  Have to live up to my title, though.....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on November 23, 2010, 04:32:08 AM

 :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 11, 2010, 01:01:28 PM
Just to prove that we're still alive... The top post is updated to include BO - Random Job Offer, which randomizes the number of jobs per day, both for the newspaper (0..3) and the computer (0..5), as per ZephyrZodiac's request (http://www.simbology.com/smf/index.php?topic=6912.0).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 17, 2010, 02:31:19 AM
Added BO - Feed Baby to the list in the top post. This mod comes in three versions ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on December 17, 2010, 04:36:54 AM
Sorry BO, I tried to thank you for this over at LeeFish but couldn't get past the damn registration. Oh well, I can do it here right? Thank you so much and I'm sure I'll enjoy this mod. :love:

grumble grumble...stupid "type these letters exactly as they appear"
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 17, 2010, 04:52:46 AM
Sure, dear. Thanking me here is still thanking me ;) I see you took the third version :D... Should give a somewhat realistic experience. I hope it'll serve you well. :)

Yeah, I know how captcha can be a bitch... And Leefish herself ran into it here, as well. :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on December 17, 2010, 06:32:58 AM
 :lol:Oh goodness! I'm happy to hear I'm not the only one! Must be my over 50 eyes. But yes, I took the 3rd option and am sure I'll enjoy it immensely. Maybe my breastfeeding moms will have time to do more than stand there with a baby attached.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 17, 2010, 10:16:12 AM
Well, I guess if you have T&Q installed, and some doofus sim ends up having quads, it may seem like nothing changed! Especially with the realistic version, since nobody will volunteer a helping bottle :lol: Although I guess she could have time enough to have another nest :rofl:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: lovestainedheart on December 17, 2010, 11:59:31 AM
Thank you kind sir for fixing this mod. I believe I've mentioned the fact that sims still autonomously feed their sprogs quite some time ago and nothing was ever done about it. Actually, I think I was told that the mod worked fine and that I wasn't right... so thank you for agreeing with me and doing what others had failed to do in the past, I greatly appreciated it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 18, 2010, 07:06:55 AM
Okay, BO - NoAnimalControl added to the list. We're definitely on a roll, here...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Nyxie on December 18, 2010, 08:07:41 AM
(http://i55.tinypic.com/34tcvgx.jpg)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 18, 2010, 08:49:31 AM
Wow! I like that one ;) Great find, Nyxie! :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: AlfredAskew on December 18, 2010, 09:24:46 PM
You read my mind. Thanks so much for saving my poor herd of wild Papillons from the pound
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on December 19, 2010, 06:23:56 PM

I decided to let my sims try Feed Baby (v3).  Thank you.  :thumb: 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 19, 2010, 07:14:09 PM
:yay:

I hope you'll be happy with it, Sleepy :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zolabee on December 30, 2010, 06:19:19 PM
I finally had time to download  version 3 of course!  Thank you ever so much!   :cele3:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on January 05, 2011, 05:58:18 AM
Just wanted to say:

 :yay:

as well!

Your mods are ousting more & more things I used to use from other folks, most likely because you are amazingly good at combining all the stuff I like from several different mods into one cohesive package, which is a wonderful thing for us mod-addicts!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 07, 2011, 09:29:43 PM
I just wanted to add that in this post (http://www.simbology.com/smf/index.php?topic=6997.msg138592#msg138592) there are two different versions of a mod to change the way Tips are handled.

"BO - Tips Fix": Flat out kills the situation where one sim recieves tips that another player has collected. Everyone gets ONLY their OWN tips (with the exception of townies/dormies, whose tips go up in smoke). This should satisfy Arathea's request ;)



"BO - Tips Modifications" works quite differently:

1. At OWNED Comm lots, the tips are for the lot owner. NO EXCEPTIONS!
2. At UNOWNED Comm lots, all PLAYABLES get their OWN tips. Tips earned by townies/dormies go up in smoke!
3. In Dorms, playable VISITORS get tehir own tips, but tips earned by dormies and NON-PLAYABLE visitors are for the playable students that LIVE at the dorm!!
4. Under all other circumstances, tips will be handled as on UNOWNED Comm lots!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 09, 2011, 06:29:38 PM
BO - Shoppers Respect Privacy added to the list. Now we're finally able to have those private rooms to ourselves on comm lots and home businesses, as visitors will no longer be able to enter them. REALLY, any locked door will now finally actually stop them!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Dark_Author on January 09, 2011, 06:37:40 PM
Keep comming out with mods at this rate and you'll end up surpassing MATY's list of mods!   Great job, BO!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 09, 2011, 06:49:13 PM
Well, as long as each mod is so perfect that maintenance is never required, that wouldn't be a problem... I wouldn't want to have to maintain as many mods as Pescado and his bunch have made. :eew: Far too much work for lazy old me... :tongue:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Dark_Author on January 09, 2011, 07:26:08 PM
The only thing you seem to have to worry about is compatibility with the inevitable Sims 2 Complete Collection. lol
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: tessalion on January 09, 2011, 08:55:55 PM
Ooooh new shiney!  Thank you!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 09, 2011, 10:42:58 PM
Mine, all mine!!! - Uhm, I'm fine, thanks, grabbed it. :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on January 10, 2011, 03:45:00 AM
You know, I've never played a combination lot because of that issue-that shoppers never stay out of the private living quarters(according to many, many other players)..and I couldn't find an adequate hack that worked..until now. Maybe I will be tempted to actually play one now!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 10, 2011, 07:30:20 AM
I know! I still did build home businesses, but not as often as I would have liked to, and more often than I could cope with those darn (private) space invaders.
Really, if push came to shove, I could abandon all my other mods and play without them. But not this one. I've always needed it, and I always will.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 10, 2011, 09:40:38 PM

BO, I've got an error log for you concerning Feed Baby.   :P   I didn't get it before changing load order.  Dustin is the father, Brandi & Skip are the grandparents (I got the same error for all 3 of them). The babies (Gloria) mother (Cassandra) does not live on the same lot. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 10, 2011, 10:29:54 PM
Sleepy, I need one more piece of information: was Cassandra present when this error occured?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 10, 2011, 10:41:13 PM
No, she wasn't. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 10, 2011, 11:01:49 PM
Ah, ok, thanks for reporting this issue! I'll see if I can find out what went wrong...

In the meantime, I *would* be interested what would happen if Cassandra were at the lot as a visitor. When you get to that, let me know. And, of course, if an error occurs under those circumstances, I'd like to see that too ;)

EDIT: Actually, scratch that... It's not important... Could you try the test version I've attached, Sleepy? (I've assumed you're using the third, realistic version)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 10, 2011, 11:55:54 PM

Downloaded but I don't know when I'll get a chance to test it.  :P 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 11, 2011, 12:43:12 AM
Ok, I've removed the attachment, and will wait for your report... :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on January 13, 2011, 06:37:37 AM
BO, I've been trying to find your nagging mod with no success. Am I blind or did you take it down or something? It sounds fun and I'd like to try it. I looked here and then hopped over to Leefish but they're down at the moment. Although I've looked over there before and didn't see it anywhere.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 13, 2011, 10:55:24 AM
Sorry, dear, but for both our sakes I sincerely hope that you will NOT find a copy of it anywhere. I deeply regret ever making that mod, because it caused more problems than I could ever solve. And since I can NOT support it, I felt I had to take it down.

My sincerest apologies.


And yeah, Lee is moving her site to a different host. It may take a few days.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 13, 2011, 06:53:11 PM
Ok, I've removed the attachment, and will wait for your report... :)

No luck with the test version. As soon as I loaded the Broke house, I started getting errors again.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 13, 2011, 07:24:41 PM
Hmm :hmm: 

I have one other version ready to test, attached below. However, if that also fails, I'll have to remove the fridge-alteration from the mod for now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on January 13, 2011, 09:07:52 PM
Oh, okay. I figured it must be something like that. :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 13, 2011, 11:32:06 PM
Hmm :hmm: 

I have one other version ready to test, attached below. However, if that also fails, I'll have to remove the fridge-alteration from the mod for now.

Luckily I have another house that has a infant, with the mother not living on the lot, since Gloria Broke is a toddler now.  I'll try to load the game in a bit to see what happens with the test2 version.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 13, 2011, 11:48:46 PM

So far the test 2 version isn't throwing errors for me. This time the father was able to (autonomously) feed the baby a bottle.  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 08:58:39 AM
Ah, so THAT does it... :hmm:

Thank you, Sleepy, for your patience, and for keeping me updated. :thumb:

Oh, Leefish is back up... Yeehaw!!! I'll have to go update the Feed Baby mod there, too...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 10:13:34 AM
You're welcome.  I would have mentioned that the errors would start when someone wanted to autonomously feed the baby a bottle sooner but it didn't really connect in my head what was triggering them, until after I loaded the second house to test test2 (and realized I'd have to drop the babies hunger to test).  In the Broke house the errors had started right after loading the house and until I looked at the logs (after the first time), I didn't even realize it was Feed Baby causing them. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 10:53:32 AM
No, if the errors start like that, while sims are still making up their minds deciding what to go do with themselves, there's obviously no clue as to what causes it, unless you open the error-log.

This specific BHAV "Sub - Parent Can Breast Feed?" which caused the error, only checks for breast-feeding-capable sims (mommies), in order to determine if it should allow autonomous bottle-feeding. If any living mommy exists on the lot at that time, bottle-feeding is not an option. It exists ONLY if you have my Feed Baby mod installed. So I knew immediately upon looking at the log that my mod was to blame ;) But how would a non-modder know that?

Finding the right way to fix it, was something else, though... :hmm: But thanks to your prompt reports, it's fixed now ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 11:34:58 AM
 :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 12:40:23 PM
As of now, Friday January 14 2011, the non-auto and realistic versions of BO - Feed Baby (http://www.leefish.nl/mybb/thread-1247.html) have both been properly updated at Leefish. Anyone using those versions should re-download, to prevent having the same problem that Sleepycat encountered. My sincere apologies for any inconvenience suffered because of my failure.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 01:05:36 PM

I still get this message at Leefish:
Quote
This bulletin board is currently closed. The Administrator has specified the reason as to why below.

    MOVING!!! We will be taking LeeFish.nl offline until the process is finished. Its so slow at the moment its possible to build a complete civilisation from scratch before a page loads........... LeeFish


I was wondering if you could make me a special aging hack.  I really like Inge's "No Age Patch" hack but then I have to keep track of when all my sims need to be aged up.  Would it be possible to make a hack where sims age only 1 day a week, like on Sundays?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 01:11:00 PM
As to the Leefish issue, I'd say: clear your cookies/cache and retry... They're really up.

As for the aging thing, based on AncientHighway's individual aging, I think I can very quickly create a mod that globally does this for ALL your sims ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 01:16:07 PM
 :love:

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 01:46:30 PM
:D I actually have some questions about that... Do you really want ALL sims to age that slowly? Like babies, toddlers and children too? Having your sims need to care for a baby for three whole weeks... my gawd!

My personal opinion would be that this should actually start at adulthood, but if you're sure about having them ALL age this slowly, I can certainly do that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 08:08:15 PM

Having it start with toddlers would work best for me.  :smile:  This way 1 week = 1 year and it'll go well with the pregnancy span mod I edited (100 hours instead of 75).

As a storyteller, it'll give me the extra time I want/need without stopping aging totally (and then having to manually age them when it was time). I use an edited version of TJ's age duration hack (children & teens have a few less days) & combined with the 1 day a week aging mod, it'll be fairly realistic (for 1 week = 1 year).  Considering not that long ago I was thinking of playing "4 Seasons = 1 year" but then decided that would be much to long, I shouldn't have a problem handling "1 week = 1 year."  :giggle: 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 08:14:53 PM
Ok, that's easily done... give me a few minutes ;)

And I don't need to use anyone's work, either... There's a much simpler way to do it! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 08:15:43 PM
 :cele3:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 14, 2011, 08:20:26 PM
And here it is: BO - slow aging, attached below...

(NOTE: NOT to be used in combo with AncientHighway's NPC-aging. They will not play nice together.)

ETA, April 30, 2011: I've now removed the attached file, and put this mod (in 3 versions) up at Leefish: BO - Slow Aging (http://www.leefish.nl/mybb/thread-1748.html).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 14, 2011, 08:43:27 PM

Thank you ever so much!!  :love:   :cele3:   :prancing:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 15, 2011, 12:49:29 AM
 :halo: *snaggs it and sneaks out of the thread*  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 03:14:51 AM
You, thief! Bring that back! :ninja: And those two sneaks who took it without a word, too!! X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on January 15, 2011, 05:27:12 AM
Oh crap. Busted! :ninja:

Oh well, as long as you've seen me anyway, I have a question. Will this play nicely along side an age duration hack like TJ's? Tessalion made me a modified version and I'd love to be able to keep that in.  Oops, scratch that. I just opened my eyes and realized Sleepy will still be using hers so it must be okay.

Nevermind... :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 15, 2011, 05:58:13 AM
Nope, I keep it. :P

But I have something else for you, a strange problem with an easy solution: Don't do it!
I've noticed that at some of my apartment lots, my sims are acting with reduced autonomy. After some investigation, I tracked it down to two mods, first of all, at all lots where this happens I've used the magic wand and the second one is your social kiss mod. If I remove it, the autonomy at these lots is back to normal (and it's not a problem at all at lots where I didn't use the magic wand).
The autonomy is not disabled completely but active sims (the other tenants are not effected) are often standing there idle for hours until their needs are very low.
As I said, the solution is easy, simply don't do it, but you need to know what you shouldn't do. Unfortunately I've found no way to fix existing lots (yet?) other than removing your mod.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 11:35:41 AM
@Arathea: Uh, I'll need to check that out, dear. I have a number of lots where I used the Magic Wand, too. And indeed, I've noticed that many of my sims have a hard time deciding on what to do.
I can't for the life of me imagine what the Magic Wand and the Kiss Cheek mod have to do with each other, but I feel it needs to be checked. Thanks for mentioning it. :thumb:

@LadyLombardi: :lol:

I don't *think* it should conflict with anything, but I can't say for sure, because I haven't tried all existing mods yet... Monique made several different versions of her Individual Aging mod, some of which were global mods AND incompatible with Inteen. This mod is global too, so it *could* have issues. But I wouldn't know because I don't have Inteen.
As for the Age Duration Hack and other age-related mods: I really don't know... But if you encounter problems, or if an HCDU report shows that it conflicts with something, let me know, and I'll see what can be done to solve any issues.

I usually try to find the point where I can alter the game's behavior with the least effort. Usually, that's the best way to avoid most conflicts. But it's never fool proof! :unsure:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 15, 2011, 11:49:17 AM
Got a possible conflict with AH's NPC aging but wasn't able to look if it conflicts in game, spend too much time watching the zombies. :giggle:


Edit:
 :confused: BO, what day should they age? I've tried every day with the day setter and my sim didn't age at all. (test game with slow aging, the day setter and the blender, no other hacks)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 12:58:35 PM
If all is well, they should age on sunday, as Sleepycat suggested. Maybe you should set the day to saturday and then let it progress naturally into sunday for it to work properly, though.

Remember: Zombies, Vampires and Servo's don't age at all. EVER!!

The conflict with AH's NPC aging is something I'll have to look at. I'm not using that hack, so I wasn't aware of this issue. I expect it's a deal-breaker, though... one or the other, but never both.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 15, 2011, 01:21:10 PM
That worked. :thumb: And with AH's mod, his roommate aged too. :cheese:

Edit:
The roommate was a bad choice, he even aged without AH's mod. X) Will try another NPC.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 01:38:06 PM
I'm afraid you're going to be out of luck, dear... If my mod loads last, AH's mod won't work properly. And if his loads last, mine won't ever be called.

If I'm ever going to succeed at finding a work-around, it's going to take me some time... Sorry. :unsure:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 15, 2011, 05:51:45 PM

Slow aging doesn't show as conflicting with TJ's age duration mod. I figured that since TJ's just affects how many days a sim gets when they age up, it shouldn't be a problem. 

Slow aging does show a conflict with InTeen but I don't think it will be a problem. After a teen has a baby, InTeen reverts her back to a teen and makes her/him 3 days older so I'm guessing that I will just have to give the teen those days back. I had to do that when using Inge's "age patch" hack so for me it won't be an issue. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 05:56:37 PM
Thanks, Sleepy, I will add that to the post with the attachment.

But I think that the issue with Inteen will be more complex than that. My mod consists of only this one BHAV, so if it loads before Inteen, it won't run at all, and if it loads after Inteen, then Inteen's routine to change the teen's age will probably not be called. I'll investigate that...

In the worst case scenario, I may have to devise a totally different strategy for this mod... Conflicting with two mods is a bit too much.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 15, 2011, 06:07:19 PM
I wish I was feeling better, then I could just toss some sims in a test hood and quickly test the conflict between InTeen & slow aging.  I'll see how I feel once I get some more caffeine into me. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 15, 2011, 06:36:40 PM
Take your time, hon... Get some coffee first, and if that doesn't help... there's always tomorrow, and I'm not going anywhere ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 15, 2011, 10:29:32 PM
Caffeine (diet Pepsi - don't drink coffee) helped enough.  :thumb:

Ok, first I tossed a family (woman, her boyfriend, and her two daughters -child & toddler) into a empty hood for testing. I set the two kids to have 1 day left to age up. Set the lot to Saturday.

- slow aging loading before InTeen didn't work at all. Both kids aged up on Saturday.

- slow aging loading after Inteen worked perfectly.  Both kids aged up on Sunday (and the adults aged one day).  I also tested a teen pregnancy (sped it up) to see if InTeen would add the 3 days after the teen gave birth & reverted back to a teen. I'm very pleased to report that it didn't.  I played til Monday after 6 pm.

-------

~ Twojeffs age duration hack also works perfectly. I have it loading first.

 :thumb:

 :prancing:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 16, 2011, 02:03:31 AM
About the coffee: I don't drink the stuff, either... I find it offensive. :D

Thanks for testing that, Sleepy. :bow: I'm very :prancing: happy :prancing: about the result! :thumb:

So, in short, the Age Duration hack is no problem at all, as could be expected, because it didn't show a conflict in HCDU. :rolleyes:
And to top it off, I can boast the conflict with Inteen as being intentional :halo: and say that my mod must load AFTER Inteen. :dry:

So much the better! :D

I can see one problem, though... If a teen is pregnant during the weekend, she'll miss aging one day. After delivery, that day will not be corrected. So if we want to do things right, we would actually need a hack that ages the teen, if the child is born between Sunday 6 pm and Wednesday 9 pm. :ninja:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 16, 2011, 10:27:47 AM

I can easily age a teen 1 day (with InSim) if she/he has a weekend pregnancy so for me slow aging works perfectly as is.  :cheese: 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 17, 2011, 10:54:31 AM
New uploads: BO - Simulated Sales and - with Inge's permission - BO - SS Auto Cash Register. More goods to make shopkeeping a better experience.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 21, 2011, 07:07:29 AM
Today (Jan 21, 2011) I've updated BO Random Job Offer to version 1.1 to correct an error that AncientHighway pointed out. I had failed to include a test to bypass the jobs-count under certain circumstances. As a result the "no more jobs" dialog would also pop up if sims were merely READING the newspaper. Anyone using this mod is advised to redownload.

ETA: Some people mentioned that the chances of no jobs were a bit steep with the regular version, so now I've also uploaded an EQO version on the same page. This version gives 25% chance each for 0, 1, 2 or 3 jobs in the newspaper, and 16.6% chance each for 0, 1, 2, 3, 4, or 5 jobs on the computer.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 21, 2011, 02:11:58 PM
I've tried every day with the day setter and my sim didn't age at all. (test game with slow aging, the day setter and the blender, no other hacks)

Might I inquire which day setter that is? I could use such an object for my game. Or is it just the vase from Paladin's Place/SimWardrobe ?? I believe I heard about other/better ones existing, but with my shoddy track record when it comes to search, I might never find them.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on January 21, 2011, 02:16:21 PM
It's Neder's Day Setter (http://nene.modthesims.info/download.php?t=318007) that I use. :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 21, 2011, 02:35:36 PM
Cool, thanks again! :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on January 21, 2011, 08:50:44 PM
That is the one I use to. It's great! No more 'always Monday' moving days (so I can keep everyone in sync).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 21, 2011, 08:54:01 PM
Right, that's exactly why I wanted it ;) Xander and his daughters moved out of the factory on saturday, so for sync's sake, I wanted them to move into their apartment on saturday.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zolabee on January 22, 2011, 06:06:21 PM
BO, I've been having problems with my Sim's pregnancies since putting in your feed baby and ACR.  What happens is the female pops to the next trimester then pops again and again never reaching a delivery time and the blender's only options are to terminate the pregnancy.  Inteen doesn't recognize the pregnancy at that point.  This is the only thing I get on the HCDU that has to do with pregnancy at all everything else is either Inteen or load order that I've resolved and not having problems.

I have TJs loading differently in that you are loading behind him.  Do you have any ideas?  I can and will do the hack dance if I have to, but am not looking forward to it.  :eew:  I can get rid of baby swarm if there is something else out there that you can suggest.
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Baby Bottle - Feed - TEST
Group ID: 0x7F9A5330
Instance ID: 0x00002003
Packages Containing This Procedure:
\downloads\Hacks and Mods\xBoiling Oil\FeedBabyV3\BO - Feed Baby.package
\downloads\Hacks and Mods\TJs_stuff\Baby Care Hacks\NoBabySwarm\No Baby Toddler Swarming.package
 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 22, 2011, 11:03:12 PM
First things first:

My mod doesn't touch ANYTHING that's related to the pregnancy, so it should NOT be responsible for this problem... But that doesn't help you much, I realize.
I would be most appreciative if you could provide me with an error-log. Could you try to force an error while she's bumping? If you upload the resulting log, maybe that'll tell us something about how to counter it. Please upload the log in that thread (http://www.simbology.com/smf/index.php?topic=6931.0), if possible ;)

And second: The conflict that HCDU shows, is a known load-order issue. This BHAV named "Baby Bottle - Feed - TEST" is a routine related to refrigerators, and therefor can't have ANY effect on pregnancies. Fridges don't get pregnant, ever ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on January 22, 2011, 11:23:08 PM
Pity, really, as you'd never need to buy a new one! :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zolabee on January 23, 2011, 09:26:02 AM
Thanks, BO!  I will do that this afternoon asap.  :thumb: *which may be a bit as I've chores to do first*  :rolleyes:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 24, 2011, 06:11:11 AM
A few moments ago, I made a - for me - quite unusual upload: I uploaded a sim! And this is not just any sim; it's a Pollination Technician. More precisely: it's two versions of Aliena Impregnata, my Wanda-look-alike Alien.

Two versions? Yes, indeed: one is a replacement, for those who want to simply replace the default PT, the other is made for use with a Multi-PT package.

Enjoy!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on January 24, 2011, 06:34:38 AM
You know, I never uploaded a sim, except as occupants of a house!  That's probably because, really, I'm not much good with Body Shop, and just using SimPE is not, I believe, the best method.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 24, 2011, 06:59:38 AM
With a normal sim, I would hesitate too, ZZ. Default replacement PTs or Multi-PT additions are different, though, because they're not playable. They're really just NPCs, which shouldn't be in a house ;) There are tutorials about how to make such things, fortunately, otherwise I would not have been able to do this one ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on January 24, 2011, 07:06:53 AM
Oh, I know there are tutorials for just about everything.  My problem is that I don't have the patience to read them right through, unless they are very easy to follow, I don't learn so well when doing things from someone else's instructions (more a trial and error person, I suppose) and I really have this aversion to Body Shop, which I think is one of the most poorly designed programs that EA ever made..... I think, if you want help with using a program, then you should be able to access that help from the program itself, and not have to keep referring to a tutorial of some description.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 24, 2011, 07:23:20 AM
I agree... In the early years of Windows, the term 'online help' meant that you could get help from within the program by just clicking a button. Things have only changed for the worse since those days... First, they started by putting their so-called 'online help' in a separate pdf-file on the installation disk, and now 'online help' actually just means that you need to go online to get the help you need.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on January 24, 2011, 08:20:03 AM
In other words, you really need two computers.....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 24, 2011, 09:31:29 AM
Yeah, something like that...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on January 27, 2011, 08:15:06 AM
Anyone using my Phone Makeover ever occasionally seen this happen?

You call a sim who apparently isn't at home, and some household member of theirs erroneously tells you "How very nice of you to invite me. I'll just gussy up and come right over", in stead of telling you that the target isn't available and will be home at whatever later time.

If so, then I must apologize: this was due to some dumb mistake I made. A new version 1.2 is now available, which corrects this issue. Again, my apologies for the inconvenience.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zolabee on January 28, 2011, 04:39:56 PM
BO, I've had an incredibly off week so am just firing the game up for the first time since last week sometime.  As soon as I can get what I need will get it to you at the reporting place.  Sorry, but it has been...  :eew: And just couldn't get to it.   :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 16, 2011, 07:12:52 PM
Update Feb 17, 2011: I discovered that I had made a mistake in the Simulated Sales (http://www.leefish.nl/mybb/thread-1373.html) mod, which would sometimes cause an error to be thrown right after a customer had paid their bill. I have now corrected this PHAIL and advise re-download.

My sincerest apologies for any inconvenience suffered because of this.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on February 22, 2011, 07:38:38 AM
Just trying to catch up on stuff since my "absence"- wow have you been prolific!

Since I fear my hopes of ever creating a mod that actually works are never going to materialize (unless I am literally being lead step-by-step through it like you & AH did for "my" stair mod) I thought I would ask if there is any chance of a mod that nukes the "OMG! This Sim is gonna age transition any day now!!" pop-up window that starts harassing you when a Sim is 3 days away from aging up? I really hate that thing & as I know darn well who's aging up when I would love to have it go bye-bye!

Any hope?


Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 22, 2011, 01:20:18 PM
Well, my dear, either one of us must be a mind reader, because I've been getting upset about this same bloody thing, lately!

And from looking over some of the personglobals related to aging, I think I see a good chance I'll be able to do something about it. So let me mull over this one for a bit longer, and who knows what might happen ;) I'd say there's definitely some hope, there!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on February 24, 2011, 06:04:32 AM
Weeeeeee!

(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 24, 2011, 08:51:01 AM
It's done! We now have BO - No Birthday and/or College Warnings (http://www.leefish.nl/mybb/thread-1530.html). This was easy as proverbial pie!

Special thanks go to Zirconia Wolf for asking about this. Enjoy!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on February 24, 2011, 06:51:39 PM
Thanks for this! May I add another request-I can't seem to get rid of the eternal "So and So is no longer a friend but you can get them back by calling them", no matter how many hacks I have to kill it, and I have a lot of them-not even TJ's or Pescado's hacks do anything for that awful message.
Do you think you can possibly do something with that? I think I would worship you forever if you managed to kill that message forever.
(I have all EP's up to M&G, but no Pets or BV)
(goes off to install the new mod)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 25, 2011, 03:25:22 AM
Interesting challenge... I may have a look - see if I can find the routine responsible - because I'm not too happy about it either. But *my* problem is, we get too little information there. I'd like to know WHICH of my sims lost the friend in question. Imagine having 5 or more sims in the household, each with some 200 contacts... do YOU know all the contacts of each specific sim?? If that required info can not be added, then why bother with telling us anything at all?

Anyway, challenge/request accepted. I'll see what I can do.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on February 25, 2011, 03:37:17 AM
(Jumps up and down for joy!) Thank you!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 25, 2011, 07:49:37 AM
Crushed that one, I hope... Better notifications or none at all, take your pick, here at BO - Better or No Lost Friend Notifications (http://www.leefish.nl/mybb/thread-1535.html).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on February 25, 2011, 07:58:03 AM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/love_bone.gif)

Oh awesome!

I am all for less of those @#$% pop-ups! (Seriously, what were they thinking with those? The word "overkill" comes to mind!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 25, 2011, 08:15:07 AM
You're getting no argument from me, dear. While playing, my right middle finger is always on the P(ause) button to make sure I don't miss anything, and anytime some pop-up notification appears, that finger presses down. Lately, that happens far too often for stuff that I don't care to know. I can imagine that other simmers have similar peeves... :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on February 25, 2011, 04:33:22 PM
Oh wow, thanks for this one.  :D That has always been incredibly annoying.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 25, 2011, 05:34:00 PM
I'm happy to help, ISZ. :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on February 25, 2011, 05:56:28 PM
Oh, yes, thank you from the bottom of my heart! Every time I "reset" a neighborhood, the darned pop-up messages just flood the screen, and when you have many, many families, you really don't want to see this crap all the time!

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 25, 2011, 06:04:54 PM
You're welcome, MaryH. If it hadn't been for you asking about it, I would probably still have that stupid, uninformative 'lost friend' message popping up at every inconvenience :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on February 26, 2011, 10:25:30 AM
Alas, I have to report that I found the "Better Notifications" version to in stead be a "Worse Notifications" mod: it frequently reports the WRONG household member as having lost a friend. I'm going to see if I can fix that.

ETA: fixed this issue now. Or at least, I hope so!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on February 26, 2011, 10:43:10 AM
Eh, no problem.

I am currently mired in the "upload-job-from-hell" (getting some stuff I downloaded eons ago ready  to try & "send" to the TS2 Graveyard site, as I see it's from a site they are looking for things from) & haven't been able to launch the game proper in months now. (I am also in a real "reach exceeds my grasp" thing as to what I want to get the game to do vs what I am capable of making it do, which has me rather depressed of late!)

I figure by the time I get my head back on straight, you'll long since have fixed any glitches you uncover!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on February 26, 2011, 11:50:00 AM
ZW, I wouldn't bother.  I gave them a link months and months ago to the complete hNote stuff that I uploaded for them on 4-shared (plus one or two other things) and they either haven't even downloaded it, or they haven't uploaded it on the Graveyard. 

I have loads of room at 4-shared for uploading old cc from forgotten sites, it costs nothing, and if it's in the public domain, people can find it if they really want it, so I honestly think you'd be better doing the same.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on February 26, 2011, 12:07:51 PM
Well, that's disappointing- but thanks for the heads up! After all the work it's taking to go through this stuff (it's pretty old & I need to check for compatibility with later EPs) I would have been seriously pissed if it was just ignored!

Think I'll take your advise & just "host" the items myself. At least that way I'll know it's available if others should want them!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on February 26, 2011, 12:10:39 PM
I honestly think that's the best thing to do.  If we all do our little bit to keep old but good stuff available, we can make a difference!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on March 09, 2011, 02:09:27 PM
On Leefish, CrabOfDoom made a request (http://www.leefish.nl/mybb/thread-1555.html): he wanted a mod that would allow ALL sims to ALWAYS make quick work of making their beds. The new BO - Quick Bedmaking mod should do just that! Find it in the top post of this thread (as always :)). Enjoy!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on March 12, 2011, 07:31:05 PM
On Plumbbob Keep (http://www.medievalsims.com/forums/), a new sims 2 website, Almighty Hat was looking for a wet nurse mod (http://www.medievalsims.com/forums/viewtopic.php?p=889#p889). Therefor, I've replaced the 'realistic' version of BO - Feed Baby with a new 'Special' version. This version still does everything that the 'realistic' version did, but includes a special construction that allows any Teen or Adult (even males, if you want) to become a wet nurse, and be able to nurse babies living in the same household.

Ready for the taking, right here (http://www.leefish.nl/mybb/thread-1247.html)! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on March 25, 2011, 08:22:15 PM
I've updated BO - Reward Catalog (http://www.leefish.nl/mybb/thread-913.html) to v1.32 !!

New books can now simply be deleted, WITHOUT the need to first deposit some points and then withdraw them again. That stupidity was all my own fault, but now I finally got rid of it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on March 27, 2011, 12:57:57 PM
Yet another update: just like the Special version, the non-auto version of BO - Feed Baby (http://www.leefish.nl/mybb/thread-1247.html) now ALSO includes wet-nurses ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 05, 2011, 01:15:11 PM
Now available: BO - Numbered Business Ranks (http://www.leefish.nl/mybb/thread-1662.html). Does for the Ranks of your Owned Businesses, what Phaenoh's Level Numbers added to Job Titles (http://www.modthesims.info/d/436793) does for job titles.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 06, 2011, 01:10:26 PM
Thank you for this! It will be helpful to sort out those silly titles they have in the businesses!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 06, 2011, 05:32:37 PM
And yet another nouveauté: BO - No Sim Loaded (http://www.leefish.nl/mybb/thread-1665.html), as requested by ZephyrZodiac. This mod is supposed to literally FRY "Token - Sim - Loaded" tokens. Once every two sim hours, it will check known sims for this token, and if it finds any, it will destroy them and report on the number taken care of. 'No report' means 'No tokens found'.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 06, 2011, 06:26:26 PM
I am wondering if it will speed up my game-it seems to slow down every so often-like it's searching for something, someone. I will try this out, for sure! Thanks!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 06, 2011, 07:58:24 PM
BO, it worked perfectly! :thumb:  The first lot I loaded, it fried 15 tokens, even though there are only three sims on the lot, so I assume any that were in other lots in the hood were fried too.  The next lot, it fried just 4, which tallies with the number of human sims.  Pets do get them, though it seems not as frequently.  They do cause the load screen of a house containing them to take a while to appear, if it's the first house you click after loading your game - I assume this has something to do with the game reloading some Pets stuff, as it doesn't happen if you load it after playing another lot.

It was brilliant not to have to exit my game in order to remove those darned tokens - I'm really grateful, and I would recommend that everyone tries this mod out.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 06, 2011, 08:57:32 PM
Ok, ZZ. I'm glad it satisfies your need so well. :)

My first lot loaded killed 16 tokens, which *I* assume where the sims on the lot, plus some of their acquantances (only 3 sims on lot, but they *do* have around a dozen friends between them). Although your assumption might also be correct, since the number of playables in that hood might also be around that same value.
The second lot showed only 6 kills, which matched the lot's occupants... (any friends they have are also known by the ones on the first lot).
The third lot took out another 4, which again matched the lot's inhabitants.

It's really a sweet little thing.

Now what would you say to a different version of this mod that ALSO kills attraction markers, lost fishing spots and broken pregnancy controllers? These three are all known as heavy time-consumers which currently require frequent visits to the Batbox. Wouldn't it be a blast, if they were fried autonomously in-game?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 06, 2011, 10:03:47 PM
(http://i112.photobucket.com/albums/n180/mesleepycat/smileyofferingchocolate.gif)  (http://i112.photobucket.com/albums/n180/mesleepycat/cookies.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 06, 2011, 10:44:34 PM
I'll take that as a 'Yes', Sleepy! :bow: Should I add a gossip-hunter as well? :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 02:20:33 AM
I think it would definitely be a plus - also the scenario controller, so the batbox would only be needed for emergencies, not every time you visit a lot.

As to the larger number of tokens on the first house, I think it's because all the tokens from my existing sims had been removed by me at some point, but there would have been a few generated in babies, which I hadn't yet got around to editing, when I went and loaded the transferred Desiderata, and then switched to Edge Town, and that's what caused the tokens to regenerate in each house, when I entered it, and not before.

All's good now, though - I shan't need to worry about editing Neighborhood Memory except when there is something I actually want to change!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 07, 2011, 03:57:34 AM
I put it into my game, and on the very first lot I loaded, it fried 158 tokens! Wowsa! On other lots, it  fried just a few-but I've got a lot of houses to play, so it will be a busy bee.
As to what you suggested below, the only thing I could think of that would improve it would be if it fried the memories and the gossip tokens that accumulate. That would lessen the batbox visits, for sure!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 04:51:28 AM
In fact, if all these oddities were fried, it would mean that unless there was a problem that needed batbox help, you wouldn't even need it conveniently placed, although I wouldn't not have it available somewhere, as there are times when a lot has a problem and the buy and build menus are disabled.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 08:35:00 AM
I have a better understanding now of what happens: the tokens are created at the moment you open up a household to play! And with the first household you open AFTER installing this mod, all these tokens on all known playable sims will be destroyed. After that, every time you open a household, new tokens will be made for that household only, and the Token Hunter immediately removes them again!

@MaryH: Yes, I've been thinking of also killing the boring memories, but that's a lot more complex. I *could* just blindly copy it from the batbox, but then if someone has a problem, I wouldn't know what's going on, let alone how to fix it. I wouldn't *dare* release a mod under such conditions. But in the end, it's indeed my goal to go that way. I'd even blow the Mystery Sim memories, when I'm sure I know what I'm doing! :bow:

@ZZ: Exactly! You would still place a batbox, but you'd just not need to click it as often, at least not for regular memory maintenance. Your game will do such maintenance for you, once every two sim hours! I suppose I could also make that 6 hours, now...
And you want me to pick out the scenario controllers as well, huh? I've never even bothered with those, but I would definitely look into it, considering the suggestion is yours, and I trust you to know what you're asking :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 07, 2011, 08:54:13 AM
Well, actually, I do have batbox on every single lot-and I check it before I start playing the lot live. I think what the game does is "preload" all the previous played sims, and that's why the number was so high.
After I played a few, it calmed down and just did a few on the lots-about the same number as the household and visitors at the time.
As for modifying or nuking the memories, I'm sure we'll be happy with whatever you can do-those 'mystery sim' messages can be converted to another form with a hack.
But I do have one request if you ever get into the hardcoding of the game: if you can get rid of that damned popup message that loads everytime you start a game in the NH view (this is AL): "It appears that you have not connected.." etc. You do that and I will literally worship you forever!  But I'm sure that it can't be removed without a lot of trouble and time that is better served doing other things!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 09:06:52 AM
Oh yeah, that popup annoys me as well, MaryH. So if I ever discover how to get rid of it, I'll most certainly share that knowledge with the world! Like you, though, I'm afraid it won't be that easy to do... I expect, this is a part of core code.

And no, the "preload" that you mention is NOT what happens... At least not for ALL previopus played sims, but only for the current household. After this first time, the numbers will NEVER be that high again, not even if you restart the game a week from now. The very first time after installation of the mod, it just finds all the tokens and crap that you missed on your latest visit to SimPE, that's all! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 07, 2011, 10:15:55 AM
It would be nice to have more 'clean up' actions done automatically, like nuking the attraction markers and gossip.  I wouldn't want real memories being nuked though. I prefer to clean up real memories myself. I don't always agree with what the batbox considers junk/corrupt memories.

if you can get rid of that damned popup message that loads everytime you start a game in the NH view (this is AL): "It appears that you have not connected.." etc.

Do you mean the annoying nag popup about not having attached all the subhoods?  if so, I have a hack by rez that gets rid of that. It was available at Simlogical ages back (not sure if it still is or not).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 10:30:22 AM
Sleepy, I hear you! I *was* actually thinking about killing ONLY the "met so-and-so" memories, which (from my perspective) serve no purpose at all, except filling space. Because I actually agree with you that some of the Batbox' clean-ups are a bit questionable as to their desirability.

But I think it could always be made configurable, somehow, so people can select for themselves which objects/tokens get auto-fried.



(Edited to elaborate.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 07, 2011, 11:44:50 AM
You know what my "secret desire" is? This is technically probably impossible: when you're playing a lot, and there's a group of people-besides your active sims-some of them do not move around, hence slowing the game down to a crawl. In my game I have to literally use the Insimenator hack "the deleter" to delete them off my lot as to get the lot running smoothly again. (I do have the blender in as well-the "trash can" is easier to find.)
You wouldn't happen to know of this problem and wouldn't know how to fix it besides the way I do it?
My idea is a hack that would scan the lot in question every "sim hour" and automatically delete those sims that are not moving at all. Of course the home lot sims would be exempt.
I don't have any "extra" hacks to bring visitors on the lot anymore (found out I couldn't handle more than the Maxis set up) but sometimes the ones that do show up just stand around and do nothing! Arggh!
The reason (besides my own selfish one) that it would tie in somehow with your work is that the hack you just released wouldn't have go around cleaning up all that trash! :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 12:00:10 PM
I know EXACTLY what you mean, MaryH... I only notice this 'Lumbering Juggernaut' behavior (sims not interacting and slowing down the game) on comm lots. When there's only two or three of them, my game becomes highly unresponsive and I must take action. I usually dismiss ALL townies, and then it stops. And for me it's fairly simple to get rid of them... I just shift-click them, select "Force Error" and choose delete. But that's a testingcheatsenabled trick, and not everyone plays their game that way.

I'm not sure, however, how a BHAV would register how long a sim has been inactive. That would be some heavy coding, making notes of where everyone is standing, and what they're doing...
Only if a sim is found in exactly the same spot doing nothing at every scan, then after two or three scans, putting them in Boiling Oil (effectively, frying them) would be a prudent counter measure.
But that kind of administration (creating more variables/tokens/whatever) is what I'm trying to prevent... I'm getting RID of stuff, not adding!

But I *do* agree that I long for a mod to notice/handle such behavior as well. Maybe that's something to think over for another mod... :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 07, 2011, 12:22:35 PM
Would any of this also prevent the issue where sims stop changing in and out of outerwear at the door? My sims regularly seem to stop doing that, and i get tired of seeing sins inside in thich winter coats, not ot mention the health risk my sims are taking by going outside in a snowstorm without a coat. I don't know what causes it exactly, i usually click some stuff on the batbox, usually the reenable controls, nuke stuck sfx or whatever and the scenario controller. Usually after a while the issue will be fixed on residential lots, but often not on community lots. Odd right? Anyways, i was just wondering is may it is the scenario controller or whatever, and there was talk about nuking that too.

By the way, just curious, what do attraction markers do? And what's the gossip thing, i've seen it on the batbox, but have never used that option yet.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 01:42:40 PM
I don't know what stops sims from changing into/out of outerwear, so I'm afraid I can't help you there, Pleun. I don't see it that often, but I know there are actually mods out there that cause this effect on purpose!

Attraction markers, they serve little purpose except to register that the sim was attracted to some other sim... It's a space filler, really. Sims with a lot of attraction markers in their memory circuits tend to slow down a lot a lot! (unintended pun). They also are a majort cause of Sim clinginess (where sims try to be as close as possible to other sims they are attracted to).

Gossip: whenever a sim does something significant (making a friend, kissing someone for the first time, falling unconscious, wetting themselves, becoming someone's best friend or enemy, to name but a few) ALL sims in the room with that sim get an invisible memory (gossip) of this occasion. They will use this when they gossip with other sims, so THEY also get these tokens in their emotional baggage. Sims with an enormous amount of Gossip will start to cause the same drag on your system's performance as sims with many attraction markers. And the more sims know of a certain fact, the faster it will spread, until your hood becomes quite unplayable.

So that's good reason to kill these buggers every once in a while. The batbox offers the options, but you must remember to press those buttons... My mod will do these things as soon as a lot has loaded, and then repeat it every so many hours, to make sure that your disk/memory usage stays down, and your system performance stays up as much as possible.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 07, 2011, 02:00:44 PM
Ah... So maybe that's why my game is starting to crash or freeze up a lot more lately? Who knew? Well you guys, lol. Interesting...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 02:05:39 PM
That may very well be the case indeed... I wonder what would happen when you installed my new mod (when it's finished) and ran your game for the first time... probably hundreds, if not thousands, of objects and tokens getting fried ... :ninja:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 02:46:12 PM
The worst thing for gossip is the drivers.... they just collect everyone's gossip and pass it on.

BO, I do think that the first time you load the hood and the token fryer comes into operation, it finds all tokens that are in the hood, since the family I first loaded was only three members, and I had previously checked them in SimPE, and they had no token -  sim - loadeds at all.  However, other families could well have had them, due to being played before installing your mod and not having been checked for the token in SimPE..  Since I closed down after playing a lot with 4 tokens, and then restarted later and played them again, only 4 tokens were found, which I think proves the tokens are only generated on loading a lot.

The scenario controller (awol headmaster) has been on the batbox since the beginning, and prevents things going wrong with the headmaster scenario (if anyone still bothers with it) but since it's a corruptible token, I always delete it, as I now always look for the nuke stuck-move-out option for my new graduates.  Move-outs do not always go wrong if I forget, but sometimes they do.

I'd suggest you add stuck kickybags, stuck bags of poo, and other batbox options, since a lot of people, even with the batbox, do forget to do that when something goes wrong.  If you know your problem is a stuck fridge tile, the batbox is still there to deal with it if you don't want to wait, but having them cleaned up automatically every so often would be a real help.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 07, 2011, 03:15:26 PM
a group of people-besides your active sims-some of them do not move around, hence slowing the game down to a crawl.

A wonky hack is usually the cause of that, from what I've seen & read.  I had it happen with the xxxsims2 woohoo everywhere mod and couldn't use it until after Chris Hatch posted directions on how to fix it.

Gossip: whenever a sim does something significant (making a friend, kissing someone for the first time, falling unconscious, wetting themselves, becoming someone's best friend or enemy, to name but a few) ALL sims in the room with that sim get an invisible memory (gossip) of this occasion.

One of the things I have learned from all the memory clean up I've done is that sims don't actually have to do anything in order to get gossip memories. The game will automatically give them random gossip memories (sometimes only one and other times a few) when you load their lot.  It (thankfully) doesn't seem to do it every time you load a lot but often enough to annoy me (when cleaning sims up to be packaged on their lot). Actually it may even give them some without you loading their lot.   :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 03:22:45 PM
The game certainly gives them random empty (0/0) relationships with all kinds of impossible sims such as the Poly-Tech - yet sims who get abducted don't get a *real* relationship.  Odd!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 04:58:08 PM
@ZZ:

1. Yup, that's what I was trying to say already: when you load your first lot of a hood after installing the mod, it finds everything on all households you've ever played in that hood. All those playable sims get cleaned up at once! I'm not so sure about townies and such, though, because then I'd suspect a LOT more garbage to be taken out. After that, with every next household in that same hood, you'll only find a "Sim - Loaded" token for each sim currently on lot, or maybe only for each household member. Which, as you say, indeed suggests, that those tokens are freshly created while the lot loads... THAT's what the token indicates... the sim has been loaded with the lot! Why the hell do we need a token for that?!?!?

2. I was indeed already considering adding the stuck move-out, kickybag, poo-bag, airplane and fridge-tile fixes. Not that I have ever had any of those myself, but I hear of the problems others encounter with them. Scenario-controller has been built into my newest version (not yet available) already. And if anyone knows anything else that happens a lot to them, let them please come forward. I don't really want to fix EVERYTHING (the mod would be monstrous!), but the things that happen the most to many of us, could really use a fix!

@Sleepy: What I've seen so far, seems to suggest that IF a sim decides (or is ordered) to gossip, and no gossip tokens are available to them, they will GET a token so they have something to spread. Apart from that, they indeed don't need to do anything, just be present when something happens to someone else, or hear about it later from yet another spectator. Gossip does come to the sim. I'm not yet convinced, however, that random gossip is assigned to them at lot load. But we will know, once the gossip hunter is included in this mod! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 07:27:13 PM
BO, townies don't get the token since they don't have a home.  Park benches and cardboard boxes don't count!!!!  Likewise, NPCs don't get the token, even, I think, if they are on the lot when you load it.

Sometimes, Pleun, problems with sims on owned comm lots can be solved with the batbox option to Unfreeze Visitor Motives.  You know if this is the problem, since the option only appears if the problem exists.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 07:49:15 PM
You're right, of course, ZZ... Only playables get THAT specific token, because they come with the household you open. But now I'm wondering about other stuff... because visitors CAN and WILL recieve other tokens, some of which would be subject to deletion... I just hope, those will also be taken care of, once my mod is that far.

I currently have a version in testing that does the dreaded Token, pregnancy controllers, lost fishing spots, and stuck fridge-tiles, kickybags, poo-bags and move-outs.
It also includes the frying of Attraction Markers, but that causes me some errors at present, for a reason I seem not to GROK yet. Everything else runs just spiffy!

I must see if I can get this thing to also work while you're visiting a comm lot. If so, then adding Unfreeze Visitor Motives would certainly be a plan, I suppose. Because Juggernauts are quite common in my game, too.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 07, 2011, 08:01:00 PM
So that's the "official" name of the problem? "Stuck Visitor motives"? Wow..I knew there was a reason for all those pixels standing around doing nothing but taking up screen space! :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 08:38:23 PM
Ok, update: Attraction Marker problem fixed!

Next step: add in Fried Gossip ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 07, 2011, 09:05:32 PM
Yes MaryH - I said owned lots, because as far as I remember, this problem really started with OFB, although it may have been around earlier, just not so noticeable - maybe it is worse with owned businesses because your sim tends to stay for longer, and also there are only a certain set of visitors that are generated for each business, so the same ones tend to keep returning.  Non-owned lots seem to have a much wider selection to draw from, even if you use the option on the VC to ban non-locals.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 07, 2011, 09:13:07 PM
Well I have problems not only on comm lots, but also just regular lots-after being automatically greeted, some sims will just stand there until an external force makes them move-like being called for dinner!  :rofl: That always gets them moving!
I'm waiting with bated breath for this newest mod..patience, patience.
I just wonder how come Pescado never thought of having an 'automatic' deletion type scan mod such as this? Dunno, and probably best not to inquire too closely, lest I get zinged by a pirate arrow!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 07, 2011, 11:21:54 PM
I think Pescado may be the type of person who wants to have control over his game in his own hands, not under the control of some automated mechanism. Still a bit odd from the author of BRU, BUY and the Sleepclock. But enough about people who aren't available on this board to speak for themselves! I don't want THIS thread locked by Sleepy or ISZ :)

I was kinda tired of hitting the batbox every few minutes to destroy stuff that annoyed me. That stupid black thing was more in my view than any of my sims. The less I need it, the better. Then I can bury it somewhere out of sight, only to be accessed in real emergencies. So that's why I'm doing this, triggered by ZZ's original request for killing the Sim - Loaded tokens.

BTW: I *still* want to kill the "Met so-and-so" memories. No others, just those! And I'll leave the "Met Mystery Sim" memory alone for those who want to use the "Wipe Mystery Sim" button on the box. Any objections to that?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 08, 2011, 12:34:52 AM
Having the "Met so-and-so" memories nuked, is fine with me.   :thumb:

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 08, 2011, 12:46:55 AM
2. And if anyone knows anything else that happens a lot to them, let them please come forward. I don't really want to fix EVERYTHING (the mod would be monstrous!), but the things that happen the most to many of us, could really use a fix!

Uhm, invisible sims? It happens regularly to me on dorm lots, and sometimes on other lots.

BTW: I *still* want to kill the "Met so-and-so" memories. No others, just those! And I'll leave the "Met Mystery Sim" memory alone for those who want to use the "Wipe Mystery Sim" button on the box. Any objections to that?

I'd be inclined to keep them. Maybe it's an option to make different versions, one with and one without?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 08, 2011, 12:58:41 AM
I'll seriously consider the invisible sims issue, Pleun, and hope it doesn't break anything. Because as far as I know, any sim you call on the phone, is also considered an invisible sim on the lot, and we don't want those to be 'fixed' too, do we?

Making a second version is indeed an option, or maybe I can think of some innovative way to make it configurable ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 08, 2011, 01:12:46 AM
I haven't seen an invisible sim at Uni, or anywhere else, since I patched Uni, way, way back....

As for Mystery Sim memories, since they only occur once per sim (and only certain sims, at that), it would, to my mind, be pointless to have a mod scan the entire hood for them every time it scans for the stuff that keeps being regenerated.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 08, 2011, 10:25:18 AM
Ok, I *would* like removing certain memories automatically. HOWEVER...

This mod originally was about maintenance; automatically removing stuff that causes the game to slow down or blocks the path of our sims. Memories don't do that, so I've decided NOT to touch them, because it's not really within the scope of this mod!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 08, 2011, 12:09:28 PM
Makes sense.  Once gossip and attraction markers etc. have been removed, editing in SimPE when you need to change something becomes far less of a chore.

Back to invisible sims, Pleun, I was wrong, I saw it once in Desiderata after moving a townie teen and child onto a lot.  They showed as in the house, but although I could click on objects and tell them to use them, they just did not appear.  Removing the NeighborhoodManager.package did solve the problem, although it caused a hood reset.  I'd already tried debugging the lot with the batbox, so this was truly a last resort, which just happened to work.  (The invisible sims I remember from Uni were more like eating, peeing ghosts....)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 08, 2011, 02:39:32 PM
Indeed, ZZ, and if one REALLY wants to kill those memories in-game, they can still hit the batbox.

Currently, this is what the internal description of "No Sim Loaded v.2" is going to look like.

Quote
Hunts down any "Token - Sim - Loaded", Attraction Markers, Gossip, Lost Fishing Spots, broken Pregnancy Controllers and stuck Kickybags, Poo-bags, Fridge-tiles and Move-outs. Also fixes Invisible Sims and Frozen Visitor Motives.

The only part not yet implemented at this time, is frying Gossip; that part needs some more work to integrate it in the least invasive fashion. But before I do that, I'm gonna test now if I didn't break anything. Wish us all luck ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pandaah on April 08, 2011, 03:32:12 PM
Sounds good and now I'm really excited.
I do want this mod :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 08, 2011, 05:50:19 PM
I'm wishin' and hopin'! I'm really excited for this mod..oh, and thank you, B.O, for doing this!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 08, 2011, 05:57:26 PM
Hope it all works fine, too!  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 08, 2011, 06:05:53 PM
It's no problem, friends... I'm doing this for *me* too, you know? I'm now finished, and this is what it's like:

On liveable lots (residentials, dorms, apartments) it runs oncve every sim hour, does a full sweep, and reports on the results.
On other lots, it runs once every 15 sim minutes, but does NOT look for gossip, and does NOT report the results.

There's one little snag, though: v.2 requires Cyjon's Smarter EP-check (http://drupal.cyjon.net/node/323).
Version 1 will remain available for those who just want the Sim - Loaded tokens destroyed.

In tests so far, it works miraculously :thumb:! Alas, at this moment, I can't get to Leefish, so I can't upload it. :( I'll let you all know when it's up!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 08, 2011, 06:09:15 PM
Do you mean that with Cyjon's check, it will work without AL/M&G?  Or that it will warn me somehow that it won't work?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 08, 2011, 06:15:07 PM
It should run for EVERY game configuration, ZZ, but it ALWAYS needs Cyjon's check to make sure that certain parts need to be done...

For example, if you don't have OFB or later, there's no way to check for gossip on unlinked sims. And if you don't have pets or later, certain pet-checks are not required (or even possible)... the mod needs to know about these things, and Cyjon's check is the best and most properly documented. I could also have used dickhurt's Game-edition add-on, but many people refuse to DL his mods because they require it too ;) And I don't really like the way he made it, either...
And the checker that Pescado has built in in his batbox, isn't that easy to use, and it even makes some mistakes...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 08, 2011, 08:47:32 PM
Wonderful!  You and Cyjon are really helping to make the game better and better! :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 08, 2011, 09:59:11 PM
Well, I'm going to be brave and download it (when it's available, of course!) without Cyjon's mod, because I have M&G, and it doesn't extend that far. Oh, well..I'm pretty sure it will work without it, because I don't have Pets or BV, but I do everything else.

Have a great night, B.O! Thanks for all the hard work!


Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Cyjon on April 08, 2011, 11:34:48 PM
Well, I'm going to be brave and download it (when it's available, of course!) without Cyjon's mod, because I have M&G, and it doesn't extend that far.

M&G = AL. There are very, very few code differences between the two so I don't bother specifying M&G specifically. I believe Bigger Bills was my only mod that had to be tweaked for M&G, and that because of the energy rebates. Smarter EP Check works for every game configuration.

And just to be clear, when a mod says it requires Smarter EP Check, that means it requires it. Meaning it won't work without it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 09, 2011, 12:56:52 AM
Ah, uploaded! It's in the same place as version 1, here (http://www.leefish.nl/mybb/thread-1665.html), that is :)

@MaryH: Cyjon is right... My mod doesn't KNOW you have M&G, unless it gets the chance to TEST that... and in order to test it, it NEEDS Cyjon's Smarter EP-check.
You can of course try to do without, and if you play with testingcheats off, you will not see any problems. But my mod will not do much! That's not brave... it's actually rather stupid, because you were warned!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pandaah on April 09, 2011, 04:19:04 AM
 :cele3: Yeah, thank you for making this mod for us lazy ones! (Lazy, as not constantly pushing the Batbox or SimPE.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 09, 2011, 05:11:11 AM
Oh, it's done! Yay! I will get that mod that Cyjon made..I knew that the engine is the same, but I take words literally, and when I saw the "up to AL" I didn't infer that it also meant M&G.

Thanks B.O! Off to get the new shinies!  :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 09, 2011, 05:21:25 AM
Pandaah, I don't think it's lazy not wanting to edit sims constantly in SimPE, and that was about the only way of temporarily removing those darned simloaded tokens.

Interestingly, BO, since removing them in SimPE prevented the lagging when I reloaded the lot, I would say that they cause no problems until you close the house and then for some reason, return to it.  Maybe the game trying to overwrite the original token corrupts it?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 09, 2011, 06:20:57 AM
That's my guess, too, ZZ. When the lot has been loaded, those tokens are created, and when the lot is saved, those tokens are stored... Then when you next load the load, the game engine tries to add that token, encounters one existing already, and then trips over its own eyebrows making heads or tails of such an odd occurence. And with one's eyebrows under one's feet, one doesn't get far very fast, does one? Now let's do the same thing for a larger household with, say, six or more sims, and one can see how the game starts to lag, tripping multiple times over the same issue!

Or at least, that's what *I* think happens.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 09, 2011, 07:20:03 AM
Snagged v2 (grabbed Cyjon's last night after you said it would be required).  (http://i112.photobucket.com/albums/n180/mesleepycat/smilie_girl_192.gif)

(http://i112.photobucket.com/albums/n180/mesleepycat/Thanx.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 09, 2011, 09:51:14 AM
BO, it was definitely worse, the more sims in the family - a single sim, and it hardly noticed, two adults and four kids and major jerkiness!

SC, I think you'll be pleased at the difference in your game, and anyone playing with LFOS will have a major improvement to their game.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 09, 2011, 10:10:40 AM
It works beautifully! Wonderful! No lag, no stuck sims, and I like your message- :)
Great work!
I and my simmies thank you!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 09, 2011, 12:20:26 PM
I'm sure glad I could be of service this way :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 09, 2011, 12:40:44 PM
I'm wondering whether I can dispense with noaplusspam?  I still use it, because it has still seemed necessary to prevent all those memories, but maybe not any longer?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 09, 2011, 12:51:13 PM
I have no idea, really, if my mod helps there in any way, but you could indeed try and find out, ZZ :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 09, 2011, 01:20:15 PM
Well, I might.... :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 10, 2011, 07:07:46 AM
I've upgraded "No Sim Loaded v2" to v2.01, which runs a full scan ONLY directly upon loading a liveable lot, and then reports on it. After that, it does a shorter scan every 15 sim minutes, just like on comm lots, and will no longer report what it finds.

Also, the shorter scan no longer includes the removal of Scenario Controllers, kicky-bags, poo-bags, move-outs and gossip.  (killing kicky-bags 4 times per minutes is very annoying if you have sims playing that game! :P)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 10, 2011, 10:27:29 AM
Thank you for the 'upgrade' of the mod-I didn't say anything about the reporting, but it was kinda irritating...but it faded away quickly enough. I don't like to criticize something that I didn't do myself and am dependent on someone else to make.  It always smacks of a sense of entitlement if I did that, so I am very hesitant to do any criticism of any hack/mod from anyone-especially when the mod/hack is "custom-made" on request! :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 10, 2011, 12:28:40 PM
Well, Mary, I appreciate your reluctance to criticise. I really do. :bow:

But honestly, if nobody would say anything, how would I know that something was disturbing people? In order to be able to make the mod as enjoyable as possible, a modder needs to rely on what the users say about it. If the users say nothing, the modder could only conclude that they're happy with what they have. That means the mod will not get any better... Better say what's on your mind! Who knows, maybe many people agree with you, including the author of the work ;)

In this instance, it started to annoy ME as well. But I only started to alter it, when someone (maybe ZZ in the other thread?) mentioned, they could do with fewer messages.

Anyway, I'm happy it agrees with you. Glad to be of service. :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 10, 2011, 12:32:34 PM
'Twas I...... :blush:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 10, 2011, 04:46:18 PM
I must say, though, that this mod has really made my game very enjoyable and actually more fun to play because the actions appear more seamless and 'natural' in the flow of the game. The pixels are quicker to move, and they do surprisingly well at keeping one on their toes! I don't now have to prompt them to do anything, and usually they'll get the hint if they're tired or in a frolicsome mood to do something unexpected. Like Olive Specter coming onto another sim like a freight train. Funnier than hell to watch an older woman seduce a younger man! She succeeded, and he reciprocated.
Now I can enjoy playing the game instead of just being a mouse button pusher!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 10, 2011, 05:03:27 PM
Wow, that's a very profound effect, MaryH. And it clearly indicates how much sims are hindered by all the junk that accumulates in their memory space. Clearly, we never used the batbox to its full potential. And now we no longer have to :P

Thank you for the report. I :love: such good news!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 10, 2011, 06:08:53 PM
I love the new version, BO!  As MaryH says, it now seems so much more fun to actually play the game, it runs incredibly smoothly now.  So here's a box of my favourite chocs, just for you!

(http://www.chocolate-christmas.co.uk/wp-content/uploads/thorntons-continental-chocolates-premium-gift-box.jpg)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 10, 2011, 06:55:12 PM
Wow, that's a neat box of goodies, ZZ. :bow: Thank you very much. I :love: it!

And of course, I'm also happy with your confirmation of the mod's great effect on the game :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 10, 2011, 06:59:11 PM
Really, everyone who plays the game should be aware of your mod and try it out!  Maybe you could even sell it to EA? :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 10, 2011, 07:04:23 PM
I've just posted this at GOS for the "Best Finds" list. Hope you don't mind the traffic!

http://www.digitalperversion.net/gardenofshadows/index.php?topic=10950.new#new
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 10, 2011, 07:07:57 PM
I'm sure BO will be delighted!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 10, 2011, 07:13:14 PM
I love it... More publicity! I wonder what Lee will think of all the traffic to her system... I have one request though, MaryH/Fran: if you can edit that post, will you please change my name? I'm not "Boiling Oil", I'm "BoilingOil" (no spaces) :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 10, 2011, 09:35:57 PM
Ok, BO! I will go change the post...I can do that much, at least! :cheese:

I did edit that post, but I had to explain what this mod did, as well, in another thread. I hope I explained it well enough:
Quote
It takes out all the "excess" tokens that load up in the game when you're playing a lot-sims  have excess crud in their memories and stuff like that can slow down the game considerably.
It is a "behind the scenes" type of token remover like the batbox-and I've played with it  in the game, and it just really does a wonderful job of removing stuff that can and will slow it down. My game is now far easier to play and watch.
For instance-when you have a certain number of sims on a lot, the lot will play slower-because of all the sims' accumulated tokens. This will remove those and make them move easier and with far fewer instances of "frozen sim" problems. They will interact and move faster and easier with this mod in.

As far as I can tell, (and I have a very heavily modded game), this does not interfere with any of the standard mods-ACR, Pescado's hacks, Two Jeff's or anyone elses. It is a small, and invisible mod that is just supposed to make the game easier to play. I think it's a great and long overdue mod!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 02:27:24 AM
BO, I hate to mention this, but the last lot I loaded remained jerky even after your mod had clicked in.  I eventually, after trying everything I could, like forcing errors, decided to quit and check in SimPE.  The dog still had a token - sim - loaded (they don't always get them, but when they do..... :rolleyes: ) so I wondered whether the mod is checking pets?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 05:17:00 AM
@MaryH: I don't understand why you're required to describe anything: you give them a link to an open board where they don't even need to register to post, let alone to download or read.
Anyway, your description seems accurate enough to me. Thanks a lot!

You won't believe it, but over the last four days, "No Sim Loaded" has been DL-ed nearly 100 times, and is now my second most popular mod. Only "Feed Baby" has been DL-ed more often, but that took about a month!

@ZZ: I wasn't sure if it also checked pets for "Token - Sim - Loaded", but now we know, obviously it doesn't! I think I know what to do about it, though... ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 06:13:25 AM
Brilliant! :popcorn:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 08:22:48 AM
All users of versions 2 or 2.01 are now STRONGLY advised to re-download! Those versions contained a critical bug which prevented births from playing out properly. As soon as the sim has given birth, she's no longer pregnant, but the controller is still needed to trigger the Name-giving dialog and the re-enabling of all controls. Old versions of the mod would remove the controller just before that, thereby breaking the required sequence of events. Version 2.02 performs the check for pregnancy controllers ONLY directly after loading the lot, so it can no longer interfere.

I've also changed the main scan, to hopefully also include Pets in the test for "Token Sim Loaded", but I'm not sure if it will do... More work might be needed later.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 11, 2011, 08:31:30 AM
Evidently some people don't understand the mechanics of the game well enough to know that the tokens load with the lot, and that they can slow down the game.
Now I go off to re-download the v2.o1! Thanks for the update!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 09:05:28 AM
The problem, I think, is not the initial tokens loading when you first move your sims into their house, but with the game attempting on the next session with the house, to write new tokens, which seems to trigger problems.  I used to delete them in SimPE on a regular basis, although occasionally I would forget, but I got so sick of having to do it that I asked for help in getting rid of them in game, and BO kindly agreed to do this for me - and, like Topsy, the mod *growed and growed*!

BO, thanks for doing something about those darned dogs and cats! :smile:  (They are such a pain, they already cause lots they live in to hang when you try to load the lot if it is the first lot you enter after starting your game, I have no idea why.....)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: lovestainedheart on April 11, 2011, 10:37:33 AM
I was just coming to report the pregnancy issue, but lo and behold you have already fixed the problem. Thanks for your quick work and this awesome mod. On the first lot I loaded it fried over 3000 tokens. I am in awe and can't believe that my game will run a bit smoother now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 10:55:13 AM
Believe it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 12:28:51 PM
@lovestainedheart: over 3000 tokens?!? Goodness, that's quite massive indeed! I suspect it took a while before that report came up!

I suspect you never did much cleaning-up in that hood ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 11, 2011, 12:36:28 PM
When i first used version 1, only 15 tokens got fried. However, after using version 2 for the first time, well over 10000 tokens got fried. Yes, that's well over 10k. Not a typo. :omg:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 12:45:23 PM
:omg: We're talking big numbers, here! That's a massive collection of gossip you had bottled up inside those funny little pixel people there!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 03:14:43 PM
Pleun, I don't think from what you have written, that you play many households, so 15 token - sim - loadeds on the first use of the mod would probably be fairly normal.  On the other hand, had I not regularly cleaned them up in SimPE, with a total of around 60 playable households, I dread to think how many would have been found in my game!

10,000 attraction markers and gossip, etc.  WOW!!!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on April 11, 2011, 05:45:52 PM

Snagged v2.2.  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 11, 2011, 07:26:14 PM
By the way, BO, I did quote your advice for re-downloading the mod at GOS, so that they do know it's been updated.
They're happy campers. So am I, as soon as I get into my game again-I tried out an older hood, and there's no problemos at all...love it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 09:13:27 PM
Happy Campers, you say? Don't you mean frantic lunatics? In only 5 days since uploaded version 1, I've had 146 downloads already... none of my mods have ever been this popular so damn fast!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 09:16:13 PM
Well, this one does what it says it will do, and without any effort, and without, from what I can see, any conflict problems, so word gets around....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 09:47:55 PM
I thought that so far, the same could be said about all my mods... some have had issues, but they were usually solved rather fast.

No, I think this mod is much more NEEDED than anything I've done before. Its been far too long before someone finally started to actively and autonomously take out the trash. And you triggered it, ZZ!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 11, 2011, 10:11:35 PM
But, look at it this way, this isn't by any means the first time I've mentioned the problem, and you were the one to respond and do something to sort it all out!  (And if I've noticed the problem with the loaded tokens, then I'm quite sure I'm not the only one to have found them frustrating in the extreme!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 11, 2011, 10:40:25 PM
Indeed, I'm aware how often you've mentioned the crime of having to deal with "Token - Sim - Loaded". I was still a Drooling Diaperfiller, when I first saw you mention it. And I can't imagine that anyone else would NOT have noticed the same kind of trouble with it - except for the much mentioned JMP who wouldn't touch it, of course. But I'm sure he believed he had solid reasons for that.

It's just recently, that I got confident enough to touch codes such as "Set To Next" and "Manage Inventory" which were heavily required for a problem such as this. Otherwise I would have done something about it a long time ago! ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 12, 2011, 01:16:59 AM
Well, it was a long time ago that I mentioned it to Pes, and as you say, I'm sure he thought the tokens were necessary, even though I told him that deleting them broke nothing.  (But what would I know.... since I'm not a modder, and therefore my opinions and researches are not to be believed.... at least by fish people.  *wants a sarcastic comment emoticon*)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 12, 2011, 03:56:04 AM
I've always believed that the game's code could have been tweaked even far more aggressively than was done by others-but they were under the false impression that the internal code was clean. Now that we know that it is not, perhaps there are other areas than can be tweaked even more. Not that I know of any, but this is definitely a good step in the right direction, and one of the most basic ones that should have been dealt with a long time ago.
I always knew EA did not do a very good job with their coding even for this "classic" and now that their eyes are on the newest games, they probably won't mind others doing their job for them!
There is always room for improvement on games, and some people possibly think that just because this is a older game that has been "abandoned" for all intents and purposes that it shouldn't be bothered with or improved on. I disagree heartily with that idea and am very happy that you do also!
I'm also happy that my fellow GOSlings are downloading this at such a rate. They might be lunatics, but they're smart ones!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 12, 2011, 07:25:15 AM
I think what EA has always failed to recognise is that, unlike most other games, The Sims has always, from its inception, had a core of loyal fans who spend a lot of time with the game, and are not like the people who buy a game, play it for a week, and then give it away or swap it for another one.  Once you've bought every EP and SP for Sims 2, they've probably had around 200 quid of your money, so simmers in general are a more profitable source of continuous revenue than people who sell their games on - OK, they might then buy another game, but the game having been sold on E-Bay etc., is totally lost profit to them.  I know some people play The Sims and then sell it because they don't like it, but they don't usually buy the whole set before making that decision.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: lovestainedheart on April 12, 2011, 08:17:03 AM
@lovestainedheart: over 3000 tokens?!? Goodness, that's quite massive indeed! I suspect it took a while before that report came up!

I suspect you never did much cleaning-up in that hood ;)

I've never done any clean up in any of my hoods. This hood is actually just a baby (only playing about 10 families for 49-56 sim days each). I should load up my previous hood with ~40 families that I had been playing for almost 300 sim days each. I bet I could have your mod screaming in pain. :)

It didn't actually take long for the report to come up either, mere seconds after the lot was loaded it popped up.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 12, 2011, 11:21:29 AM
I also am starting to believe that your mod not only makes the game run better, but also (and I haven't proved it completely yet) that it loads faster than it did before it was put in.
So it's doing double duty!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 12, 2011, 11:47:39 AM
Exactly, MaryH! Once you've loaded your first lot in any hood, that whole hood is cleaned up, and all the "Token - Sim - Loaded" objects are removed, including the tokens that were just created a few moments before. Those tokens were the cause of slow loading (because the game had trouble rewriting them every time), and since they're now extinct, lots load faster.


And now for something completely unrelated!!!

Update: The mod BO - ButlerIsNoNanny (http://www.leefish.nl/mybb/thread-910.html) has been significantly altered, although it's function hasn't changed. The odd reset behavior of the previous version has now been killed, although replacing the old version will still cause the same issue. Strictly speaking, if you already have the old version working for you, you do NOT NEED to re-download, although you CAN ;)

And two new mods have been added to the same page:

BO - BNS - No Cooking, which prevents Butlers, Nannies and Servos from ever autonomously cooking meals. Should work for ALL games!
BO - BNS - No Feeding, which stops Butlers, Nannies and Servos from autonomously feeding babies and toddlers. Should also work  for ALL games!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 12, 2011, 01:29:23 PM
BO, simsfreq didn't get a pop-up when loading a new family, and neither did I.  Is that normal?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 12, 2011, 02:28:04 PM
When a new family has been just placed in a house, I think there is nothing to find! And if the mod finds nothing, it also reports nothing. Totally harmless and perfectly normal, if you ask me! :D

And again for something totally unrelated:

I've now updated BO - Feed Baby (http://www.leefish.nl/mybb/thread-1247.html) and made it modular. The main mod simply allows breast-feeding for the mother only! But now there are special Plug-ins (http://www.leefish.nl/mybb/thread-1679.html) to add Nursemaid functionality, and to adjust the behavior for Butlers, Nannies and Servos accordingly.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 12, 2011, 04:27:45 PM
So, the pop-up should appear normally on an older lot?  It didn't on the lot I'm currently playing, but that's probably because I absentmindedly turned my PC off (thinking it was off and I was turning it on) while the game was temporarily on hold, luckily saved), but I did save the lot, exit and reload, and still no pop-up, or at least, if there was, it was too fast to see.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 12, 2011, 06:09:08 PM
Yeah, that may happen, too. I've seen it myself.

If you re-open the lot that was LAST saved, it seems there will be nothing to clean up. Still, that should be nothing to worry about. :)

But I'll keep an eye on it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 13, 2011, 03:59:45 AM
I´ve tried the latest version of Token - Sim Loaded. While there were no problems in the first neighbourhood I played,  I´m getting errors all the time in the second one. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 13, 2011, 04:41:11 AM
I read two of  your reports-I noticed that you have "testingcheatsenabled-true" as a line. I wonder if that is the reason for it?

"testingCheatsEnabled = true"
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 13, 2011, 05:56:52 AM
@za1susi: You're not using the latest available version (v2.02) of "No Sim Loaded". I would suggest a re-download and then try again!


@MaryH: with 'testingcheatsenabled = false', you can't get error-logs. So, when you *do* get an error-log, I think it will ALWAYS say "testingCheatsEnabled = true". So, alas, that's nothing to build any assumptions on :) And the first 'hood gave them no problems... it's something in that second 'hood that's wrong, and my mod trips over it...


EDIT: response to za1susi drastically altered, based on closer examination of the error-logs.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 13, 2011, 08:00:22 AM
I'm confused.  How do you get an error log if testingcheats is not enabled?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 13, 2011, 11:13:06 AM
I´ve redownloaded your mod and it´s dated 11.4.2011 17:06, like the one that I´ve already in my downloadfolder. But I ´ve replaced it,  deleted the cache files and tried again, but it doesn´t matter which lot I try to play in this neighbourhood  I get this error every 15 seconds. Could it be that this neighbourhood is too big ? There are nearly 1600 sims ( dead and alive ) in it?

Here are two new logs from the last session.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 13, 2011, 11:34:21 AM
Why not temporarily remove version 2 and put in the one that only deals with token - sim - loaded (ie the original mod).  You may well have over 1000 such tokens in your hood, but once they are gone, you will only get them for the lot you are playing, and the mod will remove them next time you play that lot (and the same for other lots).  Then use the batbox (FFS Debugger from More Awesome Than You) to delete all the gossip in your hood as well as attraction markers etc.  Once you've done that, you may find the later version will work.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 13, 2011, 11:55:02 AM
@zephyrzodiac:  I´ve tried  all that yesterday but it  didn´t  solve my problem. I don´t know what else I could do to fix it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 13, 2011, 12:07:00 PM
Ok, I've downloaded the current v2.02 myself now, to see what's different from the version I have stored on my backup drive as v2.02.

I'll get back to you as soon as I know more. So far, from your error logs, it seems like the BHAV "Token Hunt" thinks that spiral stairs, food plates, and painting easels are people who have gossip to delete. That should not be happening unless there's something horribly wrong, so I sincerely hope to find out what makes my mod think that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 13, 2011, 12:39:11 PM
@za1susi: I'm attaching a test version. This version is NOT such a good cleaner, but at least it should not run into trouble. Please try this on one or two homes in your hood, and SAVE those lots after the popup has appeared.

If it still goes wrong, I need to have another error log (1 will suffice). If it goes well, you can put back v2.02 and try THAT again. If you then still get errors with v2.02, I need to know that too, ok?

Maybe that helps me make a better v2.03

(EDIT: attachment removed)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 13, 2011, 03:30:00 PM
I´m starting testing now and will be back to inform you as soon as possible.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 13, 2011, 07:16:26 PM
Ok, I'll wait patiently for the results, and in the mean time start with the creation of an experimental version for you... Because v2.02 doesn't cause any trouble in my hoods, it's hard for me to test if this experiment will work better, though. So that will be your task... later on ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 14, 2011, 03:30:18 AM
Sorry that I wasn´t able to report back earlier but it was late for me and I needed a few hours of sleep.

The testversion works fine for me, no errors at all. Unfortunatly v2.02  is still giving me errors in this neighbourhood.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 06:07:20 AM
Ah, thank you. Then we can now be sure that your 'hood is somewhat cleaner, and whatever problems there still are need a different approach ;)
And don't worry about it taking a few hours, I needed to sleep, anyway ;)

I would like you to make a backup of that hood as it is now, and then try the experimental version that I'm attaching here... Let me hear how it works out, please ;)

(EDIT: attachment removed)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 09:38:14 AM
There's another addition to my arsenal: BO - Bottomless Bottle (http://www.leefish.nl/mybb/thread-1686.html). This is a revision of Inge Jones' Simlogical Bottomless Bottle, compressorized for a smaller filesize, and finally fills up the baby's or toddler's Hunger bar *completely*. It's also recognized by the Nursemaid plugin's for my Feed Baby mod. It *replaces* Inge's version and has the same GUID, so there can be only ONE!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 14, 2011, 11:44:44 AM
Ah, thank you. Then we can now be sure that your 'hood is somewhat cleaner, and whatever problems there still are need a different approach ;)
And don't worry about it taking a few hours, I needed to sleep, anyway ;)

I would like you to make a backup of that hood as it is now, and then try the experimental version that I'm attaching here... Let me hear how it works out, please ;)

Thank you so much for creating  this special version for me.

I´ve downloaded the new testversion now and will try it as soon as my children are in their beds and my husband has finished his computergame.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: lovestainedheart on April 14, 2011, 11:53:30 AM
I hate to make assumptions or accusations but lately I've noticed that when the bubble pops up saying it fried tokens and I get "removed 1 bad object" or whatever it is that it says the object is totally deleted from my folder and no longer appears in buy mode. I'm not sure what else could be causing this and only seems to happen when I get that message. I'm just glad I have a backup of my folder or I might be really upset about this.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 12:00:48 PM
@za1susi: Don't worry about it, za1susi :D While we're running tests on your problematic hood, on the side we're also improving the next version of this mod that will later be available for everyone else ;) So we're all going to profit from the situation. Thank you for helping me sort this out. :bow:

And don't worry about how long it takes, as I have plenty of time until I run out :ninja: (which, I hope, won't happen for many more years :P)

@lovestainedheart: if you have read the description properly, you'd know that the mod also fries the "Scenario Controller". That thing is considered a Bad Object, just like Lost Fishing Spots, and Broken Pregnancy Controllers. Almost all lots you load, will sport some kind of Scenario controller, but most lots do not always have any of the other Bad Objects.

So every time you see that I fried 1 Bad Object, you can rest easy, knowing that it was a Scenario Controller that got removed from the lot, NOT some object removed from your downloads folder... because I can not write mods that touch actual files on your harddisk ;)

BTW @ all reading this: The next version will speak of "Controllers" in stead of "Bad Objects", and it will separate "Gossip" from "Tokens", and say that "BO denied  # Rumours" in stead ;)

Something like this:  "BO fried 14 Tokens, trashed 2 Controllers, denied 273 Rumours and fixed 7 Sim States ;)"
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 14, 2011, 12:46:53 PM
LSH, if you are losing objects from your Downloads (ie they are no longer appearing in your game, and no longer exist within your Downloads folder then something else is causing this.  I'd suggest you run a scan with the Clean Installer to check that they are actually gone, and not *empty packages* - this does occasionally happen when you download something and the .zip or .rar has been corrupted.  Also check with Windows Search for files ending in .package.package and remove the second .package.

If neither of these things helps, then try running a virus scan.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: lovestainedheart on April 14, 2011, 01:38:26 PM
I guess I just panicked when I saw "1 deleted object" and the bed was totally missing from the game. I'm used to custom objects reverting back to whatever item they were cloned from. I realized after that it was a Maxis EA Store item so it wasn't actually cloned from anything. That explains why it just totally disappeared from the lot. I did run the clean installer and no empty packages haven shown up. I'll keep looking into the issue. I should have known it wasn't your mod, BO, I just got carried away. No hard feelings I hope! More clarification on what exactly its deleting in the pop up is a good idea though. I did read everything about the mod, but as is the case with a lot of things it just didn't stick in my brain. We can't all be living sponges after all...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 14, 2011, 06:05:37 PM
I cannot see why any object, either a store item, a default item, or custom content, should just disappear from your lot, unless you personally deleted it.  It's actually quite easy when you are scrolling through the catalog, if you are distracted, to click on the delete arrow, but the pop-up should warn you in time to prevent you deleting it, so if it is happening while playing the lot, I'd suggest you try the Force Errors option with the FFS Debugger from Maty.  I do remember back with NL there was a problem with disappearing hot tubs, so this could be something similar.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: aussieone on April 14, 2011, 06:18:51 PM
All users of versions 2 or 2.01 are now STRONGLY advised to re-download! Those versions contained a critical bug which prevented births from playing out properly. As soon as the sim has given birth, she's no longer pregnant, but the controller is still needed to trigger the Name-giving dialog and the re-enabling of all controls. Old versions of the mod would remove the controller just before that, thereby breaking the required sequence of events. Version 2.02 performs the check for pregnancy controllers ONLY directly after loading the lot, so it can no longer interfere.

I've also changed the main scan, to hopefully also include Pets in the test for "Token Sim Loaded", but I'm not sure if it will do... More work might be needed later.

I was playing a lot with version 2.01 and a pregnant sim gave birth. I played for a few more sim hours and then saved the lot and shut down the game. I noticed you telling people to update the mod to version 2.02 which I did and then loaded the game and the lot that I was playing with the previously mentioned pregnant sim. The baby is no longer on the lot and also doing a search in SimPE failed to locate the baby either. It seems the baby never existed and neither did her pregnancy. Is this what you are referring to in regards to the pregnancy controller problems in version 2.01 or is this an entirely different issue?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 07:31:08 PM
I think this may indeed be the result of continuing to play with v2.01, aussieone. What happened is probably this:

Because the pregnancy controller got deleted prematurely, the birth sequence wasn't properly terminated. I think you never got the pop-up to name the baby, for example. Or if you did, the controller was deleted while you were naming it. So the baby wasn't fully registered, and when you saved and exited the lot, the baby wasn't saved with it.

I'm so very sorry this has happened to you. I feel awful about it, really, because there's no way I can make that up to you. :blush: :walls: That poor li'l-un got completely lost :cry:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 07:35:46 PM
I should have known it wasn't your mod, BO, I just got carried away. No hard feelings I hope!

Of course not, dear. I wasn't taking offense or anything. I can understand how you felt a bit of panic for a moment and tried to find a plausible reason for the mishap. No harm was done, at least not to me. I've learned now that I'll need to be much clearer about the functions and purpose of my mods from now on.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 14, 2011, 07:49:50 PM
Thanks for the "bottomless baby bottle", BO-I am never without that one hack in my game..those nannies drive me nuts (and yes, I did get your other mod about them, too!)!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 08:18:42 PM
I'm glad I could be of service, MaryH.

That's becoming quite a nursery-theme now, isn't it? The Bottle, Feed Baby with Nursemaid and NPC plug-ins, separate mods to limit the damage done by Butler, Nanny and Servo when there are kids around. Is there anything else we need in that department?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: aussieone on April 14, 2011, 09:00:33 PM
Don't worry about it BO, at least the cause of it was what I expected and nothing more sinister, such as an impending BFBVFS for the neighbourhood.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 14, 2011, 10:18:40 PM
Your being able to be philosophical about it makes me feel a bit better, dear. I hope we can prevent any more harm from coming to your hood. ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 15, 2011, 05:14:53 AM
@BoilingOil: I´m glad to inform you that the last testversion is working without any errors for me.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 07:02:17 AM
Cool, za1susi! Thanks for testing that and letting me know :bow: Did it clean up a lot of trash, directly after installation?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 15, 2011, 10:17:55 AM
I thought it would be a good idea using a fresh copy, from the backup that I made one week ago, to test how this version is working. On the first lot I opened it killed 135 Tokens and 308 Rumours.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 11:01:21 AM
Ah, well that's very thoughtful of you... simply retrying where v2.02 failed! Thank you very much for your help! :bow:

So that means I can now upload v2.03 as a working version. After all, it DID clean the only known problematic hood so far :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 15, 2011, 11:36:11 AM
There was mine....

One thought about both the disease tokens and the pregnancy controllers.  I know from experience that TJ's option on the Blender works fine for removing pregnancy controllers, even from pets, so is there really a need for a universal scan?  As to disease tokens, maybe one scan on initially loading the lot, and then let nature take its course?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 12:10:41 PM
ZZ, maybe you missed that part, but v2.02 DOES only scan pregnancy controllers on lot load now, because checking continuously caused pregnancies to break in v2.01! And it does NOT check on disease tokens at all! It never has, and if I have anything to say about it, it never will! I know the Blender does a good pregnancy check, but I think it's neat if you don't need to remind youself to check that all the time... The less clicking on utilities the user has to do, the more time they have to play! ;)

Also, when I'm uploading v2.03 in a few moments, I will make the description a LOT clearer on what exactly it is this mod does. Because I've realised that the description has been lacking in that department. My apologies to all of you for that!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 12:54:53 PM
Ok, v2.03 is now up (http://www.leefish.nl/mybb/thread-1665.html), and I hope the description is much clearer now. The mod ONLY does what the description tells you it will do, nothing more, nothing less.

@za1susi: I think you would want to pick up the new version, too, because there was still a tiny mistake in the experimental version: If ONLY gossip was found, you would not get a report!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 15, 2011, 01:09:58 PM
Thanks BO, I think I must have missed that.... but something caused those disease tokens to misbehave.... and they haven't misbehaved since I removed the updated version and put the original one in instead.  Very odd! since before I did that, every lot I entered had a sick sim come home from work.  (Oh, and I ban all visitors from the lot when that happens, and also ban plague, so it's only work or school where they can get sick.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 01:23:34 PM
ZZ, I think this sickness issue may have been a different aspect of what made za1susi's game throw up all over v2.02. V2.03 should cause much less issues, because I've been even more careful.

And if there are still problems, I hope to hear about them, so I can try to fix it ASAP!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 15, 2011, 02:08:35 PM
Right, I'll try it next time I play.  And yes, I think the two problems were somehow connected, too much of a coincidence otherwise, I think.  May also explain why the game used the same first name for the adopted toddler, not that that was a problem, the blender does a perfect job these days, simple and straightforward.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on April 15, 2011, 02:26:26 PM
I'm going to get the latest version of the mod (of course), but I thought I'd let you know that your advice to defrag your computer is probably the soundest piece of advice one could get. I have to not only defrag my computer every other day, I also use the the compressorizer to reduce the file sizes of all the characters in the game before I do a defrag. I also reduce the file sizes of the lots once in a while with Mootilda's nifty program, the lot compressor.
I've been advising people to do this forever, and nobody seems to take it seriously-but I've done this for the last 2 years and I think it's made a difference in the game. Of course now that you have done this mod, it will reduce the file sizes even more.
Why should one put up with bloat, even under the "kindly" auspices of EA? They weren't the perfect coders, as witness the hundreds of hacks one can use to make the game better and easier!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 15, 2011, 02:35:02 PM
You're absolutely right about that, MaryH. I was rather late to get acquainted with the whole TS2 scene, so tens of thousands of mods existed already when I started.
Yet here I am, adding even more! And there are still people looking for other things to be fixed!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on April 15, 2011, 03:31:59 PM
Ok, v2.03 is now up (http://www.leefish.nl/mybb/thread-1665.html), and I hope the description is much clearer now. The mod ONLY does what the description tells you it will do, nothing more, nothing less.

@za1susi: I think you would want to pick up the new version, too, because there was still a tiny mistake in the experimental version: If ONLY gossip was found, you would not get a report!


Thank you for the information, I´m going to download it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 17, 2011, 02:42:01 AM
I have no idea if any of these are remotely possible to be related to your mod, but i figured i'd post them here so you can decide. I had 2 issues with sims visiting coomunity lots and not finding things as they should be.

Firstly, something i noticed in the Edwards family. Btw this is the same family that had the problem with the baby not born properly before. Claire had gone to work, driving in her car. Then Blake went shopping for some summer clothes, and while at the community lot, the game either froze or crashed, i don't remember. This happens sometimes, not the issue. So now when i load the Edwards household, i have blake arriving in his car, as he should, but Claire is at home in stead of at work, and her car is not there. Could this have any relations to your mod? Or could it be due to some other mod, or ever the custom car she had?

Secondly, Sharon Wirth, now living in an apartment, went shopping for some summer clothes as well. She had leftovers in the fridge, and when she had gotten back from shopping, the leftovers were gone. Again, could it be due to your mod, or another mod, or it being a custom fridge? Haven't noticed any problems with that type of fridge before though.

Anyways, since both issues seem potentially connected to the visiting of community lots, and i have no idea what could be causing it, i thought i'd post about it, so you could tell me if this could be related to your mod or not.

PS. This was with version 2.02, i'm installing 2.03 now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 17, 2011, 03:33:03 AM
I played last night with 2.03 installed, and didn't come across any problems although one lot was still jerky - I think maybe one of those attraction memories that don't get deleted - it very often is one of those that causes problems when the sim loaded token is ruled out, as of course, it now is.  I know I clean them up whenever I check a family in SimPE, but if I check them and then play for a while and someone throws a party, to which they are invited, they can, of course, get replacement attraction memories!  Looks like I'll still need to clean up a bit in SimPE!  (OMG, 60+ families!!!!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 17, 2011, 05:58:36 AM
@Pleun: These are things that indeed could or could not, be connected to my mod... They could also be indicative of a reset and some flaky custom object... There is no way to know for sure.

For example: if a reset occurs while your sim has taken their car to work, then after the reset, your sim will be home (and miss a day's work and possibly get in trouble) but his car may indeed be missing. The car isn't related to where the sim was.

I'm not sure what to make of the missing left-overs, though. It's indeed hard to tell whether my mod is responsible for that... It shouldn't happen, but with v2.02 I suppose it could have been possible.

@ZZ: before v2.03 was released, I promised you that in the next upgrade, Attraction Memories would also be handled. Reading the following quote from the description (@ Leefish), I think I may have delivered on that promise...

Quote
Update, April 15, 2011: Version 2 has now been updated to v2.03:
On initial lot load, this version will check and report on the following:
1. fried Tokens, including: Token - Sim - Loaded, Attraction Markers and Attraction Memories.
2. trashed Controllers, including: Scenario Controllers, broken or expired Pregnancy Controllers, Lost Fishing Spots and stuck Move-outs, Fridge-tiles, kickybags and poo-bags.
3. denied Rumours, being Gossip.
4. fixed Sim states, being Invisible Sims and Frozen Visitor Motives.
If there's nothing to fix, there will also be NO report!

After the initial scan, it will go into background mode, and only check for Lost Fishing Spots, Attraction Markers, Attraction Memories, Invisible Sims and Frozen Visitor Motives. There will be no reports while the mod is in background mode.

Of course, it's very well possible that there's yet another flaky thing that we're missing, though... I can't be sure of that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 17, 2011, 09:17:34 AM
Well, the last lot I played went pretty smoothly, so maybe those attraction memories are being deleted!  Now, how about missing homework caused by a passing jogger stopping to do exercises right in front of the school bus?  One teen lost hers completely, even from her macrotastics menu, the other lost hers, but it's still in her menu!  (It's always worse when a house is pretty close to the sidewalk.)  I don't mind them losing homework completely, since they can soon make it up again with Inge's homework table.... but I hate it when there's supposed to be some, and it isn't there....!  Sometimes, the poor kid it happens to gets the want to do homework, and if it's a Friday, they keep rolling that want all weekend.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 17, 2011, 11:01:28 AM
Interesting idea, ZZ! Thank you for mentioning it :bow:

I'll start with checking out the "Work state" option on the batbox (since that's supposed to handle school and homework as well, if I recall correctly), see if it gives me any clues. If anyone has any other places where I could look for info, let me know, please.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 17, 2011, 04:14:02 PM
I'm sure quite a lot of people are sick of the missing homework.... this pair had been extremely good previously, always going straight to their bedroom to place the homework.  Just takes one stupid jogger, or having a second visitor shoving to get off the bus!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on April 18, 2011, 05:49:41 AM
ZZ, when this happens, have you ever tried to let them do their homework with Monique's computer? I don't use it regulary because it's too much like cheating (too easy) but they simply just go to the computer, write for a few seconds and the homework disappears whereever it is.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 18, 2011, 05:56:02 AM
I never used the computer.  I do use Inge's homework table, but that doesn't deal with the missing homework, although it does get their grades back up.  I do try not to use *cheaty* things when I can, it isn't so much that the homework has gone, it's that the macrotastics box can't see that it's gone that irritates me!  Plus, of course, the kid (not usually a teen) who keeps rolling the want to do the homework that they can't find.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on April 18, 2011, 06:08:47 AM
I usually use the computer for the banking system only.

Fortunately I never had this problem, the homework was either gone completely or somewhere at the lot, but if Macrotastics can't see that it's gone, perhaps the computer can't see it, too. Other than with macrotastics, sims don't have to use the notebook to do the homework, they use the computer and the notebook disappears even if it's buried under the foundation. Don't know if it works if there isn't one at the lot but it could be worth a try. (And you could make them do some other work to make up for the easy homework that day.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 18, 2011, 11:37:54 AM
True... Inge's homework table is good for that, and also for punishing sim kids who don't do as they are told!

I think the problem is that the homework is somehow *offworld*, caused by the collision between the kid and the jogger or the friend getting off the bus.  I know it isn't on the lot, as macrotastics would show the *blocked* thought bubble, and it doesn't.  I do know that *force errors* doesn't find it, so it must somehow be attached to the sub-terrain, and only moving the lot away and using the n-view cheat to raise and lower the lot has a chance of removing it... and that is way too much bother!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 18, 2011, 12:01:56 PM
When I've solved my current little problem (Game crashes during birth (http://www.simbology.com/smf/index.php?topic=7246.msg143289#msg143289)), I'll start looking into this matter. I've already thought of several places to look for help: TJ's "homework sometimes", and several entries on the batbox and macrotastics.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 18, 2011, 12:33:29 PM
BTW, my last family had a jerky movement issue start at some point while I was playing, and when I checked them in SimPE, both adults had an *invisible - was attracted to xxxx* memory.  I think it's these invisible memories that cause the lag, and wonder if you mod is supposed to get rid of them?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 18, 2011, 12:35:19 PM
Invisible, you say? Oi, no, I'm sure my mod wasn't prepared for those... I'll check on that, ZZ! Thanks for mentioning.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 18, 2011, 12:39:33 PM
Wow!  that was a quick response!  Thanks, BO! :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: PKOlzen on April 19, 2011, 10:08:01 AM
Regarding the "Better Friends" mod, it's working for me, but not quite as advertised. I get the message that "Soandso is no longer friends with "Soandsolocal:1(or whatever number corresponds with the appropriate Sim)" which the first time I saw it threw me for a loop, but now I know which Sim it's referring to and can make the corrective action. Just thought you might like to know.


Oh, and v.2,02 of the No Sim Loaded mod has been working fine for me (so far). It fried over 3500 Tokens and fixed a pot-load of other things when I first put it in. Still comes up with a couple of things every once in a while, but nowhere near that first run. Haven't noticed a major difference in speed yet, but hadn't really paid to much attention to it before. Playing on a 5-6 year old laptop that is maxed out on RAM and really doesn't have the video needed for the game causes one to expect the slows.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 19, 2011, 10:36:47 AM
You have a VERY odd version of that Better Friends mod, because THAT should not happen ever... I would recommend re-download., and if it keeps doing that, I will pull it.

No Sim Loaded V2.02 has worked for many people, but it made some horrible mistakes for some. And if you're still using that version, it can also happen to you... Yeah, I know what you mean about running the game on older systems... ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: PKOlzen on April 19, 2011, 04:04:27 PM
You have a VERY odd version of that Better Friends mod, because THAT should not happen ever... I would recommend re-download., and if it keeps doing that, I will pull it.

No Sim Loaded V2.02 has worked for many people, but it made some horrible mistakes for some. And if you're still using that version, it can also happen to you... Yeah, I know what you mean about running the game on older systems... ;)
That's me, the oddfellow. Still and all, will re-download and install and let you know if anything bad happens.

Wasn't even aware that v2.03 had come out until today. Have already d/l'ed it, just haven't installed it.... yet. Downloads will sit on my memory stick sometimes for a couple of weeks before installation and incorporation into the game.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 22, 2011, 02:57:00 AM
Now, how about missing homework caused by a passing jogger stopping to do exercises right in front of the school bus?  One teen lost hers completely, even from her macrotastics menu, the other lost hers, but it's still in her menu!  (It's always worse when a house is pretty close to the sidewalk.)  I don't mind them losing homework completely, since they can soon make it up again with Inge's homework table.... but I hate it when there's supposed to be some, and it isn't there....!  Sometimes, the poor kid it happens to gets the want to do homework, and if it's a Friday, they keep rolling that want all weekend.


Would it suffice, if I added an option (non-autonomous) to the kid's menu, with which one can destroy any hidden homework for that kid and create a new one? Because I can smell from here, that I can't find a way to create an automatic method to do that on "No Sim Loaded".
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 22, 2011, 04:43:00 AM
That would be fine - if you know where the homework is, I'd love to know!!!!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 22, 2011, 05:50:40 AM
It's actually not important where it is: it can be destroyed wherever it is without anyone knowing where that may be. The new homework will be placed in the sim's hand, so they'll put it down where it's most appropriate for them.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 22, 2011, 11:55:32 AM
Great - I was just curious, since I've searched high and low on lots, even removed fences and brick walls in case it was stuck under them.... but I suspect it's on the school bus... that's where many kids *lose* their homework....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 22, 2011, 11:05:24 PM
Ok, NSL v2.04 is up (http://www.leefish.nl/mybb/thread-1665.html). This one should be a bit faster, more secure and more accurate.

And now maybe it's time to go look into the homework issue ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 28, 2011, 12:53:01 PM
I have an idea that might be nice for your alien experiments mod. How about being abducted could make them a few days older or younger?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 28, 2011, 01:06:49 PM
Darn! Why didn't *I* ever think of that? This shouldn't be too hard to do, Pleun! Thanks for the suggestion :bow:

The question is, though: how many days older/younger should they become? Should it be random? Within what range?
And what to do with age group boundaries? I mean, if a sim has only two more days as an adult, and is made 5 days older, would they come back as an elder? This latter part might be somewhat tougher to realize... :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 28, 2011, 02:15:29 PM
BO, I had a problem with the new version of no simloaded - sims jumping all over the place.  Well, it may well have just been a coincidence, so I'm uploading the error logs for you to check out.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 28, 2011, 02:22:44 PM
I think it'd be nice if it could be a random number of days within a set range. I had been thinking about 3 days or so myself. But you could also do 5. Or even more, if you consider the following. You could look into making it so that everyone can set the odds for each number of days themselves. So that people who feel 5 days is too much, can set the odds for 5 days to 0. Others may set the odds for just one day to 0 because they want a bigger change in age. If you get my drift.

As for the age group thing, i'd just age them as far as possible. So the sim with only 2 days left until the next stage and who should have ages 5 days, basically got lucky. I'd be fine with that anyways, because sims who had just aged and can't get any younger are out of luck in that case, so it levels out anyways. The sim who was made older could then just age at 18.00. Another option would be to try and make it so they age immediately out of the UFO. On the other hand people might like it to have an option left to stop an early age transition by having the option to make the sim drink some elixer before he actually ages... I know i'd like that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 28, 2011, 03:00:45 PM
@ZZ: Dang, those logs look just as weird as the ones I have on Paula, my half-alien teenager in LTP. Paula is the only one in LTP having trouble, jumping every 2 sim minutes, regardless of what I'm doing, and all the errors *seem* to have something to do with romantic interactions, even though she isn't engaged in any of those... Moving her from one house to another doesn't seem to help, and I wanted to try removing her ACR token, but that option isn't available anywhere for some reason...

I'm now planning to remove all her non-event gossip tokens in SimPE, hoping to fix her that way.

Just like your logs, my logs on Paula don't show any indication that No Sim Loaded is responsible for this, but that doesn't surprise me. I think it's still a left-over from v2.03, and I have no idea how to fix it... Version 2.04 seems to be solid in my game, but it will not fix what v2.03 broke...

I'm really hoping this was indeed just a fluke in your game. And if not, I hope you can still return to a backup from before v2.03 without losing too much. I don't want to think of the alternative...

@Pleun: Maybe I could make it so the player can set a maximum number of days to add/subtract. Limiting the aging to the limits of the current age-group sounds good to me, too. I'll look into it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 28, 2011, 03:21:36 PM
BO, I moved Steve and Jacques to a new house, after replacing v2.04 with v2.03, and they were fine.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 28, 2011, 03:31:24 PM
So you're back with v2.03? Not at all what I would have recommended, but if it fixes your issue... Well, it's better than having to lose the hood, I suppose :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 28, 2011, 03:35:02 PM
I thought 2.02 was the one that caused issues.  2.03 was working fine before, so I just went back to it.  I've played several families since, and there haven't been any problems that were more than trivial, and which tend to happen with or without mods.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 28, 2011, 03:58:49 PM
Ah, you're right, of course! The biggest problems were with v2.02! How could I get so mixed up? Thanks for correcting me, ZZ :bow:

Still, that makes me wonder why v2.04 would cause problems, because I made it a bit more conservative than v2.03. I'm wondering, might it be a bug in their previous home?


ETA: Comparing the version that I now have in testing with the online v2.04 taught me that I should keep better track of my version numbers. I'm obviously testing v2.05 right now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 28, 2011, 09:47:27 PM
Well, the previous home was weird, it was one of cyclonesue's (Boston's Garage) with a lot of invisible stairs which I couldn't seem to get rid of without removing the invisible stairs file so they'd revert to visible, which I didn't want to do... however, the lot had played fine before, and with a previous occupant there were no problems either, so since I have a vague recollection that the previous time I played, Jacques had just got pregnant, I'm wondering whether his pregnancy controller got deleted while I was trying v2.02 - maybe he was walking by the lot I was playing back then? 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 29, 2011, 05:06:04 AM
That could indeed have been happening, ZZ, *if* NSL were allowed to remove Preg Controllers that way. I'll explain...

Whenever a sim gets pregnant, *TWO* controllers are created: one on the sim itself, and one on the lot. These controllers are both instances of the same GUID. The controller on the lot keeps track of time; the controller on the sim keeps track of genetics, twins and such. This explains a number of things...

1 . It explains why only a *selectable* sim is supposed to get pregnant: EAxis assume that a selectable sim lives on the current lot, so the time controller stays valid. If you make a townie selectable, and have them get pregnant, you're actually forcing the game to create a buggy situation with a PC on lot belonging to a sim that lives elsewhere.
2a. It also explains why a pregnancy doesn't progress while your sim is visiting comm lots, but continues while your sim is at work. While you're on the comm lot, the time-keeping PC isn't present there, so there's no way of telling at what stage the sim is, or when it's time to 'pop'. And when you're playing the home lot while the sim is at work, time on the home lot continues, and so does the time-keeping PC, which is on that lot.
2b. That's also why a visiting preggo sim always looks like they're in their third trimester: EAxis just assume something, because the time-keeping PC is not present to help them.

The buggy controllers that the BatBox *and* NSL are supposed to destroy, are always ONLY the LOT-based controllers: for each LOT-based controller object, a check is made if a matching controller exists on the sim itself; if not, the lot-based controller is invalid, and must be destroyed. Neither of these mods is designed to ever touch the SIM-based controllers, which would count more like tokens. NSL's 'token hunt' routine doesn't look for those.
SimBlender is different: it simply kills ALL lot-based controllers for the current lot (making all current pregnancies of sims living on that lot invalid), which is why you only use that if something is horribly wrong on the lot and PCs are created out of thin air by the thousands.

Also, NSL can only remove lot-based tokens while on that specific lot. So if Jacques walked by while pregnant, his lot-based controller was still on his home lot and NOT on the lot you were playing, so it couldn't possibly ever have been deleted that way, regardless which version of NSL was used... Jacques' pregnancy could/should/would never have been touched.

I know this makes you wonder WHAT v2.02 did to be so harmful, then. It's hard to explain, but it had to do with the fact that it kept removing controllers even AFTER the initial scan, which no longer happens with later versions. It could destroy a lot-based PC while the sim's pregnancy had just ended, but before the baby was fully registered as a new resident of the lot.
Up until v2.02, NSL would consider certain objects to be sims, even if they were not... Trying to find/destroy tokens on Non-Sims is NOT a good thing to do! (Thanks to Pleun for pointing out my error).

(Edited following a correction by Pleun!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on April 29, 2011, 05:19:16 AM
I know this makes you wonder WHAT v2.02 did to be so harmful, then. It's hard to explain, but it had to do with the fact that it kept removing controllers even AFTER the initial scan, which no longer happens with later versions. It could destroy a lot-based PC while the sim's pregnancy had just ended, but before the baby was fully registered as a new resident of the lot.

I thought that was version 2.01...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 29, 2011, 05:44:46 AM
I should stop updating mods, if I can't remember what each version does. :blush:

Why did I ever create v2.03 or higher??? Dang, this age thing is really getting to me, it seems...

Oh yeah... up to v2.02 some objects were considered sims, even if they were not... trying to find/destroy tokens on non-sims is BAD!!!! Previous post updated. Thank you Pleun! :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on April 29, 2011, 07:14:39 AM
I'm very confused.... but as I said, I only vaguely remember Jacques being pregnant, but maybe he wasn't...

The only time I used the facility on the Blender was for a cat who had had four kittens, now all provided with new homes, but the poor cat was still pregnant.  The Blender found and nuked about 5,000 pregnancy controllers, and Tina Tyler went on to have the remaining one kitten with no more problems.... so it appears the Blender does not delete pregnancy tokens which are still valid.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 29, 2011, 07:41:40 AM
I can imagine your confusion, ZZ. It's positively confusing me at times as well.

I had Amy pregnant in LTP, but the birth sequence would crash the game every time: the only option on the Blender read something like "Destroy ALL pregnancy controllers", so I interpreted that as killing ALL PCs on the lot. Anyway, terminating Amy's pregnancy by any other means failed to work, so I used this function on the Blender, which DID kill her pregnancy!

And you know where that hood is now... I'm NOT blaming the Blender for that, though! I'm sure the combo of NSL and frantically using all options on the Batbox and Blender caused the problems I now have. User error, obviously! I'm still trying to save one family from LTP (quite a tough problem in this instance, because now Paula is buggy) , and then it's BOOM!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 29, 2011, 06:25:37 PM
I've now uploaded three versions of BO - Slow Aging (http://www.leefish.nl/mybb/thread-1748.html). One for all sims except babies, one for Adults only, and one for Witches only.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on April 30, 2011, 06:34:29 AM
I've noticed that at some of my apartment lots, my sims are acting with reduced autonomy. After some investigation, I tracked it down to two mods, first of all, at all lots where this happens I've used the magic wand and the second one is your social kiss mod. If I remove it, the autonomy at these lots is back to normal (and it's not a problem at all at lots where I didn't use the magic wand).
The autonomy is not disabled completely but active sims (the other tenants are not effected) are often standing there idle for hours until their needs are very low.
As I said, the solution is easy, simply don't do it, but you need to know what you shouldn't do. Unfortunately I've found no way to fix existing lots (yet?) other than removing your mod.

It took me a while, but I've finally figured out how to fix that one! At last, here's version 1.01 (http://www.leefish.nl/mybb/thread-919.html)!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 04, 2011, 01:35:48 PM
Update, June 4, 2011: No Sim Loaded (http://www.leefish.nl/mybb/thread-1665.html) has now been updated to v2.05. Faster, more efficient, more secure, always reports after initial scan. Even when nothing was cleaned up.

ETA: forgot to mention, earlier, that this new version includes killing the "*DEBUG* - Super Duper Hug" in background mode.
I now found that Aaroneous' Sim Manipulator also does that, though... This dumb hug doesn't have a snowball's chance in Hell, that way! :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 04, 2011, 02:47:41 PM
Thanks, BO! :thumb:  I'll be sure to try it out soon... but I had my new PC yesterday, and I need to find time to set everything up there,  and sort out one or two problems....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 05, 2011, 02:45:26 AM
Take your time, ZZ. And congratz on the new box :thumb:

:yay:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 05, 2011, 07:52:18 AM
With the "Super Duper Hug" remedy now being found in both "No Sim Loaded v2.05" and the "SimManipulator" (with SimMenu-AddOn only!), I decided to also release a version of "Social - Kiss Cheek (http://www.leefish.nl/mybb/thread-919.html)", that no longer contains this extra code. Re-download is NOT strictly needed, but if you like to save some in-game time and memory, it is an option! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Aaroneous on June 05, 2011, 05:56:04 PM
Something to note... The Sim Manipulator will only actively scan for the Super Duper Hug, If the Sim Menu(Social Menu) part of it is installed.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 05, 2011, 08:01:30 PM
Ah yeah, I realized that later, but hadn't gotten to updating the above post yet. Thanks for volunteering that info, my friend.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: simsfreq on June 06, 2011, 07:16:23 AM
Grabbed the two latest updates - thanks BO :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 10, 2011, 11:07:11 PM
Now available, the newest addition to my mods arsenal: BO - Spawn Objects (http://www.leefish.nl/mybb/thread-1969.html), as discussed in this thread (http://www.simbology.com/smf/index.php?topic=7376.0).

Happy Simming!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on June 11, 2011, 07:31:40 AM
Thank you for making this fantastic mod!   :cele1:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on June 12, 2011, 11:45:26 AM
Yet another stupid spawn request... The electronics kiosk!  I send my teens to comm lots for 2 things: getting the electronics wants filled and hooking up with prospective Mr/Ms Rights!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 12, 2011, 12:39:59 PM
You know the blender or the college adjuster does that, including satisfying the wants, and it's free?  I usually make sure my teens have one when they go to college in case they are hanging around in the bin for a while.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 12, 2011, 12:47:17 PM
@miros1: Actually, I had been thinking about that as well! And I've been thinking of adding some BG love seat and double bed to the menu, too (because there are comm lots where - GASP - there are no places for my sims to woohoo). But since this mod was about spawning *cheat* objects - *not* EAxis objects - I left all of those out.

I have another suggestion: use my mod to spawn the Blender or the College adjuster, and from there follow ZZ's advice! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 13, 2011, 05:26:08 PM
I'm happy to announce the release of the first data upgrade for BO - Spawn Objects (http://www.leefish.nl/mybb/thread-1969.html), adding a whopping 24 objects to the list, thereby doubling the number of spawnable items!

Enjoy, my fellow simmers :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 13, 2011, 05:40:52 PM
Awesome as always!

Thanks for the update!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 13, 2011, 05:47:27 PM
BO did OOPS again... I gave the new file a different name, so it doesn't overwrite the original data file... Please delete the old one, and remove the " v1.01" part from the new file's name.

ETA: upload fixed
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 18, 2011, 03:38:24 AM
BO, I noticed a problem again with the Garbage Ninja (from K&B) and your compost bin mod.  I pulled the file and the ninja works fine, but with yur mod installed, a sim going to compost the rubbish in the ninja will break it, and if the repairman is called out, he will not see it as broken.

I use macrotastics, as you know, and macro-clean will always compost if there is a composter on the lot, so I wondered if there is a conflict going on there that could be causing this, although there is no problem with the other tcs that I can see.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 18, 2011, 04:07:55 AM
ZZ, I think I'll have to take that Garbage Ninja apart, then. Because if that's the only tc that shows this problem, I can't imagine my mod is to blame... Maybe something odd is going on with that ninja, something that I'll have to compensate for in my mod, or that I'll have to write a 'fix' for, if I can.

I'll see what I can come up with, ok?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 18, 2011, 05:33:58 AM
Thanks - it's so very odd that only that TC is affected, but it seems to cause some very odd behaviour in my sims - if you have time, I'd suggest you actually put one in a kitchen and see if you get the same kind of weirdness that I'm seeing.  Somehow, I think it must have been made differently to the other TCs.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 18, 2011, 06:00:36 AM
I'll do that indeed, ZZ. One way or another, I'm gonna find out what's so odd about this one.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 19, 2011, 03:11:02 PM
BO, I've got two requests concerning slowaging.  :P  While I'm loving it, it's still a bit too slow for me. I want more time but apparently "1 week = 1 year" is too much, so I was wondering if you would please do two other versions for me to try.

1, sims age on Sundays, Wednesdays & Fridays.
2, sims age on Sundays and Thursdays.

The first being the one that I most wish to try since I'd actually be able to move the hood along at a decent pace, yet still have more time with them.   I looked at it in simpe and it's totally over my head. 

Pretty Please. (http://i112.photobucket.com/albums/n180/mesleepycat/smileyofferingchocolate.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 19, 2011, 05:30:25 PM
That shouldn't be so complicated, Sleepy... :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 19, 2011, 05:31:08 PM
 :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 19, 2011, 05:58:26 PM
Ok, try this (http://dl.dropbox.com/u/12767835/BO%20-%20Slow%20aging%20-%20SC.zip) (dropbox link). The zip contains two packages:

BO - Slow aging-x2 ages sims twice a week, BO - Slow aging-x3 does so thrice, on the days you specified :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 19, 2011, 06:00:37 PM
Silly Question time, but does *slow aging* in anyway care about the actual number of days in a Sim's current life-stage span, or is it only concerned with when said days are ticked-off?

(In other words, is it okay to have it and a mod that changes the number of days per life-stage?)

***yup, another cross-post***
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 19, 2011, 07:04:42 PM
Silly Wolf, this mod only cares how often per week each sim ages one day. So regardless of the lifespan your mod gives a sim, my mod will extend it!

The original mod will make your sims age only one day per week (extending their lives by a factor of 7), these new ones will make them age only 2 or 3 days per week (factors 3.5 and 2.333, respectively), effectively making them live longer than the number of days per life stage would indicate.

And no, this could NOT be considered a cross-post at all! You're now beginning to see cross-posts where in fact none exist :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 19, 2011, 08:25:55 PM
BO - Slow aging-x2 ages sims twice a week, BO - Slow aging-x3 does so thrice, on the days you specified :)

Thank you so very much!   :love:  :sckitty:


ZW, I've been using an edited version of TJ's age duration hack, along with slowaging. :thumb:  Note - slowaging has to load after Inteen or it won't work (also note that InTeen won't age teens up three days after giving birth).  Between the slowaging, age span & preg span hacks, I can extend my time with my sims without it screwing with InTeen or ACR & I don't have to try to keep track of when sims in my hood need to age/grow up or give birth.   :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 20, 2011, 02:42:12 AM
Sounds useful - and I could still use Elixir to make the adult life span a little more realistic!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 20, 2011, 05:01:55 AM
I got to play-test the 3x version for a couple sim-days and so far it's working great.   :thumb:

 :prancing:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 20, 2011, 05:33:29 AM
@Sleepy: I didn't expect any problems (after all, the original version worked, so why wouldn't this?), but I'm happy that you can confirm it works well :)

Thank you for the heads-up :bow:

@ZZ: Any method of life expansion works with my Slow Aging mods :) Give your sims one cup of Elixer (3 days), and with the original Slow Aging mod they live three more weeks. With the 3x version, they live one more week, and the 2x mod will allow them 10 or 11 days extra.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 20, 2011, 06:51:41 AM
That would work well, I think - especially in a Fantasy theme, where the adult life stage would be almost, but not quite, immortal with the two flasks of elixir my adult sims are currently allowed!  Of course, reaching golden anniversary would take a very long time to achieve!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 20, 2011, 07:51:20 AM
Of course, reaching golden anniversary would take a very long time to achieve!

I'm not sure if that's entirely true, ZZ. That would need to be researched, first!
If the achievement is measured against the sim's chronological age (Married so many days old, Golden Anniversary therefor at so many days), then you're absolutely right.
However, if they just count the number of days passing, then every sim could actually achieve this goal multiple times!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 20, 2011, 09:25:14 AM
ZW, I've been using an edited version of TJ's age duration hack, along with slowaging. :thumb:  Note - slowaging has to load after Inteen or it won't work (also note that InTeen won't age teens up three days after giving birth).  Between the slowaging, age span & preg span hacks, I can extend my time with my sims without it screwing with InTeen or ACR & I don't have to try to keep track of when sims in my hood need to age/grow up or give birth.   :cheese:

Exactly what I wanted to hear!

Inteen + Altered Life Spans + Altered Pregnancy Spans + Slow Aging all playing happy together...and without any undo altering of the InTeen files!

Awesome!

Now, to decide on which version of Slow Aging I want...

Silly Wolf, this mod only cares how often per week each sim ages one day. So regardless of the lifespan your mod gives a sim, my mod will extend it!

Should always remember that you're not a *Pescy* type & only change the necessary code, not everything you feel like at the time...just wasn't sure if the life-stages where in some crazy Maxis way connected to the aging up process or not...

*feels rather embarrassed*
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/embarassed-1.gif)

And no, this could NOT be considered a cross-post at all! You're now beginning to see cross-posts where in fact none exist :)

I'm actually starting to see cross-posts in my sleep now...
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/dizzy.gif)

(I never knew cross-posts looked so much like ducks before!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 20, 2011, 11:33:14 AM
I always understood, BO, that golden anniversary was reached when the couple both aged to elder and got the option to throw a golden anniversary party - sad if family sims both get the same want, as only one can have the party!  I may, of course, have misunderstood, and it's merely that in an unmodded game, a couple getting married on Day 1 of adulthood would age to elder at the same time as the Golden Anniversary was due to occur.  It doesn't worry me particularly as my family sims are rarely allowed to keep that LTW, but I know some people enjoy the challenge.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 20, 2011, 12:44:07 PM
I always understood, BO, that golden anniversary was reached when the couple both aged to elder and got the option to throw a golden anniversary party - sad if family sims both get the same want, as only one can have the party! 

You've got to be kidding me!

Those dumb f***s at Maxis only give the LTW memory to the Sim who actually throws the party instead of both Sims???? Never mind that it takes two Sims to make a Golden Anniversary in the first place, eh?

Stupid morons...
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/bad_werewolf.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 20, 2011, 01:38:16 PM
No, I mean they both could get the want to throw the party, and only one would get that want satisfied (you'd have to use testing cheats to satisfy the other want, since obviously, they can't both throw the party...) but if they both have the LTW, then I assume that would work as it should.

I'm only going by what I have read, not personal knowledge as I rarely leave that LTW!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on June 20, 2011, 01:49:46 PM
I'm not sure that's the case.

Recently i actually had to families have a party. In both families the couple were elders already, and there was an option for an anniversary. So i thought let's have one of those, and had them invite all their kids and their current partners. Afterwards the couple each got a memory about having a great anniversary. So that's not limited to just who made the party phonecall. Of course neither of them had the LTW for it so i can't really say how that's affected.

I did notice one funny thing, in one family there was a memory about having had a family reunion, while the other family didn't get one. Only reason for that happening, that i can think of, is that one of their kids already had kids themselves, who were currently babies, and thus not able to attend. I felt that would be silly, as there is no way to get babies to the party, they shouldn't be counted towards a family reunion.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 20, 2011, 02:42:51 PM
I always understood, BO, that golden anniversary was reached when the couple both aged to elder and got the option to throw a golden anniversary party

I knew even less, ZZ. I only know that the ingame description of the LTW suggests that the only requirement is to be married to the same sim for 25 consecutive days. I don't even understand what that has to do with becoming an elder! Goes to show how much we can trust what we read...

@Pleun: ZZ meant to say that it's not the memory, but the fullfilment of the Party Want that gets granted only to the person making the calls. Which would indeed be consistent... The same happens with a marriage: if both want to throw a wedding party, only ONE gets that: the one who makes the calls.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 20, 2011, 03:07:22 PM
I think the point is that sims would reach elderhood at about the time they are due to have been married for 25 conecutive days - but since I have sims who have been married for longer than 25 days but are still adults I would assume that either elderhood is involved or the game does not recognise extra days added to a sim's life with its own Elixir!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 20, 2011, 03:47:38 PM
So you're actually saying they couldn't even do THAT right... :rant: :pissed: :chair:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 20, 2011, 04:09:48 PM
@Sleepy: I didn't expect any problems (after all, the original version worked, so why wouldn't this?), but I'm happy that you can confirm it works well :)

Thank you for the heads-up :bow:

You deserve to hear the good too.  :thumb:  It'd suck if you only heard about problems.   :wink:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 20, 2011, 07:02:36 PM
True :) Yet it always comes unexpected, as a very nice surprise for which I thank you :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on June 20, 2011, 10:16:43 PM
You're very welcome.   :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 21, 2011, 07:53:30 AM
@ZephyrZodiac: it took quite some work to even FIND the Garbage Ninja in the files... It's NOT stored in the Objects.package like other objects!

I've now tracked it's original definition down to the SPObjects.package in K&B. However, if I had tried to play with that object in my own game, I'd probably have gotten different results, because a different definition of the same object is found in M&G's Overrides.package. Still the same GUID, but a totally new definition, including a new Group-number...

So I've not given up just yet, but this may take a while for me to sort out why this particular thing is so different from the other two...

Just another one of Maxis' brilliant ideas..... :rant: :pissed:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 21, 2011, 08:21:11 AM
Ah, Maxis!

Where their slogan is "Giving modders something to do is our way of life!"
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 21, 2011, 12:18:26 PM
Maybe a new member of the team making stuff differently?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 21, 2011, 12:39:12 PM
Yeah, perhaps... By the way, the same version that I found in the M&G overrides, was also present in the AL overrides.

And one difference that I already found: it seems that in your game, unlike the other trash compacters, you can not tinker with the Garbage Ninja, is that correct?
It appears they forgot to include that, and later patched it with AL.

Anyway, once I've figured out what the exact differences are, I'll try to create a 'patch' for the pre-AL Garbage Ninja. Hopefully, that will solve the issue for you.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 21, 2011, 03:11:03 PM
Oh, they can tinker - but I think it may be your mod that brings up the option.  I'll check out when I play next whether, without your mod installed, they still have the option.

Oh how I wish they'd thought through all the stuff pack stuff more carefully!

Just checked, and the option to tinker is definitely there.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 23, 2011, 06:07:53 AM
Odd, because specialized Tinkering BHAVs were added later, according to what I see. No matter... I'll just have to take the TrashGlobals apart too, then. Because most likely, some generic tinkering stuff is covered in those globals.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 23, 2011, 08:00:47 AM
It's definitely odd!  Did you check the original file from your disc?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 23, 2011, 09:59:27 AM
Nope, I checked the files from the installed game, with all the patches in place. The first occurence of this appliance is in Kitchen & Bath where the Tinkering BHAVs do not exist on this appliance. The AL and M&G versions both *do* have those BHAVs on the appliance itself.

So I'm guessing your game relies on a global Tinkering routine, which I'll probably find in the TrashGlobals, since the TCs are linked there.

I'm planning to check those three discs (K&B, AL, M&G) too, though, just in case something happened during patching.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 23, 2011, 11:18:30 AM
Maybe the AL or M&G patch disabled it somehow?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 23, 2011, 11:28:49 AM
Actually, AL and M&G both completely replace that unit with an identical one. Anyway, I'll get to the bottom of it, because somewhere in there must be the secret why your Garbage Ninja breaks whenever your sims use it
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 23, 2011, 11:30:01 AM
I hope so, I like that particular TC!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 23, 2011, 11:33:05 AM
Yeah, that particular TC and its Dish-washer counterpart are the nicest kitchen set in the game. And well they should, seeing as they are also the most expensive ones of their kind :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 23, 2011, 11:35:39 AM
True, but it's really because they are somewhat co-ordinated colourwise that I like them!  I do like stuff that matches without having to keep looking for MM completer sets!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 24, 2011, 02:14:59 PM
Update: Added a new mod BO - P4A - Alien Trigger Override to the list. Thank you for your request, ZephyrZodiac! :bow: I hope you'll like it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 24, 2011, 02:54:23 PM
Oh my! That was fast!

Think I'll have to check it out...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 24, 2011, 03:12:41 PM
Thank you so much, BO!  :bow:

(http://www.profiletreasures.com/comments/Thank-You/Thank-You-Bouquet.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 24, 2011, 05:35:36 PM
@ZZ: It was my pleasure, dear! I *love* adding funny features to the game :)

@ZW: Yeah, that was a quicky... And even faster than you might think! I started working on it only yesterday, and when I wrote that it might be coming soon, it was actually already done, except for testing and correcting some flaws. But now you gotta tell me what weird ideas you were having to add to it... I'm quite curious!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 29, 2011, 10:15:01 AM
Another little (plastic) sparkly added... BO - Children get Bottles, as always to be found in the top post of this thread! :)

This was requested by venusking (http://www.simbology.com/smf/index.php?topic=7431.0).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 29, 2011, 10:18:02 AM
Already snagged it.
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/cool.gif)

As hoard leader, I must also say "thank you very much" for this latest offering! Know that it will be used with much joy!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 30, 2011, 12:25:11 PM
BO, I've noticed something odd with NoSimLoaded and Desiderata.  If I play the Uni subhood, I get the pop-up saying what has been deleted, but if I play the main hood, there is usually no pop-up, and the scenario controller does not get deleted, but when I checked various families in SimPE, they do seem to lose the token-sim-loaded, so your mod must be doing something.  Very odd, I thought, as when I was playing Edge Town this wasn't happening, the pop-up appeared whatever family I played, and whatever subhood I was in.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 30, 2011, 01:54:01 PM
Yeah, I know what you mean, ZZ. I notice that when I visit comm lots, I get the pop-up while I *don't* expect one, whereas at residential lots - where I *do* expect one, I seldom get it! There's still something odd about it, but it seems to do its job. So I don't know what to look for at present... I'm not done investigating, though.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 30, 2011, 03:01:41 PM
It was just odd the way it works perfectly on a college lot, whether it's a dorm or a house, but not in Desiderata.  When I get around to adding a shopping district or a Downtown, I will keep my eyes open to see if it's still the same.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on June 30, 2011, 03:12:51 PM
B.O, I've run the HCDU and this is the message that comes up on your mod for spawning objects:
Quote
*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7FE5D794
Instance ID: 0x00001001
Packages Containing This Constant File:
\downloads\NEW Game Hacks for Install\BO - Spawn Objects - Controller.package
\downloads\NEW Game Hacks for Install\BO - Spawn Objects - Data.package

Does this mean anything, or is it a critical conflict?  I've not really had any problems with the mod, but just curious as to why it would show in the report.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 30, 2011, 03:53:41 PM
No MaryH, as you can see, those are between the two parts of the "Spawn Objects" system. It's like with Inteen and its plug-ins: those conflicts are INTENTIONAL!

The trick is this:

There is an EMPTY copy of the BCON in the Controller package, and a BCON full of information in the Data package.

Now if you would accidentally delete the data package, and then start the game, the controller will not break because the data package is missing, but in stead it will find an EMPTY BCON, so you just can't spawn anything.
But if I publish a new Data package with more spawnable objects, you only need to replace the old Data package, but you can leave the controller the way it is. That way, you download smaller packages in the future, in case I upgrade the system :)

So believe me, everything is as it should be! :) I did that on purpose. That's also why I included the following quote in the description at Leefish:

Quote
The zip contains TWO files. Put both of them in your downloads, IN THE SAME FOLDER, and do NOT rename them!
The first ("BO - Spawn Objects - Controller.package") contains the main code and an empty table (to prevent error if the data file is missing).
The second ("BO - Spawn Objects - Data.package") contains the table with the actual data for the objects that can be spawned.

The advantage is: if I add new objects to the list, you will only need to download a new data file, while the controller file remains the same!

Maybe I should also have mentioned that there would be an intentional conflict between both packages, but I thought that would be clear... :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on June 30, 2011, 03:57:25 PM
It was just odd the way it works perfectly on a college lot, whether it's a dorm or a house, but not in Desiderata.  When I get around to adding a shopping district or a Downtown, I will keep my eyes open to see if it's still the same.

Yeah, please do. I'm curious why this happened as well. But as long as it otherwise keeps working, I wouldn't worry too much about it :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 30, 2011, 05:19:15 PM
Oh, I agree, and it's easy enough to delete the scenario controller with the batbox, after all, I've been doing it that way for years!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 30, 2011, 05:38:50 PM
Total *newbie* question here, but what exactly does the "scenario controller" control...and what does deleting it with the BatBox fix?

I always pictured "scenario" as having to do with A Date/Party, the Head Master, the Garden Club, etc- or stuff like the *tutorial* thingys in the 3 original 'hoods...but when you (ZZ) mentioned something about the scenario controller not getting deleted in Desiderata Valley (which has no *tutorial thingys* that I'm aware of) I started to think that I should ask for clarification!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on June 30, 2011, 05:48:11 PM
It's the headmaster scenario, which can get corrupted.  (that's why it also states something about AWOL headmaster - because if the controller is corrupted, your sims try to invite the headmaster and he doesn't turn up - at least, that's my understanding of it.  I don't normally bother since it's so easy to use the college adjuster, but I don't like the idea of corrupt controllers lurking around.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on June 30, 2011, 05:53:32 PM
Perfect- thanks for the explanation!

Must confess that I only did the Head Master thing once a looong time ago & have always gone the *cheaty* route since. I dunno- it just doesn't appeal to me...but I've never been a big fan of *forced* min-games!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 01, 2011, 01:26:25 AM
Your sims never have parties or go on outings, then?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 01, 2011, 07:17:47 AM
Oh they do- but I must admit I would find them a lot more fun if the *timer* wasn't always there, especially for dates! For instance I would love to take my dating couples to a nice community lot restaurant (for a *proper* date) once in a while...but with that constant *countdown* I found it way too stressful, and after my first (disastrous) experience I have opted to keep all dates at the home of the initiator...which gets boring after a while!

And as for the Party Timer: why can't it work like the Date Timer? If I end a date early the date is scored at whatever rating it's at, period....but my experience with parties hasn't been quite the same, as (for me) ending a high-scoring party early (because it's late & you want your hosts to go to bed, for instance) seems to cause the damn rating to plummet, presumably because of the *drop* in social interaction/whatever between your hosts & the guests, which really bites!

The only way Oberon & Titania managed to keep hold of their "Roof Raiser" status was by engaging in some Woohoo after everyone had left! (Not that they mined- but still....!) If not for that, their party - during which they got friggen married - would have scored crap as the moment they decided they had had enough of all the teenage drama & sent everyone home, that damn *rating/timer* thing dropped like a rock! (Seems to be more of a problem with the *generic* "House" type parties, as the B-Day/Wedding ones seem happy so long as the party ends with the *main event* happening...but still, I wish the timer wasn't always there!)

I don't min the *rating* system (because that's actually rather fun) but I do wish Maxis hadn't decided on the silly timer for everything! I wanna control how long a date/outing/party lasts- not be beholden to some @#$% clock!!!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 01, 2011, 10:03:31 AM
You can use the batbox to delete the stuck party controller, which is frequently a problem, but you don't get a rating at all.

Have your sims auto-socialise their guests upon arrival, make sure there is plenty for them to do, and send all the family to bed apart from the party initiator once the party is going strong - as long as one sim on the lot is awake, and all the guests have high social and fun (don't allow one of them to busk for the whole time, that is where the big drop in social seems to happen) the party should end well.  Sometimes the game seems to get it wrong, though, and you get the pop-up saying the party sucked and you should pay more attention to your guests, then you check your sims memory, and they had a fantastic party!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 01, 2011, 10:25:59 AM
I'll try the *auto-social* thing at my next party & see what all happens. (Also going to remember that the BatBox can nuke a stuck timer if I need it!)

Still wish Maxis had made the *timed* stuff optional instead of mandatory...but then if it had bee the *perfect* game right out of the box we would never get to "know" people like TwoJeffs, BoilingOil, Cyjon, Numenor, Inge Jones, MogHugson, etc, etc, etc...

...and what a bleak world that would have been!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on July 01, 2011, 12:27:18 PM
I just teleport 'guests' over and call it a party. No timer to worry about or requirements to meet.  :ninja:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 01, 2011, 12:58:13 PM
That's a good one too!

*scribbles note*
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 01, 2011, 02:43:50 PM
It was just odd the way it works perfectly on a college lot, whether it's a dorm or a house, but not in Desiderata.  When I get around to adding a shopping district or a Downtown, I will keep my eyes open to see if it's still the same.

Yeah, please do. I'm curious why this happened as well. But as long as it otherwise keeps working, I wouldn't worry too much about it :)

Well, I've installed Downtown and moved a family in, and the pop-up appeared as soon as the taxi left, so it obviously works OK in Downtown, probably Bluewater as well - Desiderata is so weird!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 03, 2011, 01:35:26 AM
Oh they do- but I must admit I would find them a lot more fun if the *timer* wasn't always there, especially for dates! For instance I would love to take my dating couples to a nice community lot restaurant (for a *proper* date) once in a while...but with that constant *countdown* I found it way too stressful, and after my first (disastrous) experience I have opted to keep all dates at the home of the initiator...which gets boring after a while!

In stead of doing the official date thing, you could just have your sim ask the sim (s)he wants to date on an outing just for fun. As these aren't timed.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 03, 2011, 03:37:08 AM
He won't satisfy the date want, or get the memory, though.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 03, 2011, 05:44:50 AM
That's true, but the same goes for the party alternative. But you can use it to play a date the way you'd want.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 03, 2011, 09:05:20 AM
In stead of doing the official date thing, you could just have your sim ask the sim (s)he wants to date on an outing just for fun. As these aren't timed.

Oh cool! Sounds like another alternative to having to do *the timer thing* all the time.

(Heck, with SimPE I can always fake memories after the fact, if I want to!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 03, 2011, 02:18:59 PM
You can probably even stick the date flowers in their inventory!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 05, 2011, 01:20:27 PM
BO, I've recently noticed that the settings on the CJH adjuster bouquet from Backalleysims are no longer staying saved, and was wondering if the "no sim loaded" mod may have something to do with it. My logic being that the settings might be stored in a similar token also getting nuked.

Thanks.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 05, 2011, 02:40:21 PM
@TigerKing: There's only one way that would be possible, and that's if the bouquet stores its info on one of the Maxis tokens that NSL destroys. The author of the bouquet should register their own token and store info there, because using a Maxis token for non-Maxis info is the same as begging for trouble.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 05, 2011, 03:35:51 PM
I deleted the bouquet from the lot, bought a new one, applied settings, played briely, left the lot and returned, and it seems to be working now. Not sure what exactly reset it before but it doesn't seem to be the NSL remover. Sorry for the inconvenience BO, the timing made me suspect this may have been it but it appears not.

I'll be paying closer attention to the settings as now though, so if they do reset again I should have at least some idea of what I'd been doing.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 05, 2011, 04:57:21 PM
Don't worry about it, ok? Sometimes these things happen :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 06, 2011, 06:49:34 AM
BO, I've recently noticed that the settings on the CJH adjuster bouquet from Backalleysims are no longer staying saved, and was wondering if the "no sim loaded" mod may have something to do with it. My logic being that the settings might be stored in a similar token also getting nuked.

Thanks.

I deleted the bouquet from the lot, bought a new one, applied settings, played briely, left the lot and returned, and it seems to be working now. Not sure what exactly reset it before but it doesn't seem to be the NSL remover. Sorry for the inconvenience BO, the timing made me suspect this may have been it but it appears not.

I'll be paying closer attention to the settings as now though, so if they do reset again I should have at least some idea of what I'd been doing.

I have to say, i had also noticed inge's table controllers having been reset. Seems to have happened after installing some mods, but i have no idea which caused it. Seems to be a one time thing as well, so very hard to find out which it was. Maybe it's the same thing. Since it is a one time reset, it isn't a big deal to me.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 06, 2011, 09:04:41 AM
My guess (for what the guess of a non-code-savvy Wolf goes for) is that if there is something interfering with the CJH Adjuster and/or Inge's Table Controller then it's either got to be some kind of fluke/one-time-thing or some other hack /mod causing the trouble as - if I understand BO's token explanation correctly - his mod would only be the culprit if an object/whatever used one of the pre-existing Maxis tokens that his mod nukes instead of using it own specialized token and I have a hard time believing either Chris or Inge would be daft enough to do such a thing. They just don't seem that Maxis-like stupid.

I will be interesting to see if stuff created by certain other modders (*cough, cough* DumbFool/DickHurt *cough, cough*) is effected though!

****edited because I just "got back" from the LeeFish site****

Just thought I would let anyone here who cares (and you sure as heck better!) know that our dear BO is now a moderator over at the LeeFish site, bestowed with all the magnificent Spammer/Troll/12-killing powers that one gets when one becomes a moderator!

So as the unofficial leader of the official BOFH society, let me be the first Simbology member to say: Way to go, awesome job & congrats on the promotion!!!

Here's a triple-tail salute, just for you!
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif) (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif) (http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 06, 2011, 12:20:19 PM
I've known quite a number of mods that cause, for example, a reset of the Visitor Controller- but NoSimLoaded was not one of them!

Congratulations, BO!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 06, 2011, 01:03:45 PM
My guess (for what the guess of a non-code-savvy Wolf goes for) is that if there is something interfering with the CJH Adjuster and/or Inge's Table Controller then it's either got to be some kind of fluke/one-time-thing or some other hack /mod causing the trouble as - if I understand BO's token explanation correctly - his mod would only be the culprit if an object/whatever used one of the pre-existing Maxis tokens that his mod nukes instead of using it own specialized token and I have a hard time believing either Chris or Inge would be daft enough to do such a thing. They just don't seem that Maxis-like stupid.

I will be interesting to see if stuff created by certain other modders (*cough, cough* DumbFool/DickHurt *cough, couch*) is effected though!

Is DF's stuff known for conflicting with things or causing problems? I've heard his name come up on the forums here at least twice but haven't seen anything specific or any reasoning.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 06, 2011, 01:32:17 PM
Seems to depend on who you talk to, but the general consensus is he seems to be the kind of modder who makes stuff that is often far more *invasive* than required & when people post asking for help or saying his mods really caused a problem (several people have reported total 'hood meltdowns)  he either won't respond or insists his mod isn't responsible, despite evidence to the contrary.

This isn't rule of all his stuff (I love his "water inaccessible flowers" mod & use several others he's made) but he seems to have more than the normal amount of "WTF happened to my game???" posts directed at his creations.

I think one of the main thing that pisses folks off is his insistence that you have to use a separate "Game Edition" mod and/or "Globals" mod (that he created) to use many of his hacks & isn't 100% clear on why this is necessary. It seems to be one of these "mystery mods" that is the worst offender & in fact I recall a post someplace around here where AH advised a person who was having serious game problems to delete one of them (forget which)  which solved their problems. (I know BO is not a fan of his either, to say the least!)

If you are interested in checking him out yourself, here's a link to his page on MTS (http://www.modthesims.info/member.php?u=1393015) and direct links to his Globals Pack (http://www.modthesims.info/download.php?t=303432) mod and Game Edition (http://www.modthesims.info/download.php?t=303431) thingy.

Again, I do use some of his mods- but I've been very careful in which ones I selected! His "Allow puppy/kitten/toddler riders" mod is apparently a real BFBVFS in waiting, at least according to many reports. (It was one of the ones many folks insisted caused complete meltdowns of neighborhoods.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 06, 2011, 02:35:54 PM
Indeed, I'm not a fan of DF/DH. I have a few rather insulting names for that creature, which I will not quote here.

As to his personality/modding habits, I can only say this: I don't like his attitude! He once claimed to fix a problem that one of TJ's mods would cause. Later he changed the description to claim that his mod simply works better than TJ's, even though nobody's been able to prove that so far.

But I have to say this for him: both his global additions are just sets of Global BHAVs that do NOT change any of the game's behavior, but are only called by most of his mods to make things easier on him. For example, his "Game Edition Add-on" is called by virtually all his mods to find out what EPs/SPs you have installed, so he can make sure his mods won't use code that your game doesn't support. And that other Global package contains a number of financial routines of his creation, which are called from all his mods that introduce new financial aspects to the game, such as paying for cell-phone calls, taxi fare, gas usage for driving your own car, such kind of things. Both these additions ARE actually totally safe to use, because they don't interfere with anything.

It's just his actual regular mods that one should worry about, because some of them indeed interfere with more facets of the game than I think they should. I have a few of his minor mods on my system; the ones I could easily verify the function of. The rest will never be allowed to run on my system, regardless how useful it might be.

However, I will NOT tell anyone what they can or cannot download. Some people just LOVE his work, and as long as it causes them no trouble, more power to them!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: TheISZ on July 06, 2011, 03:36:21 PM
I refuse to use anything by him.  I am like BO and have a few choice insults I could throw out there, but will refrain.  DH's attitude and lack of support are the two no no's for me and are the reasons why I will not use someone's mods so I choose not to use his.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on July 06, 2011, 03:58:18 PM
It's more his attitude toward the people who want his downloads than anything that gets me. I've seen his work, and while I appreciate it, having made them so dependent on other inserted mods is pretty limiting, you want to know the truth.
I like and get mods that are self-contained-so that if I ever delete them on purpose or accidentally, the loss does not throw my game into a tizzy. That's part of why I was whining about Cyjon's additional mod for B.O's mod..it was a extra step and mod that I really didn't want to do unless absolutely necessary.
Of course it was necessary to run B.O's mods with, but the difference with DH is that he is just an 'dick'. Intentional pun.
I have respect for modders who try to accommodate everyone possible and treat them with a little bit of respect too.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 06, 2011, 05:00:33 PM
And actually, I can understand your reluctance about having to add Cyjon's mod, MaryH. I would have felt the same way. That's why I also explain WHY it is required, so people understand, and are less likely to complain about it.

In fact, I can explain a bit further. I needed a program to find which EPs/SPs are installed on any system, and it had to be more accurate than what Maxis provides. Now I could have written my own program for that, which I could then use from all my other mods that needed such info, but it would still mean that people had to download two mods. Also, DH and Cyjon both already had made such mods (similar, but not identical), so me making a third one seemed somewhat redundant. So I could choose, Cyjon's or DH's... Knowing how I think about DH, I suppose you can understand why I chose NOT to make my mod dependant on his! So that's why Cyjon's mod is required. But several of Cyjon's mods also use that thingy, so in the long run it's not a big deal.

Now you may think: I already have DH's version, why do I also need Cyjon's??? Well, the problem here is that programs written to call one version, do NOT work with the other. They would need to be altered!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 06, 2011, 05:06:08 PM
Well, I installed it and it hasn't caused any problems in my game, whereas I wouldn't have trusted DH's mod...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 06, 2011, 05:16:05 PM
But I have to say this for him: both his global additions are just sets of Global BHAVs that do NOT change any of the game's behavior, but are only called by most of his mods to make things easier on him.....Both these additions ARE actually totally safe to use, because they don't interfere with anything.

Interesting you should say that, as I (personally) haven't had any problems that I can attribute to either of those things either, but I have read many complaints from folks who seem to think they are evil incarnate so I opted to keep my personal experience to myself.

As to using his mods: I wholeheartedly agree that the guy is a total dick as far as a modder, but to date he's the only one who offers the "Water Inaccessible Flower" mod (which goes great with - and was the inspiration for - Cyjon's "Trim Inaccessible Shrubs" mod) and I happen to like all the stuff-cost-money things he's done (which again I have yet to see anywhere else) so I decided that I would just ignore his attitude & snag the stuff I liked the looks of anyway. I did that knowing full well I wasn't going to ask for any help should things go "boom" & figured I would treat his stuff on a "user beware" basis. (To date, I have no personal complaints- but I am very cautious in what I picked & have strict testing procedures.)

Of course, should I ever find stuff like that by someone less obnoxious, I will happily ditch his stuff in a heartbeat! So far though, no dice. (And with the dwindling supply of TS2 modders out there, I 'aint holding my breath.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 06, 2011, 11:15:02 PM
Update: I've just updated BO - P4A - Alien Trigger OVerride to version 1.20 (yes, I've tried and rejected 19 updates to get here). Now Inteen compatible, and with a proper patch for ACR 2 (as a separate download).

Also, BO - Umlimited Sims is now available at Leefish, too!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 06, 2011, 11:21:38 PM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/grey_wolf_tail.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 07, 2011, 03:22:25 AM
:thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 07, 2011, 01:15:27 PM
Just snagged a bunch of your mods! Thank you!  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 07, 2011, 07:56:56 PM
Also, BO - Umlimited Sims is now available at Leefish, too!

This is funny as personally I'm looking for something almost the opposite, to lower the limit of sims on vacation, beach, and hotel lots. They tend to lag quite a bit in my game. Though strangely most other lots, even large ones give me little trouble.

I can barely imagine 200 sims...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 07, 2011, 08:17:58 PM
I'm not sure if this is the right place to ask this, so if not I apologize. Sims2HCDU shows that BO - PlanMaternityOutfit-GLOBAL conflicts with InTeen. Is this one of those conflicts it's ok to ignore, or do I need to choose one or the other?  :confused:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 07, 2011, 08:25:58 PM
I don't suppose something as "simple" as tweaking the intprop maxNumOfVisitingSims cheat to use a low number would limit such a thing? (Probably not, as I'm sure the coding for deciding how many visiting Sims to generate is more complicated...?)

Actually, what would be kinda cool is a version of Paladin's Customer Limit Adjuster that worked for non-business lots. It would be nice to designate certain lots as more "secluded" than others.

***crossed post with twoftmama***

I seem to recall that BO's mod plays just fine with InTeen, though I think it (BO's mod) might have to load last.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 07, 2011, 09:54:05 PM
I'm not sure if this is the right place to ask this, so if not I apologize. Sims2HCDU shows that BO - PlanMaternityOutfit-GLOBAL conflicts with InTeen. Is this one of those conflicts it's ok to ignore, or do I need to choose one or the other?  :confused:

Yes, this *is* the right place to ask, twoftmama. :) That conflict is known to me, and I guess I should update the description. Anyway, ZW is absolutely right: make sure my mod loads AFTER Inteen, and everything should be hunky dory.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 08, 2011, 11:28:04 AM
Awesome!  :cheese: Thank you both! *is really glad she asked in the right place*
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 10, 2011, 01:59:36 PM
A new landmark has been reached in project "The Great Link"; I've just uploaded new versions of the following three mods:

Enjoy, my friends!

Happy Simming.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on July 10, 2011, 03:10:16 PM
 :prancing:

Woohoo! This is fabulous BO! I couldn't figure out how to thank you over at LeeFish so I wanted to make sure to do it here! Now, a couple questions. Say I want to change Pregnant-male to 10% probability, I just change the Hex box to 0x0010 right? And all the male probabilities have to add up to 100%(and female also) correct?

Also, what is Personality-sync? What does memory loss do to your sim? Do they ever regain their memory? And I notice at the bottom that Gender Toggle - male and female are set at 0x0064. Does this mean there is a 64% probability that their gender will be switched? And if so, how does this fit in with the Alien Trigger Override?

I'm so excited to try this out! Thank you again!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 10, 2011, 03:37:17 PM
Actually, replying at Leefish isn't hard... to the right of the page, above the replies, there's a button named "quick reply", which works even if you're not registered. Also, below the upload, there's a Thanks button to thank the author for their work ;)

No, it's best to enter your probabilities in the decimal field. Hex 0x0010 means dec 16, not 10.
And yes, the description over at Leefish says that the total per gender must never be more than 100. Less is ok, because the remaining number represents the chance of nothing happening.

Personality sync is the chance that the genetic personality is updated to be the same as the current personality. This can be useful if a sim has been encouraged... Their new personality can then be used for their children...

Memory loss means that all their memories are destroyed never to return again, just like when an evil witch casts tabula rasa.

Gender toggle at 0x0064? Did I package the wrong cnfig file AGAIN? That's really becoming a bad habit :blush:

Actually, that value means 100 in decimal numbers. It ties in with the Alien Trigger Override because this Gender toggle is actually the chance that the Aliens give your sim that Token that I added to the ATO package. The same token that can be bought from the Reward Catalog. ;)

That should also explain why all three mods were updated ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on July 10, 2011, 03:54:32 PM
I see the "thanks" area below the upload but the only thing I can click on is Remove My Thanks and I certainly didn't want to do that! The "thanks" right next to that doesn't do anything. Maybe I have to be signed in to use it?

Okay, so I should be changing the Dec box not the Hex box. Got it. And I assume it's okay to change that 0x0064 to something else. Now I just have to decide on the probability percentage.

Thanks again for all your fantastic work. I don't know where we players would be without great folks like you! :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 10, 2011, 03:54:58 PM
 :yay:

I shall zip off to LeeFish immediately!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 10, 2011, 03:58:22 PM
I see the "thanks" area below the upload but the only thing I can click on is Remove My Thanks and I certainly didn't want to do that! The "thanks" right next to that doesn't do anything. Maybe I have to be signed in to use it?

No, only the right thanks button works. If it only offers the option to remove yourt thanksd, then that means you already thanked me there once :) The left one is just an label to show that the number behind it is the number of thanks already given. :)

All options in the Uploads area are available to everyone, even if they're not registered. So you could indeed just post a reply/comment. Your name would be "Guest", though, so it would be smart to mention who you are inside the post itself :)

Update: redundant attachment removed :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 12, 2011, 12:02:00 PM
New addition to the list: BO - No Naked Emitters
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on July 12, 2011, 01:36:05 PM
 :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 13, 2011, 09:38:19 AM
Thank you for this!  :cheese:

Do you take requests?  :confused:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 13, 2011, 10:09:33 AM
Short answer: yes, I do.


Longer answer with more info and a trick question:

I've been accused of listening to what others want... and then making those things possible :) Do you really think I could come up with all those ideas alone? I'm not that creative :)

Also, according to the top post (http://www.simbology.com/smf/index.php?topic=5563.0) of this thread, I've honoured requests by Arathea, MysteryIslandKid, venusking, ZephyrZodiac & Zirconia Wolf, while I also remember making/adapting mods as requested by people on Leefish (http://www.leefish.nl) and Plumb Bob Keep (http://www.medievalsims.com/forums/).

So what's your guess, twoftmama? Do I take requests? Just start a new thread in I Want This! (http://www.simbology.com/smf/index.php?board=13.0), or in BO's Garage (http://www.leefish.nl/mybb/forumdisplay.php?fid=57), and I'll see what's possible.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 13, 2011, 10:40:13 AM
I'm probably gonna install the alien experiments mod sometime today or tomorrow once I configure it to my taste. Gotta say though that project is hilarious. Great work BO!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 13, 2011, 11:43:19 AM
Short answer: yes, I do.


Longer answer with more info and a trick question:

I've been accused of listening to what others want... and then making those things possible :) Do you really think I could come up with all those ideas alone? I'm not that creative :)

Also, according to the top post (http://www.simbology.com/smf/index.php?topic=5563.0) of this thread, I've honoured requests by Arathea, MysteryIslandKid, venusking, ZephyrZodiac & Zirconia Wolf, while I also remember making/adapting mods as requested by people on Leefish (http://www.leefish.nl) and Plumb Bob Keep (http://www.medievalsims.com/forums/).

So what's your guess, twoftmama? Do I take requests? Just start a new thread in I Want This! (http://www.simbology.com/smf/index.php?board=13.0), or in BO's Garage (http://www.leefish.nl/mybb/forumdisplay.php?fid=57), and I'll see what's possible.

Um yeah I would say you do.  :lol: I just wasn't sure if you took all requests (like I do), or just requests from certain friends (I have seen that). Thanks!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 13, 2011, 11:47:36 AM
I'm probably gonna install the alien experiments mod sometime today or tomorrow once I configure it to my taste. Gotta say though that project is hilarious. Great work BO!

I'm glad it's to your liking, Tigerking. Have fun! :)

Um yeah I would say you do.  :lol: I just wasn't sure if you took all requests (like I do), or just requests from certain friends (I have seen that). Thanks!

Well, maybe not ALL requests - there are some things that I may decide are too much for me to handle -, but I don't discriminate by the identity of the requesting party. I look forward to finding out what's your fancy :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 13, 2011, 12:38:12 PM
I configured this, tossed it in a sub-folder of my zz-BO folder, and ran a quick conflict check. I haven't run the game yet but wanted to give a quick report on that.

Quote
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Pregnancy - Try To Get Pregnant
Group ID: 0x7FD46CD0
Instance ID: 0x00000250
Packages Containing This Procedure:
\downloads\z_Mods_z\SyberSpunk\SS_reducedchancepreghack.package
\downloads\z_Mods_z\zz-BO\BO - Alien Experiments v1.6+\BO - P4A - Alien Trigger Override.package

*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Get Out - Make Pregnant
Group ID: 0x7FB1E9C7
Instance ID: 0x0000100B
Packages Containing This Procedure:
\downloads\z_Mods_z\z-CJH\CJH_TelscopeFix.package
\downloads\z_Mods_z\zz-BO\BO - Alien Experiments v1.6+\BO - Alien-Experiments-GLOBAL.package

And Links:
http://www.backalleysims.com/adult_forums/showthread.php?t=4929 (Original version not teen)
http://www.moreawesomethanyou.com/smf/index.php?topic=13188.0

I'll probably remove the reduced chance hack right off the bat, the only reason I got it was to lessen the number of pregnancies caused by the JSW/CJH stuff. The lowest default setting for that is 10%. I could just set it to 0 but I like the chance being there. Just really low, otherwise with autonomy on they just go like jack-rabbits. Which is part of why I wish everything was just part of ACR so it would all be subject to the same preg settings and personal timers that keep autonomy under control.

Slightly off topic, but after butchering some files, and dropping others, I'm down to about 20 conflicts (From previous 80 or so). Don't worry the stuff I butchered was pretty self explanatory and easy to figure out.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 13, 2011, 12:53:48 PM
@Tigerking: With both my mods in place, I think it's safe to say that both the other mods could be completely removed, because they will not function at all anymore. They've become totally useless junk.

Since you'd apparently like to have a lower percentage of pregnancies from Woohoo/TFB, I could see if I could add an extra option to P4A - Alien Trigger Override, so you could lower the chances there.
And I may look at the telescopefix to see what that offers. If there's something in there that needs to be added to Alien Experiments, I'm prepared to look into that as well.

Edit: Actually, I'm mistaken... The Telescopefix seems to do a lot that my mod isn't concerned with... I'll have to see what that one conflicting BHAV does and see if that's something I can add to mine in a configurable way. That may take some time, though.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 13, 2011, 01:06:06 PM
The reduced chance, I could do without, I'll just set the chance to zero on the bouquet for those interactions. Sims still have plenty of other ways to conceive such as ACR.

I did have the teen version of the telescope fix at one time since it allowed preg females but I got rid of it during the recent purging of my downloads folder since I no longer had inteen.

This paragraph contains most of the reasons I got the CJH telescope fix.
Quote
Fixes the 'Debug' abduction.
Allows forced abduction for all ages that can use a telescope (children to elder)
Fixes the witness abduction, family members get the 'sim x' got abducted memory.
Sims get abducted and return home in underwear.
Adults that have 'beem kissed before' get woohoo memories with the alien.
All sims that get abducted get a relationship with the alien and can then phone him.
Romance sims that 'Look Through' during the day are far more likely to perve at neighbours.
The neighbour being 'perved on' will be age and gender appropriate and be wearing underwear (that's why your sim was perving).
If the sim doing the perving is female and the sim being perved at is male then he will not 'shove' her, just yell at her.

Anything else I'd wanted is already covered by your mod.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 13, 2011, 01:08:57 PM
Yeah, I notice there's a lot going on in that mod... (I just edited my previous post a little)

Ok, at any rate, you can throw out Syberspunk's mod, because that will not do anything anymore. And I'll see how I can fix what's happening with Chris' mod... Give me some time, ok?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 13, 2011, 01:12:44 PM
I edited my post a bit too.

SS_reduced chance will be removed. Take your time, I appreciate it. :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on July 13, 2011, 03:45:57 PM
Cool, I didn't realize that CH did a InTeen friendly version of his telescope fix.  I'm gonna try that out, even though I'm not wild about them getting a relationship with the alien.  Not sure how long I will tolerate the shoving though, after using 'no shoving from look through' for so long but I'll see.

----

BO, you should share the other two lovely versions of slow aging at leefish.  :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 13, 2011, 03:55:14 PM
You mean the 2x and 3x versions, no doubt? Actually, I was thinking of making a configurable one instead. One where people can choose age-groups, certain sim-types and number of age-ups per week. In the end, there'd be just ONE version, suitable for every player and every game. :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on July 13, 2011, 04:00:34 PM
squeeeeeeee! *coughs* I mean, that would be truly awesome!   :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 14, 2011, 06:18:47 AM
That would be awesome!  :cele3:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 14, 2011, 12:59:34 PM
SS_reduced chance will be removed. Take your time, I appreciate it. :)

You'll be pleased to know that reduced Pregnancy chances has now been built in with P4A - Alien Trigger Override v1.27 :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 14, 2011, 01:58:33 PM
Cool, thanks for the update.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 17, 2011, 06:57:48 PM
Now available: BO - Need Freak (http://www.leefish.nl/mybb/showthread.php?tid=2197), as announced and discussed in here (http://www.simbology.com/smf/index.php?topic=7376.msg145651#msg145651).

Enjoy, my friends!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on July 17, 2011, 08:30:27 PM
Grabbed it. :)


Awesome. Very Very Awesome.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on July 18, 2011, 04:26:01 AM
Wanted to say thanks for this here BO. My thanks button over at Leefish is inoperable and I didn't want to miss the opportunity to thank you for another great mod! :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 18, 2011, 04:30:58 AM
Still not comfortable posting a little "thank you" note there, are you? Well, I've recieved your thanks here now... It's all the same to me :) I'm just glad you like it. :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on July 18, 2011, 04:35:36 AM
Nothing to do with being comfortable. Just would rather hit the "thanks" button instead and for some reason that's not working for me. And this is my home forum so I don't hesitate to post here. :rolleyes:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 18, 2011, 04:39:09 AM
Yeah, I think I *do* understand... Thank you anyway :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: twoftmama on July 18, 2011, 09:07:26 AM
I think this is what I've been looking for! Thanks!  :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 27, 2011, 01:29:10 PM
New mod released: BO - NoAuto Toddler Bathing (http://www.leefish.nl/mybb/showthread.php?tid=2294), to stop sims from autonomously bathing those pesky rugrats. As requested by Nyxie (http://www.the-isz.com/theisz/index.php?/topic/9610-bathing-toddlers/).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 27, 2011, 11:27:11 PM
Update, July 28th, 2011: I just updated BO - Names (http://www.leefish.nl/mybb/showthread.php?tid=908), adding 7 female first names and 18 last names. Also removed some excess data, making the package a lot smaller.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 28, 2011, 09:40:30 PM
Major Update of BO - Names (http://www.leefish.nl/mybb/showthread.php?tid=908), July 29th, 2011: I went a bit out of my way to add as many names as I could find, including Scandinavian and middle-European names. This mod now includes 2,823 male and 2,727 female first names and 5,095 family names, making for a total of 14.4 mln combos for males and 13.9 mln for females... Yeah, that's right: there's a total of over 28 mln combos in there!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 28, 2011, 11:42:19 PM
Holy crap! I hope to never have that many sims... That'd be insane.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 29, 2011, 03:24:08 AM
Yeah, I believe that would be almost as many as there are people in Belgium and the Netherlands together ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 29, 2011, 05:00:19 AM
Could a 12, playing 10 hours per day for the rest of their natural life, create that many sims?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 29, 2011, 05:03:07 AM
Perhaps not, ZZ. So anyone who now complains about too few names is clearly not even a 12 ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 29, 2011, 06:45:32 AM
:giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on July 30, 2011, 12:22:48 PM
BO, I downloaded the need freak but I thought that there were separate BCONs for every "flamingo mode". I only used the (Sleepycat) motive defender so far and adjusted the values to suit my game. When I wanted to check the configuration of the other flamingos (and adjust the values of the motive defender) I did not find them. I haven't tried the in-game configuration yet.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 30, 2011, 01:53:12 PM
Ah no, I think you misinterpreted my intentions, Doren. 'Default' is the only mode that you can alter in a BCON (named Configuration), and you can make this setting act like either a flamingo (Gnohmon/Inge mode = 0) or a defender (Gnohmon/Inge mode = 1) of your very own design. All the other modes are hard-coded to mimic the originals as accurately as possible. Think of the Need Freak as 7 distinct objects (6 preprogrammed, one with your own settings) all rolled into one.

In-game, you can choose any of these 7 settings (including the 'default' of your own choice, which is normally loaded by... default, excuse the pun) and then make your own minor adjustments per lot.

If you want to check the settings for each flamingo or defender, you need to go in-game, select the mode of your choice and then inspect the 'setup' pie menu. For each motive, the current min and max values will be shown in the menu.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 30, 2011, 02:58:45 PM
There isn't a set-up for Gnomon's flamingo - it's three flamingoes in one, each costing a different amount, and you choose which one to buy.  So does that mean that with the Need Freak, you can actually see the menus for the different flamingoes?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 30, 2011, 03:19:33 PM
Yup.

The original flamingo's were hard-coded. And with no way of altering their settings, there was also no need to show the current values.
And something similar was true for the Defenders. You could set up their values in the BCON, but you could not modify them in-game, so - again - there was no need to see the current settings.

The Need Freak replaces each of these 5 objects plus 2 extra (by selecting the proper preset), so the originals can all be removed from the game.
And because it *can* be re-configured in-game regardless of the chosen preset, it's logical that you can also *see* the current settings. How would you otherwise know what to alter?

And all that in such a small filesize.

I may later make an expanded version with 5 or 6 additional user-configurable presets. But the originals will always remain hard-coded, so the Freak can replace those original objects with one single selection from the menu. Consider that a tribute to Gnohmon and Inge.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on July 30, 2011, 04:30:06 PM
I have the Need Freak in but haven't tried it yet. I still plan to use both of my Motive Defenders because I can alter them easily if I wish too (and I've already altered them so they are slightly different then my posted versions - working out what works best for me). besides, I already have Motive Defenders on all of my community lots so I see no reason to give them up.  I plan to use the Need Freak for lots that I want configured differently, as the mood strikes me.   X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 30, 2011, 04:46:50 PM
Of course, Sleepy. That makes perfect sense to me... You don't go in and change every single lot for just one object. I wouldn't, either. :)
I don't have any cheat objects on any of my - very few - comm lots (yet). I simply spawn a Freak when I want one. So for me it was easier to abandon the original objects, since they're already available in the Freak :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on July 30, 2011, 04:56:39 PM
I have the Need Freak in but haven't tried it yet. I still plan to use both of my Motive Defenders because I can alter them easily if I wish too (and I've already altered them so they are slightly different then my posted versions - working out what works best for me). besides, I already have Motive Defenders on all of my community lots so I see no reason to give them up.  I plan to use the Need Freak for lots that I want configured differently, as the mood strikes me.   X)

Same here. Fun and social needs should be satisfied with other sims and they are not altered at all. Bladder, hygiene, hunger and energy are all set to not go below half-green. It is the setting I like best because they still use the facilities (including certain showers if they exist on the lot) and restaurants, but I don't have to worry about their motives. If it does not go below that limit, I don't see a reason anymore to max out energy for example. I had a few resets in the recent past and in some cases, when the sims were suddenly wide awake in the middle of the night, I sent them to a community lot where the energy dropped to a level where they could sleep when they returned.
But, as you said, I can envisage that for certain lots a different setting might be better. I had hoped that each option could be configured, but I also did not understand how I could view the available options.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 30, 2011, 05:13:12 PM
That's also understandable, Doren. Maybe my description of the Need Freak could have been a little clearer. To me it all seemed clear enough, but I developed the thing myself. Others do not have that advantage.

Yeah, the key to finding out the current configuration isn't quite obvious if you haven't inspected the menu that extensively yet. Being the inquisitive person that I am, when I install a new object, I start out by looking at all the menu options and sub-menus, to see what's in it, and where I can find what setting... That worked very well for the SimBlender and the ACR adjuster, to name but a few examples.

I failed to anticipate that others might not be like that. A later version may very well also have a special menu option that instantly shows you all the settings in a notification window. That way I'll accommodate a larger group of users, I suppose.

Oh, and one practical example: if you're using a Need Freak, and you don't want it to influence a certain motive, set that motive to 'Dynamic'. That's the same as setting its minimum to -100 and its maximum too +100, and will result in that motive NOT being altered by the Freak in any way. So you could select a specific preset, and then make both Fun and Social dynamic. ;) (The 'None' Preset has ALL motives set to dynamic.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on July 30, 2011, 06:28:19 PM
I have to explore it in more detail. I looked at the settings for the flamingos and if I can adjust them as it seems I can, they give me a wide range of options.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 30, 2011, 06:39:02 PM
I'm sure you'll figure it out, Doren. It's not too difficult, I think.

And in the mean time, I'm currently wrapping up work on a version with a full dozen presets, half of which can be configured by altering their unique BCONs in SimPE. ;)
There's no settings-notification window yet, though. That may take some more time...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 10:07:25 AM
Update, July 31st, 2011: BO - Need Freak (http://www.leefish.nl/mybb/thread-2197.html) Version 2 now has TWELVE presets, SIX of which are configurable, each with their own BCON. It also has the added capacity to function like the flamingos of Aspiration (available in flamingo mode only). And finally, it also has a menu option "Check Settings" that pops up a Notification window with all the current settings.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on July 31, 2011, 11:07:40 AM
 :cele1:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 12:31:45 PM
Update, July 31st, 2011: Now an Inteen-compatible version of BO - Sellable Car (http://www.leefish.nl/mybb/thread-921.html) is available. This one NEEDS to load AFTER Inteen to work properly.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 31, 2011, 01:42:25 PM
Wait what? Those were incompatible? Never noticed...

Oh, wait, it might have said so in HCDU... Thanks for making a compatible version, i'll go replace the non-compatible one.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 01:47:55 PM
Yup, sorry, I never knew that either because I don't use Inteen. However, today twoftmama mentioned the conflict.

It seems that if my mod loaded first, you would never see the "Sell" option. But if it loaded last, teens were unable to woohoo in cars. So that needed to be fixed!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 31, 2011, 02:51:46 PM
Presumably Pleun had hers in the zboilingoil folder, and her teens never tried to woohoo in a car! Odd, that, since in RL that's where they mostly do....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 03:00:16 PM
Yeah, you would expect something like that to be noticed, wouldn't you? :cheese:

But then, there are more Inteen users! And yet, prior to twoftmama, nobody ever reported the issue. They simply trusted my mod to be ok, which it obviously wasn't :blush:
I treasure such trust, of course, but it's clearly not always deserved :unsure:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 31, 2011, 03:15:18 PM
Well, I remember you advising that all your mods should go in a zboilingoil folder, so it's not surprising if there was a conflict with Inteen which was solved by doing this... and as for woohooing in cars, if you use ACR, then it happens rarely, usually only on dates!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on July 31, 2011, 03:44:39 PM
Yeah right... the zBO folder is only recent. But not many cars have been worked on, and non of them have been sold. My sims also generally don't woohoo in a car. Actually they spend most of their time standing in front of their parents bedroom door complaining about being banned from it. Silly teens.

Edit* i should forget don't... They don't woohoo in cars generally.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 04:15:21 PM
Yeah, that explains a lot... My mod probably loaded before Inteen, so Inteen worked normally, and my mod didn't. But since you didn't try to sell any restorable cars yet, you didn't notice the problem... Very logical ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 31, 2011, 06:38:16 PM
I've recently noticed that one thing I hadn't noticed was that, if you have your sims run off to the bathroom or whatever when they've finished painting, so long as you queue up the sale of the car fairly quickly, the car doesn't lose its value when they finally stroll back to make the sale... now, if I forget to sell it through the normal game menu, it loses value very fast!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 06:45:45 PM
In fact, the car will only devaluate at midnight every day, like almost all crafted or bought objects. But it is *possible* at least, that if you queued your interactions just before midnight, that it's kept from the devaluation queue, because the car is flagged "in use" or something like that. I'm not sure about that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on July 31, 2011, 07:02:08 PM
Update, August 1st, 2011: BO - Need Freak (http://www.leefish.nl/mybb/thread-2197.html) Version 2.1 released. The "Check Settings" notification has been improved considerably: better layout and no more irrelevant information.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on July 31, 2011, 07:09:11 PM
Must have been just before midnight when I noticed the devaluation.  I often used to have sims paint the car just before they went to bed, so perhaps that's why.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on August 01, 2011, 03:57:02 AM
Update, August 1st, 2011: BO - Need Freak (http://www.leefish.nl/mybb/thread-2197.html) Version 2.1 released. The "Check Settings" notification has been improved considerably: better layout and no more irrelevant information.

Can I consider that the finished version? Well, I am going to replace the old version now. If the flamingo of aspiration works as I hope this will be a great addition. I have to check it out when I am in game.

Unrelated remark about the sellable car: I am not much concerned about cars. I don't have a driving license and about the only cars I find "beautiful" are Jaguars, because I like their elegant shape. I look curiously at the (male) tourists which group around a prototype Bentley or Audi in a shop window every evening when I return from work. But I absolutely hate that the sellable car has no lights when it is finished. The game tells me that it is finished and I keep thinking: "No, it's not! Where are the lights?". It does not look finished.  And how long would you be able to drive around in it before you were stopped by a policeman?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 01, 2011, 04:57:48 AM
Whenever I release a new version, Doren, it is also *my* hope that that's the last or final version. :) For now, I can't imagine anything that would need to be changed, except for the Catalog Description, which *should* read:

- Replaces Gnohmon's Flamingos and Inge's and Sleepycat's Motive Defenders. Define your own defaults in the "Configurable" BCONs.

But hey, that just cosmetic, and not at all important for the way it works. "Configurable 1" is the setting that will be used by default when you install a new Freak on a lot, or when you Fix the Token.

So for now, please assume that this is the final version.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 01, 2011, 05:06:35 AM
Doren, I'm not a driver either - but I love cars!!!  I agree with you, the restorable car is not really finished, which is why my sims always sell it, it doesn't fulfil a buy a car want, so obviously my sims don't see it as a proper car, either!!!  But it's a great way of learning mechanical skills and the best money spinner of them all!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 01, 2011, 04:20:55 PM
I'm so sorry for what's coming next... A bug was discovered in Need Freak v2.1 :cry:

Update, August 2nd, 2011: I so hoped that everything was alright now. Alas, not so much... When you visit a comm lot, spawn a Freak, Fix its Token, and then leave the lot without destroying the Freak first, next time you visit the same lot, the Freak is gone, but the unlinked token is still there, preventing you from Fixing the Token on any newly-spawned Freak. A fix is needed, of course.

So, here's version 2.2!. For those that already installed and configured their own settings on v2.1, and don't want to do it all over again, there's no need to redownload. Just get the Patch for v2.1 and put it in the same folder as Freak v2.1 and all will be fine!

So, Doren, no reason to get nervous,.. just get the patch! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 01, 2011, 04:54:40 PM
NEW RELEASE: BO - Stay Late!

I recently ran into Gnohmon's mod named "StayLate", and thought that was a good idea. Until I sent one of my sims to a Secret Hobby Lot in the middle of the night, that is! Because once my sim arrived, everyone else immediately left, INCLUDING the Hobby Leader!

So, that was not so marvellous! Therefor, I set out to make my own take on this mod, and here it is: BO - Stay Late!

Dates and Outings are not influenced by this mod, nor are comm lots in general and Hobby lots in particular.

On residential lots, however, things are considerably different from the default, as this mod allows non-residents to stay longer, according to the following very simple rules (in order of descending priority):

If there's a home business, and the shop is currently open, teens and older visitors may stay or go as they please.

Requires NightLife or better. This mod really is NO GOOD with BaseGame or Uni only.
Of course, this mod conflicts with Gnohmon's mod... you need only one! If this conflicts with something else, please let me know!


Download BO - Stay Late at Leefish.nl (http://www.leefish.nl/mybb/thread-2316.html)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 01, 2011, 06:47:12 PM
Someone doesn't use the VC....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 01, 2011, 07:30:51 PM
Someone makes no secret of that. :)
I'm not selecting which sims I allow to visit and which not. Everysim is welcome on my lots.

If we compare my mod (which is very small) to a needle used to pry open a nut, then the VC is a steam roller which totally pulverizes said nut. I didn't need the power of a steam roller, so I invented the precision of a fine needle ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 01, 2011, 08:31:41 PM
Each have their uses, I guess.  For those who don't use the steamroller, your mod seems like a useful addition to their game. :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 01, 2011, 09:37:51 PM
Chiming in on a few things.

@ZZ:   I'm one of those who doesn't use the steam roller so I find it useful. ;) I had conflicts with the VC and got rid of it a long time ago. Can't remember what it conflicted with though.


@BO:  Just a FYI, TwoJeffs PregForAllGenders mod, required for the alien trigger override, conflicts with Syberspunk's risky woohoo mods, however after checking the original thread it seems this was already known and a solution found.  :smile:

Quote
Compatibility Notice: If you are using TwoJeffs' Preg for All Genders mod, you MUST use the zzSS_RiskyWoohooInPhotoBooth version!

Also wanted to check if you'd had time to look over the telescope mod I mentioned any further. Thanks.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 01, 2011, 09:46:07 PM
Back Alley Sims is down today....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on August 02, 2011, 05:08:47 AM
So, here's version 2.2!. For those that already installed and configured their own settings on v2.1, and don't want to do it all over again, there's no need to redownload. Just get the Patch for v2.1 and put it in the same folder as Freak v2.1 and all will be fine!

So, Doren, no reason to get nervous,.. just get the patch! :P

Ha! Now I read this, after just loading the game, moan...

As to the question of steam rollers and fine needles, using the steam roller would still require needlework, but with a different needle. I had to take out a mod which allowed for apartment tenants to stay out longer, because they basically stayed up all night, including the children and I hated it after a while. Now they instantly return to their apartments at 10 pm and that is not a great solution either. I also don't like that on community lots which are not downtown visitors tend to leave all at the same time.
I tend to forget that unmodded there is a curfew for teenagers and how much I hated it. I mainly have the VC for functions like that.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 02, 2011, 05:19:13 AM
Nothing stops sims who are playing chess or warming up on the ballet bar from leaving your home, except a teleporter!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 05:42:14 AM
@BO:  Just a FYI, TwoJeffs PregForAllGenders mod, required for the alien trigger override, conflicts with Syberspunk's risky woohoo mods, however after checking the original thread it seems this was already known and a solution found.  :smile:

Quote
Compatibility Notice: If you are using TwoJeffs' Preg for All Genders mod, you MUST use the zzSS_RiskyWoohooInPhotoBooth version!

Also wanted to check if you'd had time to look over the telescope mod I mentioned any further. Thanks.

The TJ/Syberspunk conflict is - of course - no real concern of mine. But it's good to know, in case others run into this issue. Thanks for the heads-up.

About that telescope... could you point me at the thread we discussed that in? So much has been happening lately, that I'll need to reread it to refresh my aging memory :blush:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 02, 2011, 07:03:14 AM
I have the VC, but never really use it because i still haven't figured out how to use it... I read the documentation that came with it, but that is only about was has been changes since the previous version, and says full documentation will follow, which it never has. But since i never had any previous version, i still have no idea how all the settings work. :rolleyes:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 02, 2011, 08:14:40 AM
The VC has been saving me lately. I was stupid enough to allow my legacy sim Addison to marry a Uni cheerleader named Akasha. Now back in the main hood she shows up at every single household I play and stays forever. And if that wasn't bad enough, she's not wearing that cute little cheerleader outfit she wore in college but that stupid llama suit! I finally thought of the VC and tried to just ban all Uni NPC's thinking that the game still saw her as a cheerleader. When that didn't work I finally had to ban her specifically from all my sims lots. Never again. I don't care how much in love a sim is.  :P

As long as I'm here could you guys take a look at my HCDU report and make sure I've got things as they should be? I seem to have a conflict between TJ's No Baby Toddler Swarming and BO's breastfeeding mod but it may be nothing to worry about.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 09:33:23 AM
LadyLombardi, you have no conflicts of any consequence... The one you mentioned between No-baby-toddler-swarming and my Feed-Baby, that one is documented in the description of my mod, and perfectly ok. X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 02, 2011, 09:54:57 AM
About that telescope... could you point me at the thread we discussed that in? So much has been happening lately, that I'll need to reread it to refresh my aging memory :blush:

Actually that was this thread about a page back. Starting around Reply #955. Though as Miros1 stated BAS is down at the moment. If you need the file let me know. Thanks.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 10:08:44 AM
Ah, yes, I'm back up to speed again... Check out if there's anything going on in that telescopefix, that's worth/doable to copy into Alien Experiments. That's the next thing I'll be doing... No worries, I already have that mod lying around here somewhere, I only need to find it and pull it apart. :ninja:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 02, 2011, 10:17:56 AM
Thank you BO! I thought it was alright but wanted your confirmation. :smile:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 02, 2011, 10:29:39 AM
Ah, yes, I'm back up to speed again... Check out if there's anything going on in that telescopefix, that's worth/doable to copy into Alien Experiments. That's the next thing I'll be doing... No worries, I already have that mod lying around here somewhere, I only need to find it and pull it apart. :ninja:

I highlighted the things, I personally liked, in this post: http://www.simbology.com/smf/index.php?topic=5563.msg147980#msg147980

Thanks again BO.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 10:41:27 AM
I highlighted the things, I personally liked, in this post: http://www.simbology.com/smf/index.php?topic=5563.msg147980#msg147980

Thanks again BO.

Well, that's not exactly how it's going to work, friend. X) I'll work on integrating the parts that are in the conflicting BHAV - if at all possible - so my mod becomes Telescopefix-compatible and can be used in combo with Chris' without losing any features! But what I'm NOT going to do, is adding all those functions of Chris' mod to the AE ;) That would not be fair to him, and would look too much like *work* for me ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 02, 2011, 10:57:03 AM
 :lol: I suppose you are correct, I hadn't given the method much thought, just the functionality. For the record though I wasn't necessarily requesting that you incorporate all the things, I mentioned, just saying those were the things I found interesting.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 11:47:19 AM
Ok, then we're on the same page. Anyway, if I *can* make it compatible (and after having a look, I see no reason why not) , then you'll have ALL the telescopefix functionality, whether you like it or not ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 02, 2011, 01:32:26 PM
Lady Lombardi, have you tried giving your sim (Akasha) a new outfit with Pes's clothingtool - don't buy it, just use the free option, as it does remove their current outfit from the wardrobe.  Whether it will remove *work clothes* I don't know, but it's worth a try.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 01:39:25 PM
That's indeed the best way, ZZ, as I've found that most NPC-types are defined to have those "work clothes" as casual, so they will by default usually appear in that outfit! So simply selecting a new casual outfit would fix it.

Several of my playables are formal former bar tenders. When they move into a playable household, their casual outfit is always the "shirt, pants & apron" combo that they used to wear at work, but selecting a new outfit always fixed it.

The cheerleaders are all YA's whereas the llama mascot is always a full adult. So maybe upon moving them in, they are simply transformed to wear the most 'similar' outfit. That would be why Akasha wears the llama outfit in stead of her old cheerleader uniform.

(edit: habitual typing still not very accurate; my fingers don't hit the keys that my mind imagines)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 02, 2011, 02:04:51 PM
Yes, Pes worked for a long time to get a way of giving unwanted clothes to the Sally Army!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 02, 2011, 03:08:48 PM
If she still has cheerleader behaviors, you might want to consider giving her a BHAV transplant.  Tutorial on my site (http://www.woodensimolean.com), called something like "Marry the Cow?  Why?"
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 03:30:21 PM
I believe that ex-NPCs keeping their old NPC habits after moving in usually only happens if you move them in using a non-Maxis method. If you use "Porpose.../Move in" or "Propose.../Marriage" they're usually properly transformed to real playables... just their clothing isn't updated to something more fitting.

But I've been known to err, so what do I know? :) Especially if the newly converted sim appears on every playable lot and keeps hanging around that much, it's still possible that something isn't right, after all.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaximilianPs on August 02, 2011, 04:02:21 PM
I would like to hack the ' call for emergency' BHav but%
I've some problem in find it could you help me?
I've opened the default phone but there isn't, may be you could show me the way :rolleyes:
Thank you :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 04:12:21 PM
Find the TTAB in PhoneCallGlobals, maybe that will lead you to the correct BHAV ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 02, 2011, 04:39:17 PM
BO, as a rule I don't move NPCs in, but I have occasionally done so, and my moved in pizza person and grocery van driver acted perfectly normally, and never wore their uniforms - and they were moved in via Inge's teleporter.  I also once moved Kaylynn into the game, and she never wore her maid's outfit again.  I have a feeling it's the Uni NPCs who are the real problem, maybe because there is this confusion about who's a YA and who's an adult.  The streakers get loaded before you add a single college, I suppose because they are adults and nobody got the coding right. 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 02, 2011, 04:53:54 PM
You could be right, ZZ. I don't know everything...

I hardly ever use anything but the Maxis move-in for NPCs, and for me they all act normal but keep their uniform.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaximilianPs on August 03, 2011, 12:29:44 AM
Find the TTAB in PhoneCallGlobals, maybe that will lead you to the correct BHAV ;)

indeed is what I've done.. but inside TTAB there hare just 0x0 "Out of world Conversation"  :hmm:

also in PhoneGlobal there aren't TTAB but TTAs which haven't any police or firefighter voice inside (http://freeemoticonsandsmileys.com/animated%20emoticons/Activity%20Animated%20Emoticons/help%20sos.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 01:52:14 AM
In PhoneGlobals there actually are TWO TTABs, but I know they don't have what you're looking for. Sorry, I have no other ideas... you're going to have to keep looking, and hope that you get some inspiration that helps you find it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaximilianPs on August 03, 2011, 02:51:15 AM
I've got an idea but i'm not sure if it can work maybe you can told it to me :)

I'll search for the italian string which will be used to call for emergency, once that I've found it i can write the group, and then i'll search for the TTAB of the same group, which should be connected to that TTAs .. have it sense ? :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 04:07:46 AM
That might make sense indeed, Max. Although looking for strings in the objects.package will be quite a challenge. There's no good tool to help you with that. Good luck :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on August 03, 2011, 05:16:56 AM
*obsolete*
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 05:34:13 AM
*cryptic*
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on August 03, 2011, 05:38:26 AM
 :giggle:

Since the page count at the bottom moved a bit I usually oversee it and I've answered to a post without knowing that there is one more page and you've already answered it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 05:43:33 AM
Aha, and then you noticed that your response was *obsolete*, so you quickly edited it to say so ;) Thank you! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 03, 2011, 05:58:48 AM
Thank you guys for all the advice about Akasha. When Addison graduated he moved back to the main hood, had her come over and he proposed and she moved in. At that point I gave her new clothing but I didn't use Pes's tool so I'll try that and see what happens. She's a nice enough sim just damned annoying in that stupid suit and showing up everywhere. She just waltzes into people's homes without an invite. Of course, I had Taz Cat do that the other day at a different sim's house. Something changed somewhere along the line with an expansion pack or something. If I recall, sims never used to come in uninvited. Or am I mad and living in an alternate universe? :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 06:03:54 AM
I have sims do that if they have high relations.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 03, 2011, 06:15:08 AM
Outgoing sims often do it, and sims who have been spoken to by a visitor (if you use interactwogreet) will also walk in, depending on what the interaction was, a college thingy will almost always count as a greeting.  I have, however, also had sims walk into lots where they knew absolutely no-one, and start to play on a pinball machine....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 06:20:41 AM
Thank you guys for all the advice about Akasha. When Addison graduated he moved back to the main hood, had her come over and he proposed and she moved in. At that point I gave her new clothing but I didn't use Pes's tool so I'll try that and see what happens. She's a nice enough sim just damned annoying in that stupid suit and showing up everywhere. She just waltzes into people's homes without an invite. Of course, I had Taz Cat do that the other day at a different sim's house. Something changed somewhere along the line with an expansion pack or something. If I recall, sims never used to come in uninvited. Or am I mad and living in an alternate universe? :P

ZZ is right, but I also found popularity sims and sims who are BFFs of one of the residents to do it.

Nowadays I keep all external doors locked at "Household only", just to prevent that somewhat unrespectful behavior. When I want to invite someone in, I always have to remember to temporarily unlock one of the doors, and afterwards, I need to remember to lock it again... But that's better than having to say goodbye all day long.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 06:24:56 AM
Meh, i usually just completely ignore them...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 03, 2011, 07:41:19 AM
Kind of hard to ignore them when they walk in and plop down in front of the only computer!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 07:57:47 AM
Exactly! And it's utterly annoying to find an uninvited visitor hogging the center seat on the sofa, watching TV, thereby blocking it for sofa woohoo. :pissed: Piss off, you voyeur, this is not a peep show!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 08:12:37 AM
Kind of hard to ignore them when they walk in and plop down in front of the only computer!

I've got a mod that prevent visitors from using the computer. I mean who does that? "Hey i'm coming over, i'll just be behind your computer..." :blink:

Exactly! And it's utterly annoying to find an uninvited visitor hogging the center seat on the sofa, watching TV, thereby blocking it for sofa woohoo. :pissed: Piss off, you voyeur, this is not a peep show!

Meh, they'll just use the bed in that case.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 08:22:58 AM
Just to play the Devil's Advocate...

So what if they hog all the seats around your dinner table? The residents can eat their meal standing in the kitchen!
And why worry if an uninvited guest is in your bath tub or shower? You can take a sponge bath!
Why bother to keep them out of the kitchen? Just go to a comm lot and eat all the hot dogs and hamburgers you can handle!

So why do we all have locks on our front doors, again?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 03, 2011, 08:30:12 AM
What really annoys me is when you have a teenager trying to get the dancing skill, and some visitor, invited or not, hogs the ballet barre - even though I have tried various mods to try to stop them, and none of them seem to work.  Even more annoying is when you have a fitness freak child, who wants to get a body skill point, and the ballet barre is the only option for them that's autonomous, unless they have a parent in the military or athletic career who has gained the career reward (any AH's mods are installed...)!

The last college house I played, nobody was invited, but somehow three friends appeared at various times, two of them popularity and expecting the occupants (who were busy getting their college bar filled) to drop everything and listen to a joke!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 08:35:13 AM
Examples galore, I would say ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 03, 2011, 08:41:51 AM
I don't, as a rule, mind uninvited guests, but I remember a time when family members would turn up unannounced at college, (they still do between subhoods) and they no longer do that, and I wish they would!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 09:40:56 AM
Just to play the Devil's Advocate...

So what if they hog all the seats around your dinner table? The residents can eat their meal standing in the kitchen!
And why worry if an uninvited guest is in your bath tub or shower? You can take a sponge bath!
Why bother to keep them out of the kitchen? Just go to a comm lot and eat all the hot dogs and hamburgers you can handle!

So why do we all have locks on our front doors, again?

 :biglaugh: I think it's less annoying for me then locking and unlocking doors, which i will forget...

What really annoys me is when you have a teenager trying to get the dancing skill, and some visitor, invited or not, hogs the ballet barre - even though I have tried various mods to try to stop them, and none of them seem to work.

I don't think that happens in my game anymore... But which mod stopped it... I'll try to see if i can find it. Tomorrow, i want to play now. If i forget, feel free to remind me.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 03, 2011, 10:04:41 AM
Thank you, Pleun - I don't mind my playables using it autonomously, I can easily stop them if I want another family member to use it, it's the visitors that have the cheek to go into a sim's bedroom at bedtime and start to use the ballet barre!  I personally don't allow visitors to read, play chess, use the computer, etc. etc. in my home without I either invite them to do so, or they ask first!  Different if they are a houseguest, but someone who came home from school with one of the kids (not that I have any, but the principal is the same)?  I'm afraid a kid who was so darn cheeky as to play around with my TV remote would not be allowed to visit again...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 10:22:37 AM
Must be this one; http://drupal.cyjon.net/node/227
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 12:00:22 PM
Update, August 3rd, 2011: As was recently pointed out, a bug was present in the MogH-compatible version. Sims on residential lots would clean up a freshly made meal, and call it "put away leftovers as single plates". This is not what I had in mind! Version 1.5 now addresses that issue!

If you're not using MogHughson's Simply Leftovers (http://www.modthesims.info/download.php?t=342517), you do NOT need to redownload yet, although I would advise you to (in case you change your mind later).

Download BO - Food Dish Autonomy at Leefish.nl (http://www.leefish.nl/mybb/showthread.php?tid=1132)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 03, 2011, 12:18:34 PM
Pleun, thank you for finding it for me, but it seems to do a lot more than I actually want, and I was really looking for something specific to the ballet barre that works - the ones I tried worked fine for playables, but not for visitors (even one that was visitor specific).  However, I'll keep it in mind as maybe when I get around to playing AL I'll feel more need for it.  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 12:44:52 PM
BO, i started using the slow aging x3, removing the previous age hack, which means altering everones age so they don't end up living instanely long. But i was wondering, does slow aging also affect pets? Do i need to alter their age as well? And i feel they live way too long compared to sims already, so would i need to age them manually occasionally?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 03, 2011, 01:00:17 PM
Nope, pets are not influenced by the slow aging mods. No worries about them ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 03, 2011, 01:02:19 PM
Yay, awesome.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on August 04, 2011, 04:46:48 AM
Exactly! And it's utterly annoying to find an uninvited visitor hogging the center seat on the sofa, watching TV, thereby blocking it for sofa woohoo. :pissed: Piss off, you voyeur, this is not a peep show!

Talking about a new sense of decency. I just had a streaker run into my big student house. He ran up to the table, did a bit of wiggling before he looked down on himself and noticed "F...! I'm naked!"  :lol: Got dressed and walked out of the house.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 04, 2011, 04:49:05 AM
The streaker in my college wears a hat....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 04, 2011, 05:05:02 AM
 :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 04, 2011, 05:36:12 AM
 :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 04, 2011, 11:49:47 AM
 :rofl:@ hat wearing streaker

BO, I do have a request...

Could you fix notelepathy so the toddlers don't get depressed when gramma dies but both parents, grandparents, older siblings, etc. all get credit for "Sim goes to college"?

< mutters obsenties at Mr. Pescado >

Yet another hack that does more than it's supposed to do!  I guess I'll take depressed toddlers when grandma dies if the price is failure to satisfy "go to college" wants for Sims not on screen....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 04, 2011, 11:57:55 AM
BO, I do have a request...

Could you fix notelepathy so the toddlers don't get depressed when gramma dies but both parents, grandparents, older siblings, etc. all get credit for "Sim goes to college"?

I can't promise that I can fix it, miros1, but I could at least have a look at it, see if it's possible.

I'm imagining that the original just fixes something in general, without looking at the type of memory/want involved. I would probably have to build in a number of tests to make all kinds of exceptions.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 04, 2011, 12:03:21 PM
Wonderful!  I really appreciate it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 04, 2011, 01:16:26 PM
Well, I've been playing for a while without it, and so far most college lots I've loaded seem to have at least one sim just that moment achieving platinum, with the BFF memory the last one they have, so that at least is working - as to *goes to college*, I have first to find sims get the want, usually happens when I send a large batch at once, which hasn't happened lately, and no pleasure sims to check out the chess on in Desiderata.  Pulling it doesn't cause a reset, which is good news.  I'd certainly appreciate a more specific version, too... :popcorn:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 04, 2011, 01:36:43 PM
I'm glad the reset didn't happen for you, ZZ. And those sims suddenly getting their BFF wants fulfilled would clearly indicate that "notelepathy" was indeed to blame.

I'll see if there's anything I can do to make a bunch of people happy again ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 04, 2011, 07:39:38 PM
Sounds like progress!  Thanks ZZ and BO!

< awards BO the title "Fixer of Pescado's Buggy Mods" >
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 04, 2011, 07:51:24 PM
And I haven't even done anything yet! :D Except looking at it - and finding no clues as to fixing it - that is... :nervous:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 12:48:43 AM
Maybe the truth of the matter is that it is just superfluous, apart from toddlers knowing that grandma died.... and if she lives in the same house, they would know that anyway.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 05, 2011, 03:10:16 AM
The problem is that toddlers were taking a huge mood hit when relative they'd never met died (no or  zero relationship), and it's cumulative!  Gramma, Grampa, Aunt Susie, Uncle Jim... it's possible  to have the toddler so upset, the social worker could be on the way before you even realized what happened.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 04:18:21 AM
I can see that, but I haven't had playables die for a long time, so it hasn't caused me a problem.  Obviously, though, for people who play legacies, sims will have to die from time to time, and if BO can find out how to alter notelepathy to only affect death memories from afar for toddlers and kids, that would be just what the doctor ordered!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 04:44:49 AM
Yup, and I would of course want to make it thus, that it ONLY affects someone who *knew* the late elder. So if gramma was nothing more than a concept to li'l Tommy, he would not grief if she died. But if he had met her, he would!

But before I can make that happen, I must try to understand what's going on in that mod and what was happening in the original BHAVs... so far, I don't see the relevance of any of the code.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 10:31:36 AM
And this is definitely not a case of ask the creator for help... interfere with the workings of awesomeness? Your lips would be ripped off and shredded!!!

On a lighter note, for those who appreciate *pretty* pics, here's my hat-wearing streaker (screenshot .bmp so iI had to zip it up.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 05, 2011, 10:36:25 AM
 :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 10:37:29 AM
BTW, the game made him, not me....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 11:40:04 AM
And this is definitely not a case of ask the creator for help... interfere with the workings of awesomeness? Your lips would be ripped off and shredded!!!

Hehe, indeed... If you're in need of your lips for a while longer, you dare not question the decisions of a self-proclaimed God. I'm not overly proud or chauvinistic about my lips, and certainly don't think they're the best lips in the world. But I've had them for a while, they're mine, and they've served me well so far. So I'd like to keep them for yet another while. Intact, if possible. So, I'm most certainly not asking the creator. ;)

On a lighter note, for those who appreciate *pretty* pics, here's my hat-wearing streaker (screenshot .bmp so iI had to zip it up.)

:rofl:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 05, 2011, 01:45:30 PM
 :rofl: @zz

BO, have you accumulated enough evidence to prove or disprove your original theory that memory generation by off-Lot Sims is blocked?  I'm kind of thinking that's the type of thing JMP would do....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 02:34:56 PM
Well, that's just the problem, Miros1. As I said ten hours ago: I don't understand one iota of what's going on in that mod (yet)!

The only things we *do* know right now, is based on the description Pescado gives and the experience we collect in-game. And those things suggest that this mod *must* be responsible for a number of issues people are having, being:Once I figure out what all is going on and how to make it more selective, I will keep all of you informed and work on a way to refine it.

Here's what I *do* understand:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 04:37:12 PM
Could you simply start from scratch to make a mod that blocks information about non-resident family members from being given to toddlers and children - kids who go to a relative's wedding on another lot would still get the memory of big brother/sister etc. getting married, but unless they happened to be visiting grandma when she kicked the bucket, they wouldn't get the memory and go into aspiration failure and grow up badly.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 04:55:09 PM
For that, I would still at least have to understand what the original Maxis version of those BHAVs do.

After first opening the mod to see which BHAVs Pes altered, I identified and extracted the same resources from the M&G objects.package, so I could import them into the mod and compare them to the altered versions. Those steps have now been done, and as I said, it hasn't helped me much yet. The original BHAVs are about just as cryptic as the altered ones, though a few lines shorter...

I offer all of you my sincerest apologies for not fixing this at once, like some of the other things I did. I already feel sufficiently incompetent every time I encounter a BHAV that I do not comprehend immediately. I have not yet achieved the same level of experience as His Awesomeness, and I lack the skill to summon inspiration on command. I'll just have to wait for it to strike me. When that happens, the mod will be done in no time, I promise.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 05:14:22 PM
I'm sure it will, and that you will get there soon!  Remember, his awesomeness has been modding for many years more than you!  I'm just amazed at how far you've come in such a relatively short time. :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 05:26:53 PM
Yeah, that's what I meant to convey as well: Pes was active in the days of TS1, and has thus had a lot more time to get where he is now. My total modding experience spans about 18 months (I remember taking my first request from you, and releasing the first crude prototype for Alien Experiments on your 65th b-day :)), so I'm not ashamed for not being at his level (yet).

I'm sure it will, and that you will get there soon!  Remember, his awesomeness has been modding for many years more than you!  I'm just amazed at how far you've come in such a relatively short time. :thumb:

I guess I was given a talent for it, ZZ. Thanks for your vote of confidence.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 05, 2011, 05:52:08 PM
It's talent, of course, but it's also being willing to persevere until you manage to find the information you're looking for without losing your rag and chucking your PC through the window!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 05, 2011, 05:52:58 PM
Silly idea: 

1) A version that approves everyone.
2) A version that approves no one.

Then put the checks back in one at a time so you can learn what each one does.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 06:06:35 PM
@ZZ: You're right... And don't forget that I have no life. Meaning, I have all the time in the world to work on the problem ;)

@miros1: Yeah, that *is* downright silly... because as long as I don't know what the current versions (Maxis or modded) test for, I can not begin to imagine what those proposed test versions would have to look like.

The problem is this: If a primitive, a LUA script, or a Set-to-next test is used of which the meaning of both the input and the output completely escapes me, then how am I supposed to change the input to make the output to my liking? And that is exactly the kind of challenge I'm looking at right now.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 05, 2011, 06:32:11 PM
I meant, from the tiny bit of modding I've done, which usually crashed....

All those things return true or false and go to another line based on the return value.  If you change all the "false goto" commands to be the same as the "true goto" commands,  either everyone will be in the list or no one will be in the list.  The opposite should happen if you revert the code and change all the "true goto" commands to the "false goto" commands.  (It would help if I knew what things are called in this ersatz programming language.)

Once you've got the version that has no one in the list, you use the original "true goto" and "false goto" commands one at a time and learn what they do.  Of course, you'd be  using your expertise to guess which ones are the most likely for your purposes.  Maybe some of Pescado's lines that probably check for "on lot" vs "off lot" would be a good place to start.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 07:05:43 PM
If only it were that simple all the time... Believe you me, please: there's much more to some tests than just the true or false outputs... Some tests also generate a value in one or more Temp variables, like in this case for example the ID of a certain sim. And the name of the test doesn't explain to me WHY that sim was selected.

How do I know what "Set to Next (Local 0x0001, Neighbor with non zero var3 relationship to neighbor ID in temp 0)" means, if I have no idea WFT "var3 relationship" means? WTF *is* "var3" ??
Without that basic knowledge, I can try whatever I want, but the output will mean nothing to me...

So that test results in a number of specific sims being put in the array. And all those sims get the memories propagated onto them. And how would you suggest I find out why those sims were selected?

I would probably need to find each of those sims in SimPE, and make notes of their relationships with the sim I used for the test, and compare all those numbers too the relationships of ALL the sims in the hood who do NOT have the memory. Even in a very small hood with only 200 or 300 sims, that task would take hours - if not days - for each single test. Thank you very much, but no thank you very much!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Aaroneous on August 05, 2011, 07:39:33 PM
I do not know if this will help at all... But var3 is the "Familial Relationship flags" between two sims. It basically checks to see if the sim has any relatives(Father, Daughter, etc).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 05, 2011, 07:43:44 PM
Ok, now that may actually help a little bit. Thanks Aaroneous. :bow: So a non-zero var3 means the newly found sim is family of the one in temp 0.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 05, 2011, 09:54:50 PM
I'm thinking you need a hood with 3 sims in it, 2 related, one not, stick them all on separate lots and control their long and short term relationships with SimPE.  Far less to keep track of than your 200-300  Sim neighborhood!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 12:20:47 AM
The read me for notelepathy:

Quote
No Telepathy (v2b) for TS2 v1.0p1-1.0p2 - TS2PETS
Made by: Flying Fish Systems (J. M. Pescado)
CHANGES:
Most memories are no longer transmitted telepathically to relatives that they
have never even met before. They can still be passed normally by gossip, but
memories do not begin appearing in the relative's memory bar unless they've
actually met that person. With TS2U+, "death of relative" no longer wipes out
aspiration bars on random toddlers that have never met aforementioned dead
person.

Some of the memories it stops being passed to relatives that have never met, are things like 'so&so got an A+' 'so&so made the Deans List/graduated from college'
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 02:13:21 AM
I'm thinking you need a hood with 3 sims in it, 2 related, one not, stick them all on separate lots and control their long and short term relationships with SimPE.  Far less to keep track of than your 200-300  Sim neighborhood!

So that would mean I need to find a way to block the game from generating ANY NPCs and/or townies. Please, let me know when you ever discover a way to do that, ok? ;)

The read me for notelepathy:

Quote
No Telepathy (v2b) for TS2 v1.0p1-1.0p2 - TS2PETS

Some of the memories it stops being passed to relatives that have never met, are things like 'so&so got an A+' 'so&so made the Deans List/graduated from college'

Thank you Sleepy, but alas, that quote told me nothing new, except that *maybe* the description is not entirely accurate. ;) It sounds like not ALL memories are blocked from being transmitted, but from what I can see, it stops everything!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 06, 2011, 03:13:40 AM
I think Pes deliberately included the problem with BFF want gratification because *BFFs are for 12's*!  But I think it probably also blocks the *friend goes to college* want fulfilment, unless that is just a *normal* EA glitch, although I seem to remember it getting fulfilled without problems at one time.  I still use No A+ spam and No Dean Spam because notelepathy wasn't actually stopping the repeated memories, and certainly didn't prevent dead ancestors who never met the child/YA from getting inundated with the memories.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: doren on August 06, 2011, 03:48:51 AM
Yeah, that's what I meant to convey as well: Pes was active in the days of TS1, and has thus had a lot more time to get where he is now. My total modding experience spans about 18 months (I remember taking my first request from you, and releasing the first crude prototype for Alien Experiments on your 65th b-day :)), so I'm not ashamed for not being at his level (yet).


I have no interest in a modified no telepathy mod but I am secretly hoping that once you get familiar with Pescado's way of doing things, I may be able to approach you again with regard to Syberspunk's autonomous go steady mod, because I believe he got most of his advice from Pescado. I can not get the damn thing out of my head and still debate on occasion whether I should put it back into my game in its present form, but it annoys me that it stops some teenagers from accepting a proposal (another secondary aspiration issue).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 06, 2011, 03:53:07 AM
Sounds pretty realistic to me... not all teenagers want to have their wings clipped!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 03:56:21 AM
@ZZ: Actually, I think Pes was far more devious than we give him credit for!

First of all, he doesn't filter out relatives who never met! In stead, he filters out relatives who don't have a 'standard' relationship with the current sim. And if I'm not mistaken, that just means sims with a 0/0 relationship. But that's not necessarily the same as never having met the current sim! Because I believe most premade dead grand-parents have a 45/20 relationship with their living grand-children whom they never met. So they would still get the memories, which explains why you still need "No A+ Spam" and "No Dean Spam".

And moreover, I don't see ANY memory-filtering at all in this mod. ALL memories are blocked from transmission, period! I'm wondering if that time he had any idea how to filter out specific memories. If not, then he successfully sold his inability as a very smart extra feature! AWESOME indeed :lol:

In fact, I'm even beginning to believe that he made this mod more complicated than it needed to be. He could just as well have completely disabled the related BHAVs in stead of adding an extra test to them... Because that would probably have worked better, but would also have saved a lot of time and memory in-game. AWESOME indeed... he should go into advertising!

@doren: from what I've seen so far, syberspunk wasn't the only one getting a lot of pointers from 'God'... Squinge, for example, was also indoctrinated to 'spread his religion'.
I would like to add, though, that I consider "autonomous go steady" to fall into the same category as the "autonomous engagement" feature that TJ once tried to include in ACR. TJ later abandoned that because he wasn't successful. It'll be a long time before I'm able to surpass TJ, so I'm not counting on a working "auto go steady" mod anytime soon...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 06, 2011, 04:01:28 AM
I'm thinking you need a hood with 3 sims in it, 2 related, one not, stick them all on separate lots and control their long and short term relationships with SimPE.  Far less to keep track of than your 200-300  Sim neighborhood!

So that would mean I need to find a way to block the game from generating ANY NPCs and/or townies. Please, let me know when you ever discover a way to do that, ok? ;)

You mean you don't have the Maxis-provided townies, etc.  all nicely zipped up and deleted to prevent  them from spawning in new hoods?  Tutorial on  my site! (http://www.woodensimolean.com/node/43)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 04:05:43 AM
Miros1, of course I can make a hood with only three PLAYABLE sims... but as soon as I started the game, the game engine would throw in all kinds of NPCs and such, because it NEEDS those! The hood wouldn't contain JUST three sims!

But no, I don't have all that stuff, and I don't want it, either.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 06, 2011, 04:25:22 AM
If  you follow my tutorial (skip down to the actual instructions, not the recommended downloads and such), the NPCs are only generated as needed, so you'd have 3 playable Sims plus the newspaper deliverer and the mail carrier by the time you got the playables situated.  Maybe one walkby Townie, but 6 is a lot less than 200-300!

It works, believe me.  Somewhere in a notebook, I've got a list of the NPCs as they were generated in a newly created custom neighborhood.  Took 3 real days to play enough to get anywhere near 50 Sims in my hood!  (Ok, there were  half a dozen game quit-and-restarts, so I  could do my census work.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 04:33:51 AM
Ok, so that might be an option. But it doesn't matter: Aaroneous' info was in fact invaluable, and has allowed me to make complete sense of the code, so I don't need to perform any tests to figure it out.

And I wouldn't have gotten that info, if you hadn't 'forced' me to get into such details about the problem I was encountering. More detail than I was at that time happy to share, btw ;)

Anyway, can we now PLEASE drop all this banter, my friends? All the time that I'm talking here, I'm not actually modding! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 04:53:56 AM
Ok, I have made some changes to Pes' mod now, but I have no suitable families to test most of it on. So, this is highly experimental, in testing, and not guaranteed to do anything it's supposed to do.

I've simply changed Pes' test for 0/0 relationships to actually be 'never met' relationships. Anyone have a hood that they'd be willing and able to test this in? I'd be very grateful for any reports - good or bad - about this mod, so I can improve upon it if need be.


Edit: attachment removed; this version was not much good!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 06, 2011, 06:19:21 AM
I can test it this evening (which I should since I'm the one who asked for it) assuming the darn computer doesn't overheat and hang.  I can always send a teen to college and kill off an elder!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 06:44:37 AM
I would be ever so grateful, dear! :love:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 07:39:36 AM
I've got a "Food Dish Autonomy v1.5" problem (Mogh version).  For some reason, half of the time a sim tries to autonomously put away leftovers as a group meal (instead of as single plates like they should) BUT when it comes up that way in the queue, they are really going to dump it in the sink.  When it comes up as putting away the leftovers as single plates, they properly put them in the fridge.  :hmm:

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 07:42:18 AM
DAMN! That should not be happening... :rant: :pissed: Ok, thanks for your report, Sleepy... I'll see if there's anything more that I missed.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 07:58:47 AM
I really hated having to report it.  :hug:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 08:06:42 AM
The oddest thing is: it's a variation of the 1.4 problem, with the only difference that this should now be impossible.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 06, 2011, 08:09:35 AM
Silly question maybe, but did you remember that the files comes with 2 options in one folder and you have to remove one? Because i initially forgot, and saw my sims head for the sink again, thinking oh no, but then remembering i forgot the remove the non-mog version. So i figured i'd ask since it's so easy to overlook. (I had also forgotten to take out Mog's put away leftovers again)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 08:14:41 AM
Ah, yeah, the description at Leefish *is* quite clear about it that installing BOTH versions at once can only lead to tragedic disappointments ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 06, 2011, 08:22:38 AM
Yeah. But you know how it goes, you got it before, you quickly go to redownload and install it to test, and you might completely forget about it. I'm hoping for you sleepy forgot too... So i had to ask, since that was my experience, and after fixing my mistake, i tested just about 2 fridges worth of food and they put it away correctly each time. Autonomously.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 08:25:26 AM
True! I made such mistakes myself... Maybe with the next version (if such a thing is ever needed) I'll split them up into separate zips...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 09:18:37 AM
Nope. I only had the Mogh version in.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 09:25:31 AM
That's very strange, because then this should be absolutely impossible. Sleepy, could you please do an HCDU check for me?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 10:42:04 AM
Here ya go.

*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Interaction - Store LeftOvers TEST
Group ID: 0x7F8834C8
Instance ID: 0x00002096
Packages Containing This Procedure:
\downloads\zz hacks\13A BoilingOil\BO - Food Dish Autonomy-MogH.package
\downloads\zz hacks\5 MogHughson\simply-leftovers-Mog-20090315.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7F8834C8
Instance ID: 0x00002004
Packages Containing This Constant File:
\downloads\zz hacks\11D Neder - day setter\MTS2_NDR_DinnerForTen_SC.package
\downloads\zz hacks\13A BoilingOil\BO - Food Dish Autonomy-MogH.package

---
A fairly recent addition to my hacks is Squinge's no autonomous stuffing face hack but that doesn't come up as a conflict in HCDU, with yours or Mogh's.

Looking at the order the conflicts are coming up makes me wonder if the HCDU or W7 is confusing things with numbered folders.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 10:47:50 AM
Yup, load order is screwed... That's the cause of your problem. My mod now loads BEFORE Mog's and that way it will not work properly. If you add a leading 0 to Mog's folder, it should work again.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 10:56:19 AM
Very strange. I hadn't noticed that oddity before. I'm glad you asked me to do a HCDU check!  I think I'll switch to using letters first! 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 11:08:16 AM
Yeah, I'm glad too. At first I was actually a little afraid that you might think I didn't trust your statement about having only one version of my mod in. But load order, or maybe another mod interfering, seemed the only possible remaining causes for this problem.

As for the folder names, I've always found the letters system best. A few z's in front of my name should ensure that my mods run sufficiently late. :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 11:21:07 AM
What I find really odd is that I haven't changed my set up at all so I don't know why I wasn't always having a problem between them.  :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 11:22:43 AM
Yeah, sometimes odd things happen... I usually blame them on windows, find a work-around and forget them again.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 11:55:48 AM
I went with AA - AH, BA - BH and so on, with different groups starting with a later letter. Your folder got a XE, while Mogh's got a HC.  :thumb:

I have more 'hack creator folders' then there are letters in the alphabet.  :giggle: 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 06, 2011, 11:59:48 AM
I'd like to see that some day, Sleepy. Very curious what that looks like... :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 06, 2011, 06:24:30 PM
 :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 04:08:33 AM
Oi, I should NOT have asked! :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 07, 2011, 05:16:34 AM
 :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 07, 2011, 05:40:09 AM
Speaking as someone with only 23 folders in my Hacks folder, I shouldn't have looked! :rolleyes:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 06:14:29 AM
According to my pic, I also have exactly 23 sub-folders there ;)

I only make a folder for a certain modder if I have multiple hacks from them. Everything else goes into Miscellaneous (not much there, though), unless it needs to "load last", in which case it goes there (also very few). That's just about enough organisation for me to be able to find anything in an instant. Outside my "! Hacks & Mods" folder, things are quite a bit more chaotic, but at least there, we don't have to worry about load order.

Actually, I think I can now remove the z's from AH's folder, because there are no longer any conflicts there since I replaced  "LFoS" with Unlimited Sims ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 07, 2011, 06:32:44 AM
I don't even have a Misc folder, just stuff that's loose and doesn't seem to cause a problem being so.  The rest of my Downloads folder is highly organised!  And I never forget to check for duplicate meshes in a recolour set!  But then, nothing ever goes directly into Downloads, it starts off on my 2nd HD in Unused Downloads/site, and it isn't until I've opened it, renamed pics, renamed the folder it's in and made a copy of the folder without pics and readmes (which is what eventually goes into Downloads, under website or with clothing, under creator).... you wouldn't believe how anal I am about it!  But then, I do remember spending about a week sorting out the mess my very first Downloads folder was in, when I first got SimPE and realised how many duplicates were roaming around in this completely unsorted mayhem!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 06:45:01 AM
... you wouldn't believe how anal I am about it! But then, I do remember spending about a week sorting out the mess my very first Downloads folder was in, when I first got SimPE and realised how many duplicates were roaming around in this completely unsorted mayhem!

Oh yes I would, ZZ. Because that's me as well! In a different way, that is: the first layer is sorting stuff by type...
"WTF" covers wall- and floor-coverings and terrain-paints (because I still haven't got them to work from the installation folder, the way you did)
"Kitchen" covers all appliances and kitchen counters
"Arches, Doors & Windows" covers all that.
etc, etc, etc.

Then, within each of these folders, stuff is sorted per site, then per creator. There's no room for duplicates in my system, because they would stick out like a giraffe amidst a bunch of groundhogs.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 07, 2011, 06:53:43 AM
I actually have more hack folders but they are in my "default replacements" folder.  X)

I've had one odd occurrence since renaming my hack folders. A sim child actually got a snow day (which I've never had happen before). The odd part was the hood is set to all Summer (I also use a hack to nuke the temperature feature of Seasons).   :lol:

But "Food Dish Autonomy-MogH" is working properly now!  :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 06:59:56 AM
:yay:

I'm happy we finally got that one sorted out, Sleepy! :)

BTW: my default replacements have a separate place as well, but I don't consider them 'hacks' ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 07, 2011, 07:09:19 AM
Oh, I have folders for Skintones, Accessories, Make-up, Hair, etc... default replacements are included in the relevant folder.  Meshes in clothing are in a Meshes folder, only recolours are sorted by creator, but meshes in Hair is sorted by creator - I have far less custom hair meshes to worry about.

I'm surprised you can't get your Walls etc. to work in the main The Sims 2 folder, BO (unless AL nuked that possibility) as I've done it ever since it became possible with NL - I have a Wall folder, a Floors folder, Roofs and Terrain Paints, and they all show up properly.  It's useful if I ever have to pull my Downloads, I don't lose my decor when I'm testing to find a broken object.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 07:13:27 AM
I think the inability to get walls and floors to work that way is actually a 'feature' of my 'Deluxe' game (BG + NL in one), ZZ.

And yes, I'd want them there for exactly that same reason: pulling my DL's wouldn't invalidate all my custom walls and floors.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 07, 2011, 07:46:22 AM
 :cheese: 

A few of the hacks I have in my default replacement folder are 'fixes' of a different sort, like the hacks that make all hair colors & eye colors equal in dominance. 

I know with AL & M&G, walls & floors work fine in the main TS2 folder.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 07:59:11 AM
Ah yes, such fixes (though not that specific one) would go in my def-rep folder as well, Sleepy, unless they end up in my "Create-A-Sim" folder with clothing, hairs and such. Examples are unlockers for Alien Eyes, witches clothing and other similar things, so I can use these things in CAS without needing any cheats.

And your walls and floors seem to confirm my point... it's not AL that gets in the way. Damn... maybe I need to try and get the separate BG and NL discs, somehow... I'm not very motivated to do a "Total Reïnstall", though... :(
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 07, 2011, 08:10:56 AM
Odd that something that was heralded as a feature in NL should have been left out of De Luxe!  I don't think, initially at least, you would have to reinstall, as the registry entry would be different.  I know in Sims 1 I had a complete Sims 1 game, and a complete Sims 1 De Luxe game, running at the same time, with a choice of EPs with each.  You would eventually have to uninstall the original stuff in order to put the EPs and stuff packs into the new install, but you could have that new set organised just the way you want it from the word go before you did, and since your current game wouldn't work, it would be the ideal time to package all the sims you want to keep in BodyShop or SimPE.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 07, 2011, 08:26:48 AM
As for that feature being missing: yet another example of debatable Maxis "wisdom". There's no end to the weirdness they come up with, is there?

As for the rest: True, but it would still be a hell of a job. And in fact, everything is already organised just perfectly for me, including saved sims and such. If only it weren't for those pesky floors, walls and terrains, I'd say my game setup is as close to ideal as any game will ever get. And that's quite a statement, seeing as we're talking about some 12 GB of EAxis horror plus around 2 GB of CC.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 07, 2011, 09:16:34 AM
I agree, setting up is a pain, I still haven't finished on my new PC, and I'm sort of wondering if I ever shall!!!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 10, 2011, 01:30:33 AM
Ok, I have made some changes to Pes' mod now, but I have no suitable families to test most of it on. So, this is highly experimental, in testing, and not guaranteed to do anything it's supposed to do.

I've simply changed Pes' test for 0/0 relationships to actually be 'never met' relationships. Anyone have a hood that they'd be willing and able to test this in? I'd be very grateful for any reports - good or bad - about this mod, so I can improve upon it if need be.

Okay, since you haven't had any feedback yet, i did a little testing, for what it's worth. I made some test sims. Two families, mom, dad, daughter, and mom, dad, son. Made the daughter and the son married, and gave them a kid. Grew the kid up to toddler. All moms and dads are elders. One mom and dad living in the same house and the son and daughter and kid. Invited only the other mom to be known. Then i made some die. Living in dad and mom died, no one had any memories of their deaths. Even though they died right in front of them. Then i let the daughter die, kid had no memory of his mother dying in front of him. Only the son, her husband had a memory of her dying. Doesn't seem right to me.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 10, 2011, 06:48:05 AM
Ok, that's no good. Another version, then...

Edit: and yet another failed attempt deleted :cry:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 10, 2011, 08:41:22 AM
Okay, same test, now with the new version. Daughter Aa moves in with family Bee, gets set as married with Son Bee, and they have a baby.  Baby aged to toddler. Family Aa also has another addition, cousin, brother of daughter Aa. So Baby doesn't know him, or Opa Aa, but has met and formed relations with Oma Aa. So first gran Bee dies. Memories for all relatives. Then cousin is summoned over, and dies. All sims on both lots have memories of this, whether they met him or not, but he was on the same lot when he died. Then on the other lot, both Opa and Oma Aa die. All relatives have memories of this. Baby even has memories of Opa dying, even though she has never met him. I think she wasn't supposed to have those right?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 10, 2011, 08:51:44 AM
It's rather hard to make out what really happens in families Aa and Bee. Maybe your style of describing the events is somewhat chaotic, or maybe I'm not awake yet...

But that doesn't matter too much, because I get the point: in the end, people get memories they shouldn't have :hmm: So that means this version is ALSO not going to do it... I'll go back to the drawing board and try to find another way of sorting the relatives out. :unsure:

Thanks for testing, Pleun. :bow: :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 10, 2011, 02:30:27 PM
Sorry I'm not getting reports back to  you.  RL gets in the way!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 10, 2011, 02:35:06 PM
It's no problem, dear, don't worry about it. I understood that already ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 15, 2011, 01:39:36 PM
I recently recieved a number of requests which to me seemed to make perfect sense to put them together in one single mod. One request was for an expanded, more effective version of Pescado's notelepathy; another was for a mod that would stop virtually all grade- and college-spam; yet another request was about getting rid of certain boring memories like "Met Sim", "Met Pet" etc.; and lastly I myself was fed up with "Mystery Sim" memories.

And suddenly it hit me: what we needed was a user-configurable rewrite of a portion of the memory system. And here it is: BO - No Trash Memories !!

What does this do? Well, many things, actually, but they fall apart in three simple categories:
If an option is set to 0 (zero), it means that this specific memory type will NOT be added: it is suppressed!
If an option is set to 1 (one), that specific memory type will be added to your sims normally, when applicable.

A number of memories have two options; one for the sim itself, another for its family. They are:

All other memories have only one option:

And then there's one special surprise: option 0x27 (39)!
---------------------------------------------------------------
I figured out what nobody else found so far: the one single BHAV that is responsible for ALL Gossip!
So where Pescado added an option to the Batbox to find every gossip item AFTER it was added to the sim and then delete it, I now offer the option to PREVENT gossip from being added, thereby saving time on both ends!!!

The picture on the download page shows the default configuration, the way I prefer it myself. But you can simply change the only BCON in this mod yourself, using SimPE.


NOTE: This mod does NOT remove memories that have already been added to your sims. It only prevents NEW memories of certain types from being added.

I tried to make sure that no memories would be blocked that could be important for certain LTWs, but it *is* always possible that I missed something. Use/reconfigure at your own risk.

Download BO - No Trash Memories at Leefish.nl (http://www.leefish.nl/mybb/showthread.php?tid=2396)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on August 15, 2011, 03:06:57 PM
Downloaded at the speed of light! Thanks for your hard work-I was watching out of the corner of my eye for this! :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 15, 2011, 05:13:19 PM
 :yay:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 16, 2011, 02:28:34 AM
You're welcome, Ladies... I'm glad I got that one off my chest :P

And here's a new attempt on BO - No Telepathy: version 3 attached below for testing...


Edit: version 3 removed, because that was clearly wrong as well! Thank you, Pleun, for testing it for me :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 17, 2011, 01:38:43 PM
New Upload Notice: BO - Vacation-Actions Limited

I've been brooding about this for a long time, but now it's finally there: BO - Vacation-Actions Limited


This mod limits autonomous vacation actions in the following way:

Vacation actions can NOT be done autonomously UNLESS the sim is in the correct vacation sub-hood.
But, there is a twist: the vacation locals are NOT restricted in this way, as long as they perform the actions belonging to their OWN sub-hood. That means that:

I find that the logical way to deal with these actions :)

NOTE 1: If you're using my Music & Dance Fixes (http://www.leefish.nl/mybb/showthread.php?tid=937), you should download the MDF version. This version must load AFTER the the Music & Dance fixes. HCDU will STILL report conflicts, but those are intentional.

NOTE 2: Either version of this mod makes Dizzy-hula-fix2 and Dizzy-slap-dance-fix2 totally redundant... you can remove those.

Of course, you use only ONE version of this mod! Putting both in your downloads is asking for problems.

Download BO - Vacation-Actions Limited at Leefish.nl (http://www.leefish.nl/mybb/showthread.php?tid=2401)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 17, 2011, 03:29:48 PM
Shiny!  :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 17, 2011, 03:36:30 PM
I've actually been thinking of allowing playables to use the gestures outside the vacation hoods as well, as long as they keep it in the family. That is to say, ONLY with relatives. But I was able to restrain myself... though hardly :lol:

My next plan is to alter the "Greet <sim>" interaction so playables will automatically use the appropriate gestures when they greet a social group townie :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 17, 2011, 03:43:39 PM
Sounds good, even though my hoods don't have any social group townies.  :giggle:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: AlfredAskew on August 17, 2011, 04:40:16 PM
Mine either, as it started clean and got built up. Any ideas how I could create them custom? :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 17, 2011, 05:25:15 PM
I need to report that a bug had crept into "BO - Vacation-Actions Limited". The bug has now been fixed, so redownload is recommended. My sincerest apologies for doing sloppy work on this simple thingy. :blush:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 17, 2011, 06:13:17 PM
That sort of thing happens to everyone at some time or another.   :hug:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 17, 2011, 06:20:56 PM
Yeah, and it was a silly bug, too. I had already made and tested the dance actions, and I knew they worked... then I did the same to the Tai Chi, and uploaded without further checking... One detail was forgotten, though: setting the correct number of parameters... Boom, that blew up in my face, when I finally started to play! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 18, 2011, 11:46:41 AM
I just took a stab at this configurable slow aging thing. How does this look for a configuration BCON?

(http://img64.imageshack.us/img64/74/agingconfig.jpg)

I'm planning to make a special pie-menu option on the sim, where one can select an individual override with six options:

Normal aging
Three times a week
Twice a week
Once a week
Aging Off
Default (according to the BCON)

If a sim is both Plantsim and Werewolf, for example, and the Default setting is used, then the slowest aging option of those two is selected for that sim :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 18, 2011, 12:51:04 PM
Sounds great!  :thumb: The pic might make more sense to me after I get some more sleep.  :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 19, 2011, 06:04:11 PM
I think I'm done making "BO - Individual Slow Aging". Testing is to commence soon. :nervous:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 20, 2011, 07:34:14 PM
Got a problem with the No Trash Memories mod. Not sure if it's the mod or a conflict but I'm getting errors when the grand vampire arrives on comm lots and when the maid tries to leave residential ones.

I looked at the attached log saw that it dealt with memories, pulled the mod out, then tested again and didn't get the maid error. Vamps are kind unpredictable so I didn't test them.


*Also posted what I hope is a small request in your garage on leefish.

Thanks.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 21, 2011, 07:00:15 AM
Thanks for reporting the bug, Tigerking! :thumb: The problem's not with Vampires, though. It was with adding the "Went to College" memory in general. I've fixed the bug. Re-download is recommended for everyone!

BTW, on that request at Leefish: I've seen it, and am still thinking it over...Currently I'm deeply entrenched in square one with another mod, though, and I'm not entirely sure yet if I'll take on your request. But I'll let you know as soon as I reach a decision. OK?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 21, 2011, 07:49:45 AM
Not a problem, never hurts to ask. :) At worst I give up on the genie since, as of now, that's the only one that seems to be having a problem. Thanks for fixing No Trash Memories though that mod is so shiny it's blinding.  :omg:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 21, 2011, 08:04:32 AM
Thank you, my friend! :bow: It *is* rather surprising how such a simple idea can have such a profound effect on the playability of the game. I'm amazed that something similar didn't already exist, because the techniques I used are nothing extraordinary. Only finding the right BHAVs to edit was a lot of work, but not extremely so.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 21, 2011, 09:23:47 AM
*re-downloads*   :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 21, 2011, 10:44:40 PM
I think I'm done making "BO - Individual Slow Aging". Testing is to commence soon. :nervous:

Yeah, talking to myself here... Anyway, what I was about to test two days ago, would not work at all: the menu showed up fine, but whatever option one selected, nothing would happen!

Anyway, two days later, things are looking a lot better: the only thing I need to go check out now, is if the settings will actually affect aging. That is, if sims age up at the proper days.

If so, then the "BO - Slow Aging Controller" will soon go online! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 21, 2011, 11:11:58 PM
 :cheese:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 22, 2011, 04:20:46 AM
Now available, the new  BO - Slow Aging Controller!!!

This is an advanced hybrid, combining features from Monique's Individual Aging (sorry, no link available), AncientHighway's Individual Aging for Witches (http://www.ancienthighway.net/smf/index.php?topic=70.0) (based on Monique's mod) and my own BO - Slow Aging (http://www.leefish.nl/mybb/thread-1748.html).

A Warning in advance:
When installing this mod, I advise you to remove any version of Individual Aging or Slow Aging you already have, as well as AncientHighway's NPC Aging (http://www.ancienthighway.net/smf/index.php?topic=75.0).

Failing to remove the aforementioned files will cause big trouble, and I will not be able to fix it. So please take no risks: get rid of those files!

Also, this mod conflicts with Inteen. Don't worry about it! If you make sure this file loads AFTER Inteen, all will be fine. Only pregnant sims may get to live an extra day or so.

Now let's talk features!
I use a different technique than Monique did. Monique didn't prevent aging at 6 PM, but gave back a day to each sim every day at 5 PM. I actually *do* prevent aging at 6 PM, thereby saving the game engine some work, in stead of giving at some extra.

There's a BCON named "Aging Configuration", which you can alter as you wish. This BCON contains aging information for normal sims (all ages), Werewolves (teen, adult, elder), Plantsims (toddler, adult, elder) and Witches (teen, adult, elder). Servos, Vampires and Zombies are not changed, because they don't age anyway.
Young Adults don't age normally, so this mod does NOT affect them.
There are no settings for babies and pets: they always age normally.

Each line contains a number 0, 1, 2, 3, or 4.This info is also found in the BCON as a reminder.

(picture included at download page)

So, by default, the BCON is set to make:But you can change those settings as you wish.
Now there's nothing more one needs to do; your sims will age up slower according to their 'type'. If a sim is both a Werewolf and a Witch, for example, the system will use the slowest of the two aging rates for your sim. With the above default settings, that would mean that this sim ages only on Sunday and thus lives 7 times as long as a normal mortal.

But there's more... In-game, you can override the Default settings of the BCON for each sim individually!

(pictures included at download page)

The 'default' menu option means that the sim will use the BCON settings for its aging. The option that's currently active, will be greyed out.

The aging menu is NOT available for Babies, Young Adults, Pets, Visitors, Employees, NPCs, Servos, Vampires or Zombies. Only human household members'  aging can be changed.

Alas, this mod REQUIRES OFB or better.

Download BO - Slow Aging Controller at Leefish.nl (http://www.leefish.nl/mybb/thread-2419.html)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 22, 2011, 04:31:15 AM
Many thanks for this, BO.  I'll try it out when I start a new hood.  :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 22, 2011, 05:30:32 AM
I'm thinking of starting a new hood and trying this soon BO. I have TJ's Age Duration mod in and have tweaked it to my liking but lately I've been getting the message that sims are going to age the next day when in fact, they won't be aging for a long while yet. I'm not sure why this is occuring since I haven't put any other mod in that affects aging. And it only seems to be happening on Sleepy's versions of a few of the Pleasantview sims like Vidcund Curious, General Buzz Grunt and Techie and Jennifer Smith. :hmm:

Thank you so much for this! :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 22, 2011, 05:39:23 AM
If I may say so myself: I see no good reason for anyone to wait until they start a new hood. :D

I've simply removed the old mods that are incompatible with the new one, and then put the new one in. Everything continues as if nothing happened, except that the "Aging OFF" setting of Monique's or AH's "Individual Aging" is cancelled, because that mod is no longer loaded. All sims immediately switch to the "Default" setting, using the BCON of the new mod, and where applicable, you can switch their aging off again, if you wish.

Might be wise, though, to revise the BCON to your own liking before you start playing. :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Sleepycat on August 22, 2011, 10:01:50 AM
 :cele3:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on August 22, 2011, 12:46:44 PM
Well, I've been thinking of starting over for awhile now anyway and this gives me the perfect excuse to do it! :rolleyes: For some reason, I can't get comfortable in any hood except Pleasantview. So I'm not fighting it anymore.

(Scurries off to start the oh-so-tedious process of setting up a new hood)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 22, 2011, 07:46:00 PM
SS_reduced chance will be removed. Take your time, I appreciate it. :)

You'll be pleased to know that reduced Pregnancy chances has now been built in with P4A - Alien Trigger Override v1.27 :)

I was thinking on this again today and have a question. Would this affect that chance that alien impregnation would be successful aswell? I assume the normal success rate for alien impregnation is 100%, would this cut that in half also or is the alien impregnation done differently than try for baby/risky woohoo?

Thanks.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 23, 2011, 02:06:37 AM
No, Alien pregnancies are, of course, NOT influenced by this! :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on August 23, 2011, 08:56:45 AM
Doren, I recently discovered that the restorable car does, in fact, have lights, stereo, etc.  You need to have the sim get in the car and the options are all there.  When your sim gets out, the option to sell the car for the top price is still there, unless of course, this happens over midnight.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on August 23, 2011, 11:16:07 AM
No, Alien pregnancies are, of course, NOT influenced by this! :D

Cool.  :thumb: I'm thinking of turning it up to 3 (33%). My sims seem to reproduce a lot.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 25, 2011, 06:13:29 AM
A while ago, I posted this no telepathy test mod (http://www.simbology.com/smf/index.php?topic=5563.msg150023#msg150023), and it has been DL-ed three times... That's all cool.

BUT!.... I'm hearing no verdicts... Does it do the job? Does it botch the whole game? Did it kill the people who downloaded it, so they can't speak anymore?

Really, the silence is deafening :nervous:


Also, I noticed that I made a mistake in the Slow Aging Controller... The menu actually also appears on babies. Silly me will have to fix that...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 25, 2011, 06:31:03 AM
Since my Simming puter is wonky, I can't test it.  I'm so sorry, since I'm the one who asked for it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 25, 2011, 06:37:50 AM
Don't worry about it too much, dear. I hope your system will get better soon, somehow. :hug:

But there are apparently at least two others who also remain silent... They must have been killed, I think ;) And if that's true, then maybe it's best that your system isn't up to specs right now... :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on August 25, 2011, 09:26:30 AM
Since it's now consistent, boot, open any application, freeze/hang, maybe my repair guy can find the problem and fix it!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 25, 2011, 10:54:57 AM
I downloaded it, but haven't gotten around to testing it yet. Since i want to test it in a testhood first. Vacation is over, sadly, so i have less time for these things, and i haven't been feeling well this last week. I hope i get around to it this weekend, but not making promisses yet.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 25, 2011, 11:00:27 AM
Ah, I understand Pleun. Sometimes RL is just out to get us, isn't it? I hope you'll feel better soon, dear :hug:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Pleun on August 27, 2011, 07:49:25 AM
Okay, so that one is not working right. At first it seemed like it was working the wrong way around, sims remembering the death of sims they never met, and not of sims they knew. But then i noticed the odd occasions where a sim would remember the death of someone they knew, and not remembering the death of a stranger.  Like with 4 people on a lot, i killed a walkby, 3 had memories of the sim dying, and one didn't.

I first had a test with relatives dying, they didn't remember the family member they knew dying, then i had an unknown relative dying, elsewhere, only the toddler who was both related and didn't know the sim, remembered him dying. Then i had an unknown relative dying on the same lot as the family was, they all remembered him dying, whether they were related or not. Except for one (adult) sim, who didn't remember. Thus i started a test with random sims, killing walkby sims they hadn't met, getting memories of this sims death, for all but one of the family, the toddler. then i killed a walkby which to members had met, and 2 hadn't (one of them being the toddler. all of them remembered and only the toddler didn't.

I hope the above ramblings make some sense...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on August 27, 2011, 08:04:44 AM
Well, there *is* more to it, of course. If a sim is in the same room with a dying stranger, they'll *know* of his/her death because they *saw* it happen.

However, I get the picture, v3 is also way too unpredictable to be of any use to anyone. So, I'm off... I'll remove that stupid thing and then get back to the drawing board. Thanks for checking this out, Pleun. You did a wonderful job! :bow:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 17, 2011, 09:40:22 AM
Update, September 17, 2011: If one plays with the "controlpets" cheat active, the BO - Social - Kiss Cheek (http://www.leefish.nl/mybb/showthread.php?tid=919) mod caused lots of errors... Version 1.02 fixes that! Thanks to Arathea for catching that one and testing the update for me.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 18, 2011, 05:21:52 PM
Second attempt to select Aliens by gender: MASSIVE PHAIL!!! :cry:

However, third attempt underway! :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 19, 2011, 01:48:01 PM
Third attempt succesful! The next version of Alien Experiments will introduce the option of predetermining what gender of Alien impregnates your abductees. However, it *does* require my special version of the Multi-PT mod (there will be 4- and 8-PT versions of it) *and* exactly half the PTs must be of each gender.

AE will still work with other multi-PT mods, but the gender choice will then not work.

My multi-PT mod will also work without AE, but then it will be just an ordinary multi-PT mod. It will NOT work properly with Chris Hatch' TelescopeFix, though, as a result of how that mod works.

So :yay: for persistence!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 23, 2011, 09:01:51 PM
Update, September 24th, 2011: released today...

New version 1.41 of BO - Reward Catalog (http://www.leefish.nl/mybb/thread-913.html), now allows your sim to buy a temporary Gender Token for a visitor.
New version 1.7 of BO - Alien Experiments (http://www.leefish.nl/mybb/thread-938.html), now allows experiments on pregnant sims and sims taken from the FT option "Watch for UFOs". Also allows gender-selection for the Alien who impregnates your sim, if used in combination with my new mod BO - Multi-PT #4 or #8

And of course BO - Multi-PT #4 or #8 (http://www.leefish.nl/mybb/thread-2542.html) itself, the only Multi-PT mod that allows for gender selection of the impregnating alien when used in combination with BO - Alien Experiments.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on September 24, 2011, 07:52:51 AM
Sooo, seeing that there are problems with Chris's fix and compatibility with Alien Experiments that apparently can't be resolved is there any chance of any of these features I mentioned being incorporated into that mod? :nervous: (I've trimmed the list down a bit)

Quote
Fixes the 'Debug' abduction.
Fixes the witness abduction, family members get the 'sim x' got abducted memory.
Sims return home in underwear.
Romance sims that 'Look Through' during the day are far more likely to perve at neighbours.
The neighbour being 'perved on' will be age and gender appropriate and be wearing underwear (that's why your sim was perving).

I'll have to try and figure out the tutorial :confused: so I can make this new version work with the multi-pt hack I use. http://inkbottleblue.livejournal.com/26986.html#cutid1 if anyone is interested. I really liked FantasyRogue's TabulaRasa alien skins.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 24, 2011, 10:02:19 AM
@Tigerking: I hope you *do* understand that it is *my* multi-PT hack that you must edit, right? At least, if you want the gender-selection option to work. Otherwise, you don't need to change your hack, nor your PTs. The hack that you're already using will NEVER support the gender-selection option, so it doesn't need to be altered. So if you want that option, your old hack will have to be replaced with my version, which needs to be edited to use your PTs ;)

And as for your question with regards to Chris' Hack: I'm already working on trying to make Alien Experiments compatible with Chris' hack so they can be used together. It *will* take some time though.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: thetigerking83 on September 24, 2011, 01:24:17 PM
I haven't thoroughly looked over the tutorial yet, things have gotten busy for me so I haven't been spending as much time with the sims in general. I still pop in to check on places and projects of interest but it might be a while before I really start tinkering or even playing again with any regularity.

Thanks for the heads up though and don't feel rushed on my account. :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on September 26, 2011, 07:01:29 PM
Don't worry.  The rest of  us will harass err bribe him with cookies for you!

Warning: Yummy cookie alert! (http://www.godiva.com/recipes/recipe_zoom.aspx?id=614)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 26, 2011, 07:49:35 PM
I know exactly how you could bribe me into it, if I weren't already at it, miros1.
Just answer the question that I asked you almost 5 months ago via the Wooden Simolean ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on September 26, 2011, 08:09:39 PM
Um, question?  What question?

Seriously, I just checked both the site and my email and can't find any questions from you...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on September 26, 2011, 08:25:54 PM
It was a question about Erica's Dress. I have an email here from your system, dated May 1 of this year, that assured me that you would get back to me as soon as you saw it.

Anyway, the point is: you made some nice clothing based on Erica's Dress, but there was absolutely no clue as to WHERE to get the mesh, and I asked about that. Needless to say, I'm still not able to use those clothes I DL-ed from your pages.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on September 26, 2011, 11:24:50 PM
It must be tangled up in my email backlog then. 

I'm looking for the original post about Erica's dress, but darned if I can find it.  Well, tomorrow is another day!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on October 28, 2011, 04:45:27 PM
Update, October 29, 2011: BO - No Trash Memories Version 1.02 (http://www.leefish.nl/mybb/thread-2396.html) fixes a bug where adding the "Academic Probation" memory would cause an error. Please re-download! My apologies for the inconvenience.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on November 01, 2011, 04:37:08 PM
I got the XP machine back -- I'll be testing your mods soon!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 09:03:20 AM
I realize I've been quiet for a bit... but he's back again! With a new mod, ofcourse!


BO - No Lecture Baby:


If you hate how sims drop everything they're doing just to lecture a baby for soiling their diaper, then - of course - you'll have Pescado's "antibabylecture" installed in your game.

However, I don't want my sims to lecture a baby for being smelly ever... They're Babies for Pete's sake: they have no alternatives! I sure as hell don't see them walk to the bathroom to take a shit or a shower on their own! Older sims don't lecture Toddlers for being smelly either, and they should at least be able to say "Bah" before they shit themselves! So I set out to make my own take on this.

So here's BO - No Lecture Baby. When a baby soils their diaper, other sims (babies and toddlers excluded) will respond like they would with a smelly Toddler: they react only to the smell, but they will not lecture anyone.

And that's not everything, because then I did one even better! If the older sim is already doing something (anything, actually), the "smell bad" icon is not added to their queue! Because it makes no sense for anyone to first finish everything they're doing, and then - 2 hours later - complain about the smell that was taken care of 2 hours ago! And this part works for babies and toddlers alike! (Yeah, I like my sims' actions to be sensible... :D)

This one works for ALL game configurations, but it *will* conflict with Pescado's "antibabylecture", of course. But then again, with my mod in place, it makes no sense to keep Pescado's mod in as well, does it?

Happy Simming!

Download BO - No Lecture Baby at Leefish.nl (http://www.leefish.nl/mybb/thread-2752.html).
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 20, 2011, 09:17:48 AM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/howl.gif)

Terrific, as usual!

Thanky!!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 09:23:30 AM
 :D My pleasure, dear! :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: za1susi on November 20, 2011, 01:46:49 PM
Thank you! I wanted a mod like this for ever.   :prancing:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 01:49:03 PM
You're most welcome! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: MaryH on November 20, 2011, 04:10:54 PM
It's not the first time that I've thrown out one of Pescado's hacks, but I'm happy that it will be a better replacement for the 'anti-babylecture', because even with that hack in the game, they still did it!

That's not what I would call a very good hack, if it does not stop all incidents of the behavior.

Thank you!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 04:18:00 PM
My pleasure, MaryH. I was totally sick of the lectures myself :)

Well, in Pescy's defense... his rtfm *does* state that it won't stop sims who aren't doing anything. He only wanted to stop sims dropping their whole queue of directed commands for a lecture. I just felt that wasn't enough, because it still bugged me that babies were chewed out for something they can't do anything about... Try containing your crap for three years... I think you'd explode! And babies don't have the luxury of going anywhere by themselves. :P

You might as well yell at them for making any kind of noise, or for getting hungry.. how *dare* they... :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 20, 2011, 04:28:43 PM
Just one more thing that makes you wonder what happened to the folks who programmed the game when they were growing up.

Maybe the same Butler who molested them also yelled at them for crapping in their diapers as infants?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 04:33:07 PM
Maybe the old pedophile molested them BECAUSE they crapped their diapers? If that had happened to me, I think I'd be rather anal about crap myself, TBH. :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 20, 2011, 04:38:36 PM
Yes, I imagine it would!
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/laugh.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on November 20, 2011, 05:25:58 PM
Woot! 

(Has anyone put this in the finds thread at GoS yet?)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 20, 2011, 05:41:31 PM
Not that I know of, but it certainty should be!

(I really need to spend more time on that site, because I usually love the stuff I find there!)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 06:15:12 PM
The last post at GOS that I can see, was on november 19th. I posted this mod at november 20th... so I'm sure it's not on the list there, yet. Or is that illogical? :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on November 20, 2011, 07:07:38 PM
I checked, it wasn't there, so I posted it.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 20, 2011, 08:17:02 PM
Cool! Thanks, dear! :bow: :love:

HOT! I see an immediate increase in downloads! :)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 20, 2011, 08:51:04 PM
Guess we're not the only ones who think lecturing infants for being infants is ridiculous, eh?  :biglaugh:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 21, 2011, 07:40:31 AM
Certainly not. I don't *know* 32 people, but that's how many have already agreed with us (I only need them to sign the contract, and then I'll have their souls <muahahaha>) by downloading the thingy...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 21, 2011, 07:55:46 AM
 :lol:

It's better that way.

Souls are less likely to piss you off than an actual person is.  X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on November 21, 2011, 03:55:06 PM
I assumed there was a secret EULA somewhere containing the souls clause that you agreed to by simply downloading the zip file.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 21, 2011, 04:01:24 PM
:lol: If that's true, then those 39 (yup, a few more) souls are now mine! X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 21, 2011, 04:06:16 PM
Just think of the power!

Bwahahahahah!  X)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on November 26, 2011, 05:37:22 PM
Two updates today:

BO - Reward Catalog v1.42 (http://www.leefish.nl/mybb/thread-913.html)
UPDATE November 27, 2011: The new version 1.42  adds an extra test to the Gender Change options (for P4A - Alien Trigger Override (http://www.leefish.nl/mybb/thread-2061.html) users): from now on, the Gender tokens can ONLY be bought if the recieving sim is NOT a Zombie, Servo or Bigfoot, because those three types can not bare or father children naturally anyway.
IMPORTANT: If you're not using P4A, you do NOT need to re-download. But if you DO use P4A, and want the new functionality, you must update BOTH mods, because the Catalog will NOT function properly with the old P4A v1.27.


P4A - Alien Trigger Override v1.28 (http://www.leefish.nl/mybb/thread-2061.html)
UPDATE November 27, 2011: New version 1.28 available.
This version doesn't add any new functionality, but is merely a restructured v1.27.
This restructure was required for new functionality added to the Gender-Change part of  BO - Reward Catalog v1.42 (http://www.leefish.nl/mybb/thread-913.html). If you're not upgrading the Reward Catalog, you don't need to re-download this mod either.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on November 26, 2011, 08:07:00 PM
 :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 01, 2011, 08:41:16 AM
Got my hands dirty again! After recieving clear indications that there was a desire for visitor enbled Espresso Machines, I made this little thingy...


BO - Espresso for Visitors:

The Maxoids pulled us another fast one: the Espresso machine is visitor-enabled, but then the Guardian BHAV disables it again for everyone except family members and shop managers. Enough of that nonsense!

This mod will enable the Espresso machine for anyone who's allowed to drink coffee. If you don't want anyone but family members and employees to use it, lock it away! It's that simple :)

Happy simming!

Download BO - Espresso for Visitors at Leefish.nl (http://www.leefish.nl/mybb/thread-2781.html)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 01, 2011, 08:52:09 AM
First! First! I'm first!!!
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/cool.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 01, 2011, 08:53:00 AM
12! 12! You're 12!!! :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 01, 2011, 09:01:56 AM
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/dizzy.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: arathea on December 01, 2011, 09:17:42 AM
I'm second! Am I now 11 or 13?  :hmm:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 01, 2011, 09:22:32 AM
Good question.

Does one increase or decrease one's *maturity* level as they move further away from the *first* position?

Think I'll leave that for the philosophers to deal with. I've got enough on my *mind* as it is!
(http://i375.photobucket.com/albums/oo194/TheCuteWoofer/Smilies/Wolves/duck_bounce.gif)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on December 01, 2011, 09:27:55 AM
I can't get there! :cry:  Everything is playing up for me at the moment - 17.28 and all the kids are downloading stuff....
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 01, 2011, 09:43:01 AM
This whole week has been flakey in regards to internet speed/access, at least around our house.

Sis & I are chalking it up to the "Cyber Monday" online pre-holiday shopping deals that running all week. (On this "side of the pond" anyway.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 01, 2011, 10:12:36 AM
I currently sometimes have trouble connecting anywhere as well. I hope it'll soon be better again, ZZ. :hug:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on December 01, 2011, 10:54:00 AM
Did you check that the headmaster is allowed to have coffee still?  Sometimes, I badly need that 10 points!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 01, 2011, 01:06:27 PM
First of all: I don't know anything about coffee... but I *am* sure that the Maxis code did NOT allow the headmaster to make/serve espresso!

As for my mod: you tell me, Miros... I believe that "anyone who's allowed to drink coffee" includes Teens, YAs, Adults and Elders. So you'd have to age the headmaster down to child, to keep him away.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on December 01, 2011, 04:08:58 PM
Got there this time!  (After midnight so the 12's are either in bed or out drinking lager on a street corner!)

Thanks, BO!  I really appreciate this. :thumb:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 01, 2011, 05:38:52 PM
You're welcome, ZZ. It was my pleasure. :D
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on December 01, 2011, 08:47:16 PM
Ok, I remembered how the headmaster works... he takes his espresso after the host serves it.  Been a while since I wanted to send a child to private school!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on December 01, 2011, 09:59:16 PM
I just cheat with the college adjuster, I simply hate the headmaster scenario!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Ladylombardi on December 02, 2011, 06:30:44 AM
Me too! I use the college adjuster all the time now as well. Haven't seen that headmaster in ages! :P
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 02, 2011, 06:33:12 AM
I use Inge's School Changer, which effectively does the same ;)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 02, 2011, 10:00:29 AM
I've never had any luck the normal way and I use the College Adjuster as well. (I also use it to rush a Sim or two through their major)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 02, 2011, 10:06:28 AM
Yup, lately I've adopted that strategy as well. Every sim still has to do the work required, but as soon as the class performance bar is filled (as far as I think they need), then the CA is used to set the time to 2 hours before the exam! I've had sims actually complete college in less than 8 days with this strategy.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on December 02, 2011, 10:49:25 PM
I use the private school legacy hack, so I only have to get one kid per family into private school and that kid calls the school to enroll their siblings when they become children. 

On campus, I use the college/rampage part of Macrotastics to fill the bar, then I let them woohoo their brains out for the rest of the semester.

I want to try David Chess's Sleeping Through College challenge sometime.  Your Sim is not allowed to Group Study or finish assignments or go to class.  They just start assignments and influence other Sims to finish them, talk to their professors on the phone, and woohoo with their professors.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 04, 2011, 02:27:47 PM
@BO: I have to set it to 12 hours. =/ For some odd reason if I set it to 2 hours before the final exam, it'll error out and the Sim won't move on to their next semester.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 04, 2011, 02:32:24 PM
That's odd. Have you tried Pescado's College Clock? IIRC, That has a similar function, and I'm curious if that one has the same problem.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 04, 2011, 02:53:12 PM
I'll give it a go.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: zephyrzodiac on December 04, 2011, 03:51:49 PM
The college clock is a must if you play community lots at college, since it allows you to freeze time.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 06, 2011, 03:43:51 AM
@ZZ: Thanks for the heads-up.

BO, I think I have an idea for a new BOING you might want to implement. I've noticed that all other Sim types are covered (e.g. Plantsims and zombies) but there's no alien option! How about an option to alienify a Sim who gets abducted?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 06, 2011, 07:00:58 AM
MS, you're asking for the iBOING.

No, that's not an Apple BOING like the iPhone, iPod or iPad; it's an impossible BOING. The thing is, I have tried this before, and was forced to remove it again, because it wasn't working properly.

The issue is, that there's no real difference between Aliens and normal sims, except for skin and eyes. There's no way to change the eyes in-game, and the only possibility to change the skin isn't properly reversible, because the game can not see whether a sim is Alien or not. In fact, I'm not quite sure about this, but if you were to read this thread all the way from the beginning, you *might* be able to find evidence that the Alien option did exist long ago.

I'm sorry, but long story short: I can't do that! :blush:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 06, 2011, 08:28:52 AM
@ MS: Yes, this is sadly another case where the Maxoid Monkeys screwed the code-pooch so much there just isn't a sane/practical way to fix it. (Poor code-pooch! Someone should really report Maxis to the Animal Welfare folks.)

Why oh why they didn't think to flag Alien-ism as a *proper* supernatural like the PlantSims & such (especially given that the Aliens have been around since TS1!) is beyond me, but we're suck with it unfortunately.

Then again, even if they did flag Aliens *properly* there would still be the folks like me who insist on making things complicated (I have 4 different skintones *designated* as being Alien in my game- so which one would poor BO be expected to *link* anything to?) so I have learned to find my own *work arounds* for things I do that the Maxoids never anticipated & no modder could ever be expected to allow for.

SimPE is often a game-customizing addict's best friend!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: miros1 on December 06, 2011, 08:54:32 AM
Make the skin and eyes match the "abducting" PTs? Not that BO should do it, just a theoretical thought.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 06, 2011, 09:15:45 AM
Sorry, I shouldn't have asked for so much, BO! *gets abducted by aliens and a BOING gets used... but which one?*

(@ZW: I need to get better at using SimPE. Badly.)
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Zirconia Wolf on December 06, 2011, 09:25:24 AM
If I remember correctly, BO ran into some *trouble* in that the game only acknowledges one ID code (or something like that) for the Pollination Tech, which was why he had to come up with his own (very clever) work around mod for *picking* the gender of the Tech who impregnates an abducted Sim, so I'm guessing that might mess up skintone picking too...but hell if I know for sure!

I figure I'll leave all the tech-stuff to the modders & just focus on reigning supreme over my pixel minions.

@MS: If it's just in-game skintone changing that you're after, CL's Skintone Selector works quite awesome & will pick up any skin file you have in your Downloads folder. (It's also the quickest way to get the internal ID code for a given custom skin, which makes switching colors in SimPE much easier.)

I am having trouble finding the damn thing right now (it was on CL's site, which is gone now but I swear MTS had it at one time) but will post a link if I find it.

***edited***

Found it!

It's on this page (http://www.modthesims.info/download.php?t=284572) with the Sim Cloner.

You still need SimPE to make changes genetic/permanent, but it's still a cool little program.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: BoilingOil on December 06, 2011, 10:43:47 AM
Make the skin and eyes match the "abducting" PTs? Not that BO should do it, just a theoretical thought.

If there was an acceptable, working and reversible way to change both skin and eyes, then that would be my first choice too. Find the skin-tone ID and eye ID of the abductor, and copy them to the abductee. But heck, in-game we can't even detect an Alien's gender, so how in the hell would we find the code for its skin-tone or eyes?

To be honest, Chris Hatch seems to have fixed a part of this issue, but I'm still trying to understand it and make it work in my own mods... with zero success, I might add. There must be something that I'm missing...

Sorry, I shouldn't have asked for so much, BO! *gets abducted by aliens and a BOING gets used... but which one?*

(@ZW: I need to get better at using SimPE. Badly.)

Don't beat yourself up over it, ok? Modding for TS2 is kind of a mine-field at times. If you're not a modder yourself, you're hardly to blame for not knowing what's possible and what not.

If I remember correctly, BO ran into some *trouble* in that the game only acknowledges one ID code (or something like that) for the Pollination Tech, which was why he had to come up with his own (very clever) work around mod for *picking* the gender of the Tech who impregnates an abducted Sim, so I'm guessing that might mess up skintone picking too...but hell if I know for sure!

Something like that, exactly. PTs are only accessible by GUID, not by neighbor- or person-ID. And without a person-ID there's no complete Character Data File to examine. Which in turn means no clues as to gender and/or genetic make-up. As I said above, Chris Hatch made some sort or work-around - which, unfortunately, I still don't fully comprehend and have not yet succeeded in adapting either - but that work-around has at least one negative side-effect: the PTs would then have to possibility of walking by your lots, which is NOT supposed to ever happen! And I still haven't gotten any predictable and reproduceable results from his technique... :confused:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Blog)
Post by: Master-Sephiroth on December 06, 2011, 02:52:24 PM
Oh alright... but I really don't know what that BOING has done to me...
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Aaroneous on January 23, 2012, 05:20:09 AM
Hey BO just to let you know the Cellphone, MP3 Player, and the Hand held game came with Uni(Not NL). 
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: KierneM on January 23, 2012, 06:14:01 AM
BO, is this supposed to happen?

Report Start 1/23/2012 9:13:30 AM
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7FB1E9C7
Instance ID: 0x00001002
Packages Containing This Constant File:
\downloads\zzzBoilingOil\BO - Alien-Experiments-GLOBAL.package
\downloads\zzzBoilingOil\BO - Alien-Experiments-PREFS.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7FB1E9C7
Instance ID: 0x00001003
Packages Containing This Constant File:
\downloads\zzzBoilingOil\BO - Alien-Experiments-GLOBAL.package
\downloads\zzzBoilingOil\BO - Alien-Experiments-PREFS.package
 
End Of Report
 
2 possible conflicts detected.

ETA: This is the only conflict I get, thank heavens.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 23, 2012, 06:59:03 AM
Yes, that is supposed to happen.

The GLOBAL package contains the code AND the settings (configuration options), which are set to MY preference. You always NEED the GLOBAL file.

The PREFS package only contains the settings, which initially are exactly the same is those in the GLOBAL file. If you don't want to change the settings that I've put in, then you can run the game WITHOUT the PREFS file. But if you want to enter your own settings, then it's advisable to make those changes in the PREFS file and put that file in as well. That way, you only have to remove the PREFS file if you want to return to the default settings.

The last NOTE at the bottom of the download page explains this.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 23, 2012, 07:11:37 AM
Hey BO just to let you know the Cellphone, MP3 Player, and the Hand held game came with Uni(Not NL).

Ah, in that case I'll have to update the description a little. Thank you for letting me know, my friend!
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 24, 2012, 10:00:33 PM
Update, January 25th, 2012: In BO - Alien Experiments (http://www.simbology.com/smf/index.php?topic=7875.msg155850#msg155850), some moron (me) allowed teens to become Plantsims. That was NEVER supposed to happen, and I can't predict what happens when a teen Plantsim would grow up. So that error has now been corrected! Re-download is recommended. If you made your own settings in the PREFS-file, you don't need to overwrite that file. My apologies for any inconvenience.

Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Dark_Author on January 25, 2012, 01:58:49 PM
Hey, BO, just out of curiousity, if the unintentional teen plantsims get the plantsim skin, keep the teen body, and are read by the game as teens, than might it be possible to add a teen stage to the plantsim life cycle?  Just wondering.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 25, 2012, 02:34:23 PM
Nope, I would have loved that, but sadly it doesn't work like that. There are no Teen Plantsim skins in the game files; only Toddler, Adult and Elder. Plantsim options like change skin, spores of happiness and pollen cloud don't exist for teens either, because the Maxoids didn't include teen plantsims. So the Teen Forest-child would be a very limited half-plant-creature.

I ran into the bug, because Tessalion13 had a teen abducted, who then came back with her normal skin and Plantsim motives.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Dark_Author on January 25, 2012, 03:26:00 PM
There is an unlocked Plantsim skin for babies through elders on MTS (I have it).  Could the plantsim code be modded to link to it for teens and than some of the plantsim options made useable?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 25, 2012, 04:00:22 PM
Oof!!! That's quite an order, D_A. There's a lot here that I'm not sure of, actually.


And the latter of these parts is probably the most important, because without that, the former two are completely meaningless.
So, no matter how much I would like to be able to say Yes, I'm afraid it's asking too much.

The AE bug showed that obviously it's possible to change the Teen's Motives into Plantsim mode, but I'm not sure how the Age panel is affected. Tessa's teen was about to go to college when it happened, and is now waiting in the College Sim Bin. I advised Tessa to make a backup before actually putting her on a college lot, because I'm not sure how the system will respond to trying to age up a sim that shouldn't exist. If the system fails to age this girl up to YA, then Tessa will need to put the backup back in and feed the kid a curing potion, if that can still be done.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Dark_Author on January 25, 2012, 04:25:20 PM
Hmm...this does make for some interesting thoughts, though.  I wonder, if you can't add actually add ages to the plantsim lifecycle, if you could reroute them to point to a normal sim lifecyle for the new ages, and add the end of that, point back to the regular plantsim lifecyle.  I know the coding doesnt work like this but, Im thinking along these lines...

Start with a plantbaby (toddler)
At age transition time, run a check.  If plantbaby passes plantbaby check, route to a normal age up to child (the skintone would carry over if geneticized), run another check (possibly for the skintone) if it passes, enable some plantsim options and plantsim motives,  for the next age transition (to teen) repeat what was done for child, and when it is time to age to adult, run a check and if it passes, route to a normal plantsim adult.

Thats all theory, though.  I know it doesnt work exactly like that, but something like it maybe?
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 25, 2012, 04:32:36 PM
Obviously, you have no idea of how much of a mess the aging routine is, D_A :P It's hundreds of lines of code, virtually impossible to even LIST in SimPE. Trying to add stuff to it, is probably way too much to ask of ANYONE. In comparison to that one single BHAV, all the mods I made together are still just peanuts.

And at some point, they start referring to Lua code and Primitives that alter the UI. And THAT's where the actual age transition takes place. Modders sadly don't have the tools to work on Primitives and UI stuff. The inner secrets of that part of the game rest 'safely' (pfffrrrt) in the hands of a bunch of baboons at the EAxis studios.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Dark_Author on January 25, 2012, 04:41:14 PM
Ouch.  That sounds painful just reading about it!  Well, I never said I knew a single thing about the games code, I just figured it had to have "if" strings. lol.  Obviously, its much more than that. :lol:
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 25, 2012, 04:53:57 PM
Yeah, horrible, isn't it? I'd rather feed my nuts to a bunch of rats than to dive into the snake pit that is "age transition code".
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: Aaroneous on January 25, 2012, 05:44:20 PM
*runs screaming from thread at the mere mention of the age transition code*  I remember when I first found that piece of code many years ago, It actually managed to crash Simpe. Even when it didn't crash it took 3 minutes for SimPe to fully load the code. I am sure the time for the code to load has improved by now, But I have no interest what so ever to find out.
Title: Re: BOBO-Modding: BoilingOil's Bodacious Offerings (the Q&A thread)
Post by: BoilingOil on January 25, 2012, 06:01:51 PM
I offer my sympathy, Aaroneous. I've even dared to press the "sort" button... Three hours later, SimPE was still working... I had to perform a hard reset to get my system to cooperate again.

I believe that specific BHAV is among the ten longest BHAVs in the game.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on February 14, 2012, 01:24:49 PM
I've added something to the Less Dance on Toes (http://www.simbology.com/smf/index.php?topic=7875.msg157186#msg157186) mod:

UPDATE, Februari 14, 2012: A new Extra test is now available, allowing Outgoing sims to dance on toes, if they make pass the minimum Outgoingness level.
Also, a new option has been added to the Activity and Niceness settings: when these traits are set to be mandatory, they are no longer EXTRA tests. In stead, regardless of anything else, these minima MUST be met for the sim to even consider dancing on toes.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on February 15, 2012, 02:24:47 AM
'Feature' in BO - Phones for All (http://www.leefish.nl/mybb/thread-2988.html) addressed!

UPDATE: Februari 15, 2012: The initial version had a 'feature'; due to an omission on my part, it treated sims of the current family as if they ALSO had cell phones. This was nice when the sim was called, because you could see their butt ring, even if they did NOT have a cell phone. But it was not so nice when you wanted them to call someone, because they didn't actually have the device. Also, it prevented you from using cheats to actually give them a cell phone! The new version addresses this issue!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 13, 2012, 03:41:28 AM
A new version of BO - Reward Catalog (http://www.simbology.com/smf/index.php?topic=7875.msg155841#msg155841) has been released:

UPDATE March 13, 2012: Following a request/suggestion by Tessalion13, a new feature has been added: Teens and older sims can now reroll their LTW at the cost of 100,000 points. The option is in the "Wants..." menu if sufficient points have been deposited.
IMPORTANT: If you use P4A - Alien Trigger Override (http://www.simbology.com/smf/index.php?topic=7875.msg155851#msg155851), make sure it's updated to v1.28 or above. Otherwise, the Catalog will NOT function properly.
Title: Re: Questions (and Answers) about BO's mods
Post by: kristie91 on March 24, 2012, 01:30:42 PM
Will the more interesting alien abductions conflict with a mod that changes the chances of getting abducted?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 24, 2012, 10:04:49 PM
To my knowledge, there *should* not be any conflicts. The chances to *get* abducted are handled in a different routine from what happens once one *is* abducted.
Title: Re: Questions (and Answers) about BO's mods
Post by: Dark_Author on March 25, 2012, 11:48:56 AM
BO, can you integrate your alien trigger override mod into alien eperiments completely?  I love the idea, but I think it would be neat if the chance of this happened was random, mixed in with the other things AE does.  Invasive Toggled Mode would probably be the best fit for this.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2012, 12:43:14 PM
Alas, that is not possible, dear. And to be completely honest with you, it wouldn't make sense! Alien Trigger Override only has two tiny links into Alien Experiments, and those are:

1. The memory of having been abducted/having met aliens.
2. The token that can at random be given to abductees.

And the second link is even shared by the Reward Catalog, where one can buy that (semi-permanent) token, or the cheaper temporary one.

The other 95% of Alien Trigger Override deals exclusively with the Woohoo/TFB system and in part with ACR, where is calculated whether either of the sims can get pregnant, and if so, which one.
How would I make *that* an integral part of Alien Experiments? I have no idea, because they have nothing at all to do with AE.

Also, even if it *were* possible, it would require yet another couple of extra BCON settings, because not everyone who uses AE, also uses ATO and vice versa. So I would need to add extra switches so people can choose to turn either part of the mod off. Now they only DL what they need, and no more :)
Title: Re: Questions (and Answers) about BO's mods
Post by: Dark_Author on March 25, 2012, 12:46:29 PM
Well, if I use Alien Trigger Override with Alien Experiments (and I select Invasive Toggled Mode for ATO) will my abducted sims ALWAYS switch gender on top of what AE does to them?  Or is it random...so that AE could make my male sim a werewolf, but leave him functioning as a male? 
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2012, 01:10:53 PM
It actually works like this:

When the TFB system checks for a sim's ability to get pregnant, it actually counts the number of Abduction memories. An odd number of abductions makes the sim switch gender, but an even number acts as if there are no switches. So a male with one, three, five, etc.. memories is female and vice versa. And since every abduction creates one such memory for that sim, in theory a sim switches gender every time they get abducted.

However, there is one exception: after counting the number of abductions, the system also checks for the two possible gender switch tokens, which act as if they are abduction memories. So if you've allowed Gender Switches too in AE, then it's possible for a sim to get the memory AND the token, which counts as an even number of switches, or no switch at all. And if the sim already had the token, it will be taken away, but that still has the same effect.

However, you know for certain that the sim did NOT get/lose their token, if something else already happened to them. If a sim gets changed into a werewolf, they did NOT get/lose any gender token. But they DID get the abduction memory, which means they switch gender.

The last snag is, that you get no warning if they got the token. It just looks like nothing happened! So there can still be some little element of surprise. But if you have ACR 2 and my altered ACR files in place, there's still a way to find out:

You have a mixed couple: male and female, both of the same household, and one of them has been abducted once. So theoretically, they are now of the same gender. Let the female invite the male over for woohoo on the sofa: if they switch places, and the male jumps the female in stead of the other way around, you're sure nobody changed gender. So the one who was abducted, got the memory AND the token. If they're really of the same gender internally, they do NOT switch places for woohoo. They only switch places if that makes TFB possible, but TFB doesn't happen with two sims with equal internal genders.
Title: Re: Questions (and Answers) about BO's mods
Post by: kristie91 on March 25, 2012, 07:50:49 PM
Thanks for answering! But now I have another question, does your mod that allows children to stay at home alone does that allow you just create kids in cas without adult? I have that mod and I went to create just a kid to see and it said I had to have an adult. Can that feature even be done?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2012, 09:27:58 PM
Nope, you NEED to create an adult too. But once the family is in the house, you can send the adult away as a townie (you need Inge's Teleporter Cat for that, which is at Simlogical), and then the kids live alone without any problem. You could eventually even KILL the parent, if you need.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 05, 2012, 09:05:59 AM
Update, April 5th, 2012: the Dragon Tale, the Sea Chanty and the Fire Dance were added to BO - Vacation-Actions Limited (http://www.simbology.com/smf/index.php?topic=7875.msg155804#msg155804) courtesy of rawmilk905, who supplied me with some welcome information. Thank you, rawmilk905!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 06, 2012, 08:17:49 AM
Update, April 6th, 2012 for BO - Customized Compost Bin (http://www.simbology.com/smf/index.php?topic=7875.msg155822#msg155822): After finding and installing Monique's Auto Tending Compost (http://www.insimenator.org/showthread.php?t=45567) mod, I found that the original customization wasn't enough anymore; trash stacks up so fast, that you need more capacity, and faster processing. So now there's also a "x2" version, which holds double the amount, and works twice as fast. This new bin holds 100 units, and converts a unit of trash to compost once every 4 hours.

NOTE: You can have only one of these mods in your downloads folder; they both change the same files to alter the properties of the original Maxis Compost Bin, so they conflict with eachother.
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on April 06, 2012, 10:45:30 AM
:worship:  You rock! 
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 06, 2012, 01:34:55 PM
Thanks, miros1 :D
Title: Re: Questions (and Answers) about BO's mods
Post by: Master-Sephiroth on April 10, 2012, 07:59:55 AM
Would it be possible to make a mod to nuke autonomous pranks? It's getting on my nerves and I haven't found a similar mod...
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 10, 2012, 08:09:49 AM
Sounds like a good thing to look into, MS. I'll have a look once I get back to simming mode, ok? (I'm currently having a little sim-break... need to be doing something else for a while)
Title: Re: Questions (and Answers) about BO's mods
Post by: Master-Sephiroth on April 10, 2012, 08:10:48 AM
Okay, thank you! :D
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 10, 2012, 08:17:58 AM
Actually, a mod like that already exists, made by Pescado. It's very aptly named "antiprankhack". Google the word for links to it, please.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 11, 2012, 10:46:29 AM
Update, April 11th, 2012 for BO - Immunity Controller (http://www.simbology.com/smf/index.php?topic=7875.msg158687#msg158687): Two major failures fixed:
The second fix does pose a bit of a snag, though: there are now TWO BCONs, which BOTH must be altered, if you want a certain type of sim to still get sick.

Enjoy the new version.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 12, 2012, 06:25:26 AM
Update, April 12th, 2012 for BO - Immunity Controller (http://www.simbology.com/smf/index.php?topic=7875.msg158687#msg158687): And again, a major fail fixed: Testing the wrong variable will not cause the mod to work very well. Re-download is required. Sorry about that.

NEW: Now also (separately) available - Allergy Controller. Does for allergies what the Immunity Controller does for sickness, and also prevents hoverbots (even custom ones as available at SimWardrobe for example), from sneezing. Allergy Controller has its own BCON to configure allergies for your sims.

Enjoy the new version.
Title: Re: Questions (and Answers) about BO's mods
Post by: Orilon on April 12, 2012, 10:33:50 PM
I ran the HCDU, and it shows that your Less Toddler Annoyance mod conflicts with TwoJeff's No Baby Toddler swarming mod. I'm not sure what I should do, since I don't want the parents to swarm the baby, and don't want the toddler to bug the parents.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 12, 2012, 10:39:33 PM
Can you quote the section of the report that describes the conflict?
Title: Re: Questions (and Answers) about BO's mods
Post by: Orilon on April 12, 2012, 10:54:17 PM
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Social - Toddler - Ask For - Food - TEST
Group ID: 0x7F01EC29
Instance ID: 0x000020DE
Packages Containing This Procedure:
\downloads\TJ\No Baby Toddler Swarming.package
\downloads\ZzBO\BO - Less Toddler Annoyance.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Social - Toddler - Ask For - Attention - TEST
Group ID: 0x7F01EC29
Instance ID: 0x0000218F
Packages Containing This Procedure:
\downloads\TJ\No Baby Toddler Swarming.package
\downloads\ZzBO\BO - Less Toddler Annoyance.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Social - Toddler - Toss In Air - TEST
Group ID: 0x7F01EC29
Instance ID: 0x00002022
Packages Containing This Procedure:
\downloads\TJ\No Baby Toddler Swarming.package
\downloads\ZzBO\BO - Less Toddler Annoyance.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BHAV
Procedure Name: Social - Toddler - Ask For - Diaper Change - TEST
Group ID: 0x7F01EC29
Instance ID: 0x00002190
Packages Containing This Procedure:
\downloads\TJ\No Baby Toddler Swarming.package
\downloads\ZzBO\BO - Less Toddler Annoyance.package
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 12, 2012, 10:59:51 PM
Ok, I'll have to take a look at these before I can make any suggestions... First, I'm gonna hit the sack, though ;)
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 13, 2012, 08:10:52 AM
Ok, here's the verdict:

TJ's mod contains many more BHAVs than mine, governing a lot of stuff that my mod doesn't bother with. So if you load mine last, all those other things still work the way TJ made it, while only those four little things are done *my* way. There should be no problems.

Actually, I discovered, that my mod is even more selective... When a toddler actually is *allowed* to bug the grown-ups, he/she will ONLY select the nanny, a household member or a blood relative, and only if their relationship is good enough. The toddler will NOT ask anything from a total stranger!
Title: Re: Questions (and Answers) about BO's mods
Post by: Orilon on April 13, 2012, 08:34:25 AM
If I keep his in the TJ folder and yours in the ZzBO folder, will that make sure yours is loaded last? That part still confuses me.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 13, 2012, 08:40:36 AM
Yes, that's how load order works: folders are read in alphabetical order. And within each folder, all the files are ALSO read in alphabetical order. So, because my folder starts with a few z's, it will be the last in the list, and will be loaded AFTER everything else.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 13, 2012, 05:39:13 PM
UPDATE, April 14th, 2012 for BO - Less Toddler Annoyance (http://www.simbology.com/smf/index.php?topic=7875.msg158775#msg158775): Because I originally never intended to upload this, and I have all EPs/SPs, I never cared to check if this mod was suitable for all configurations. Now I *have* checked, and it was NOT! The old version will ONLY work properly if you have AL or M&G installed, and maybe also with any of the multi-packs that are so popular nowadays. Otherwise, it WILL run into problems fairly soon!

But now there's a new version that will work if you have at least NL or better installed. However, it REQUIRES Cyjon's Smarter EP Check (http://drupal.cyjon.net/node/323).

AL/M&G users do NOT need to re-download!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 28, 2012, 05:14:05 AM
UPDATE to P4A - Alien Trigger Override (http://www.simbology.com/smf/index.php?topic=7875.msg155851#msg155851), April 28th, 2012: New version 1.30 available. This version fixes a bug where a Teen 'male' was unable to TFB with an adult 'female'. Thanks go to Tessalion13 for reporting this issue (http://simsasylum.com/tfm/index.php?/topic/506-bo-p4a-alien-trigger-override/#entry31459)!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 30, 2012, 05:07:47 AM
Update to BO - Kids & Pets Unattended (http://www.simbology.com/smf/index.php?topic=7875.msg156281#msg156281), April 30th, 2012: Previous versions did NOT include going hiking or jogging. The newest version, however, DOES! Your sims may be irresponsible, but at least they'll be HEALTHY :D
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on May 02, 2012, 01:55:44 PM
Quick question... Your new mod that lets Service NPCs automatically stay when finished working: Am I correct in assuming the Sim they're in love/crush with also has to be on the lot?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 02, 2012, 02:01:50 PM
Ooooh, that's a good question... I assume that this should be evident, but I'm not sure my mod checks for that. :blush: I'll have a look, miros1, and get back to you on that.

ETA: Yes, the mod checks for that: The sim in question *must* be available for interaction. So yes, they must indeed be on the lot AND awake. Otherwise there's no point in the NPC staying over.
Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on May 02, 2012, 06:57:06 PM
I know this is possibly out of the range of possibilities, but here goes:

What about a mod that allows them to move in if the relationship is acceptable-friendship or crush (probably friendship) without having to 'transport them in' with another mod?

Like the nanny-ok, I know that's rather unreasonable, but sometimes my simmies just want a live-in nanny and it's a hard proposition to do-you have to literally delete the nanny van when it comes to pick her up and move her in with the teleporter.

Would a mod like that be possible? "Move in the hired help"?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 02, 2012, 07:22:28 PM
If you mean 'moving them in but retaining their service sim behavior', I fear that that may be quite impossible. The proper functioning of service sims usually depends on those sims being a member of the service sim family. As soon as you move them into a playable household, you break that.
Title: Re: Questions (and Answers) about BO's mods
Post by: kirpics on May 02, 2012, 09:12:44 PM
-gone-
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 03, 2012, 03:18:16 AM
Yeah, and your suggestion of programming a certain type of NPC differently could also cause it's share of problems, as you will agree. I mean: ok, so let's reprogram the maid. So now ALL maids are changed, but you want to move in the Butler... no dice! Or even if you DO decide to move in the maid, the other maids also behave differently, even though THEIR employers don't need that.

Suffice it to say: I'm very pessimistic about this idea's chances for success. At least I'm sure *I* don't have the nuts for it :(
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on May 03, 2012, 04:49:40 AM
What about the workers' set from DMA Sims?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 03, 2012, 04:52:32 AM
Yeah, they'll do, but they are custom NPCs, not Maxis. They were made from the ground up to be different.
Title: Re: Questions (and Answers) about BO's mods
Post by: Dark_Author on May 03, 2012, 07:27:29 AM
ChristianLuvs (I think thats how you spell it) All-In-One NPC and nanny allow you to have a whole set of live-in NPCs (or not live-in) if you give them all different assignments.  It also allows you to hire other playable sims as maids, ect.
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on May 03, 2012, 09:45:53 AM
http://www.drealm.info/simlogical/sl/Sims2Pages/Sims2_NannyDetect.htm will make one Sim act like a nanny and the rest ignore the sprog.

Macro/Clean will usually get the maid's work done faster and better than the bimbo normally would do it anyhow, and you can always unlock the maid's outfit if another Sim really wants to woohoo the maid...

Just ask the obsessive compulsive that's building a huge hack list for her site....  :diva:

Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on May 03, 2012, 01:15:23 PM
Thanks for the opinions, and the replies. I've never used Christianlov's all in one NPC, (although I'm aware of it-being a huge fan of his hacks) so I suppose I can go get that to see if I can mimic the live-in help part of the game.

Of course the easier one might be Inge's-which I've already gone and downloaded.

Huge hack list? When? I haven't got all of them, yet, I swear!  :lol:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 03, 2012, 03:29:56 PM
UPDATE May 3rd, 2012 for BO - No Sim Loaded (http://www.simbology.com/smf/index.php?topic=7875.msg155840#msg155840): For the first time since creating this mod, I had someone hire a butler again. And then I noticed a problem: after about 4 PM, he developed bladder issues, because his frozen motives were unjustly fixed by NSL.
Hence, the new "FINAL bugfix" version which addresses this problem.

SPECIAL May 3rd, 2012: For those that also use my BO - No Trash Memories (http://www.simbology.com/smf/index.php?topic=7875.msg155843#msg155843), I made a "Special" version that no longer kills gossip (because NTM prevents gossip from being added), making NSL a bit faster yet!
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 02:09:05 PM
Okay, so i first noticed this problem months ago, but injuring my knee, and issues with my computer kinda prevented me from trying to figure out what was happening. And both turned out to be long term issues...

Anyways, the problem is with slow aging. I had it in my game, and it worked fine. And one day, i hadn't added anything new to my game, it stopped working. Sims aged daily again.
I tried installing the new slow aging controller, but that didn't work either.
It had me totally puzzled. I was going to figure it out, but then all the other stuff got in the way. So i recently tried to figure out what might cause slow aging to stop working.
I added it as the only mod and it worked. I added all your mods i have, and it worked. I added inteen, and it stopped working.

Now i do remember i changed some of the flavor packs shortly before noticing the problem. I had no adult teens, and took that out and installed college admissions. So i thought i had found it. But changing the flavor packs around, doesn't change anything, and it's still not working.
This has me completely puzzled, as it did work together before. Not sure if i had changed anything else, as it was months ago, but i've tried adding and removing any of the flavor packs i might have altered. But whatever i do, slow aging isn't working.

Also, putting all mods in, and leaving only inteen out, has slow aging working. So the only conclusion for me is that inteen is somehow conflicting with slow aging. But why then did it work before? :hmm:

Now my computer is going to have to go back to the store very soon, as the problems are getting worse, so i may not be able to try many other things. I thought you might want to know now i've figured this out so far though, even if i can't promiss i can help trying things.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 02:20:44 PM
I'm beginning to wonder if you have the load order reversed... My mod *MUST* load AFTER Inteen, or it will NOT work. :D
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 02:36:33 PM
Yeah, you'd think that, wouldn't you...
But inteen is in a folder named ~-A-inteenimater~ and slow aging is a folder in a folder called zzBO...
So unless my computer is so messed up, it's also not following the normal rules of loading anymore... I have to say, it's doing a lot of weird things, and it finds new weird things to do all the time, so who knows... it might be the motherboard, so i don't know, could it be doing that? :hmm:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 02:45:40 PM
Yes I would... :P

Still, I'd like you to check out what HCDU thinks of the situation. And just in case you forgot, delete the Groups.cache file.
Also: what file system does your machine use? FAT32 or NTFS? FAT32 *does* seem to have issues loading stuff in the correct order on occasion.
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 03:22:10 PM
Well i checked with the groups.cache deleted for sure. No change. And the puter uses NTFS.

Well here's the results of the HCDU scan attached. With just inteen and slow aging installed in the mods folder, and with slow aging not working.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 03:30:14 PM
Well, it *LOOKS* quite alright, doesn't it?

I only wonder... In the zzBO folder, you made yet another folder where my controller is installed... what would happen if you removed that extra folder, and kept the .package simply in zzBO ???
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 03:45:30 PM
Well tried that, doesn't make a difference.
It really doesn't make any sense right? It worked, then it suddenly didn't.

Thinking back, it does seem to have started around the same time the computer started having issues as well, so who knows. Maybe best to wait untill it's back from the store? I mean it does do really weird stuff. When starting it up, it freezes, reboots, has picture and sound fail, crashes, with the blue screen saying different things every time. And like earlier today after finally having it stay on, my firewall was blocking all internet traffic. Restarting the computer fixed that. But who knows what else it's messing with.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on May 11, 2012, 03:55:38 PM
Sounds to me like either Norton or McAfee (or similar) is the problem.  You could try removing it and installing something like Avast!  I stopped using McAfee years ago when it fried my hard drive (got stuck in a loop when I wasn't around to pull the plug) and even got a refund from them!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 04:04:08 PM
Dang, ZZ, I never think of such possibilities, because I don't use any protection software. Thanks for helping us out, here. :D

@Pleun: Indeed, this makes no sense at all! You could try ZZ's suggestions. But if that doesn't help, I think a hardware problem *might* cause your issues.

I've had an old system where a broken PSU (Power Supply Unit, in case you didn't know) provided too little juice for the hard drive, and the whole system suffered: windows often not loading completely, sometimes being unable to find sound hardware or screen; not being able to read the keyboard or mouse; not loading programs correctly or completely. Replacing the PSU solved that issue. In another machine, the PSU didn't produce enough juice, and the hard drive just burned out because of it!
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 04:21:25 PM
The firewall acting wonky was a new thing. I don't have McAfee or Norton. I have Avast antivirus and PC tools firewall plus for a firewall. Given all the different weirdness, i doubt it's software. Sometimes it doesn't even boot at all, and i just get the internal beep going off. And then only cutting the power to the computer entirely and leaving it off for a while will make it stop that. So yeah, who knows, maybe the PSU, i honestly have no clue. Someone said sounds like the motherboard to me, could be too. I'm quite puzzled by it all. I'll just let them figure it out at the store, it should still fall under warranty.

I'd have brought it there before, but with my knee, i couldn't get it there before. Have to find a way to take it there by train, as even though i bought it online, i have to take it to the store myself.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 04:27:30 PM
I hope your knee gets better, Pleun (if at all possible. I don't know what exactly is wrong with it), and that you're successful in getting that machine where it's supposed to go for them to fix it.
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 11, 2012, 04:40:39 PM
Thanks, i hope so too. I miss my sims game. (and you might have noticed my absence.) It has kept me from playing a lot, because sitting at the computer long got very uncomfortable, and i can't elevate my leg there, unlike on the couch. Now i wished i had a laptop...

(My knee got bruised very badly when i fel down the stairs last october. I was told it was a bone bruise, saw the echo they did, there's a big dent in the bone. Apperently bone bruises take forever to heal.)
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 11, 2012, 04:46:51 PM
Yes indeed. Though also (and often even more) painful, it's usually better to *break* a bone than to *bruise* it. Broken bones (if it isn't a complicated breakage) often heal in about 6 to 8 weeks. And then the bone is a lot stronger in that specific place, so it won't easily break again.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on May 11, 2012, 07:37:11 PM
Do you have a friend who could drive you and your PC to the store?
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on May 12, 2012, 08:59:19 AM
Weird idea: I have a little  cart that I  use for groceries; although it's not really big enough for my computer, I could probably tie it on with bungie cords, possibly leaving the cart folded so it's simply  providing wheels.  It's designed to be portable, so I'm sure you could get it and your computer on the train easily.  Only problem I have with it is that the back wheels are a little too small and like to catch on bumps and cracks in the sidewalk, but that's a trade off the designers made to make it portable.

http://www.kmart.com/shopping-cart-helping-hand-pop-n-shop/p-005W016230500001P?prdNo=11
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 12, 2012, 01:48:03 PM
Well i don't know many people with a car i could ask, and i don't want to keep asking the same people over and over...

I'll get it there. I've got a shopping bag on wheels, a bit like in the link, but with a bag in stead of a metal basket, where you can remove the bag. I still have the box of the computer, so i'll tie it to the cart, and a friend offered to come with, so that'll be fine.

I have just one problem, i can't seem to find the receipt... I know i've seen it somewhere before, but i can't remember where. I'm not the most organized person... So back to searching for it.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on May 12, 2012, 02:24:26 PM
Really, they should be able to check that the computer is still under warranty from the model name, but I'd still try to find the receipt!  Did you look for the documentation that came with the computer and check that? 
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on May 12, 2012, 10:12:09 PM
Since you bought it online, can you print out the order info from the site?  Maybe Customer Service could send you another copy.

(My XP puter is back from repair with a new C drive, which may have been the problem all long...)
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on May 13, 2012, 12:33:37 AM
A faulty main drive can be a big problem - but I also had problems caused by my old main drive being used as a backup drive without being wiped first, as it had stuff on it which I had to move.  I then found there were files I couldn't move, and DiskCleanup found a couple of bad sectors.  And sometimes I could load that disk, sometimes my computer didn't even know it was there!

Hope your new C drive has solved everything, and runs perfectly into the next decade. :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on May 13, 2012, 09:15:38 AM
Yeah, i'm looking just about everywhere. I still do have the order conformation email, and the email with the shipping info. So i'm hoping that will be sufficient. Still hoping i'll find the original receipt though. I'll give them a call tomorrow, before i undertake the journey to get it there.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 19, 2012, 09:41:45 PM
Update, May20th, 2012 for BO - Need Freak (http://www.simbology.com/smf/index.php?topic=7875.msg155844#msg155844): I ran into another bug (I'm fortunate... I mostly find bugs myself, before others do :D): When I chose "Setup.../Hunger.../Static.../0", both Hunger AND Social were updated. My fault: I failed to clear Temp 0 before use. So now I fixed that as well.

So here's version 2.3!: For those that already installed and configured any earlier version; you do NOT have to do it all again! Just download the patch, and drop it in the same folder as the main mod (overwriting any earlier patches).
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 20, 2012, 02:57:49 PM
UPDATE, May 20st, 2012 for BO - Less Toddler Annoyance (http://www.simbology.com/smf/index.php?topic=7875.msg158775#msg158775): It's cute how toddlers will sometimes follow a parent around. Really, it is! BUT... NOT all day long! The only purpose the "Follow Parent" interaction serves, is to fill the rugrat's social bar. So what the hell is that bug doing, stalking mommy all day, even when her social bar is already at maximum??? Let them go *do* something with their time, even if they're not learning anything from it! So, here's an update that only allows Toddlers to "Follow Parent" when their social bar is below -50 (that's turning orange). Now only badly neglected kids will follow someone around!

And because I realize that this may not be useful for everyone, I've put it up as an alternative version; the NoFollow version. Enjoy!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 20, 2012, 03:44:54 PM
UPDATE May 21st, 2012 for BO - P4A - Alien Trigger Override (http://www.simbology.com/smf/index.php?topic=7875.msg155851#msg155851): New version 1.31 available.
So far, the engine of this mod was counting abduction memories a sim had, to determine their effect on its internal gender. So what would happen if the sim's memories were erased, either by an Evil Witch, or by the Aliens themselves? EXACTLY: The sim would be reset to their original gender! But a change in someone's memories should NOT change their physical condition! Fortunately, I've found a way to prevent this: there's actually a token on each sim, that registers the number of abductions. And memory loss does NOT include tokens, so that counter is safe! The newest version of this mod now simply reads that counter, in stead of wasting oodles of time filtering and counting memories and probably getting it wrong if the sim's memory was erased.

Once again, enjoy!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 21, 2012, 07:21:26 AM
Several hours ago, I released BO - Residential Shopping (http://www.simbology.com/smf/index.php?topic=7875.msg159577#msg159577), which causes some objects to get a CC star, and the risk of accidental deletion...

mustluvcats (http://www.leefish.nl/mybb/member.php?action=profile&uid=225) suggested a fix for the above to prevent the CC star and the possibility of deletion. The fix entails placing the main file not in Downloads, but in the "TSData/Res/Catalog/Bins" subfolder of your latest EP/SP installation folder. It works in *my* game, so maybe it works in all! Thank you for suggesting this, MLC :love:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on May 31, 2012, 06:44:00 AM
UPDATE May 31st, 2012 for BO - Pick Another Toy (http://www.simbology.com/smf/index.php?topic=7875.msg159104#msg159104): RebaLynn1960 (http://www.leefish.nl/mybb/member.php?action=profile&uid=1139) requested a similar mod for the use of potties. So there it is: BO - Pick Another Potty works exactly the same as the toy thingy, but only for Maxis potties. Alas, custom potties will be impervious to this hack; they would need to be hacked separately...

Found on the same page as the toy thingy :)
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on June 16, 2012, 04:40:01 PM
UPDATE June 17th, 2012 for BO - Reward Catalog (http://www.simbology.com/smf/index.php?topic=7875.msg155841#msg155841): Following another request/suggestion by Tessalion13, another function has been added: Teens and older sims can now have a Check-up performed to disclose their current internal gender. This check is available in the "Gender Change" menu, if P4A - Alien Trigger Override v1.28 or higher (http://www.leefish.nl/mybb/thread-2061.html) is present, and you have at least 10,000 points deposited.
Also, I've changed the look of the Catalog, and as a result, the package is now 50% smaller. Delete the ObjectThumbnails.package, if you want to the thumbnail in the Aspiration reward catalog section of the sim's inventory to reflect the new look of the RC.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on June 17, 2012, 01:13:39 PM
UPDATE June 17th, 2012 for BO - Children get Bottles (http://www.simbology.com/smf/index.php?topic=7875.msg155830#msg155830): Obviously, I missed something! The K&B fridges (Solid Sense Fridge and Coldinator) were NOT covered by the initial release of this mod. So here's a fix that requires a little special care:And that should do the trick. Sorry for messing up, and thanks to Aerosimkat for pointing out this issue.
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on July 22, 2012, 06:51:12 AM
BO, thanks for the less toddler annoyance mod. I was wondering though if it would be at all possible to add a fix to another major toddler annoyance...

Let me explain the issue. Most of my toddlers spend their days upstairs, since that's where all their stuff is, toys, potties, cribs... However, they constantly congregate at the top of the stairs, because they want to get to sim a or object x downstairs. This creates the most annoyance, as they are constantly blocking my other sims from going where they need to go. For example, sims trying to give them a bottle, are thwarted by the toddlers blocking the way because they want to access the pet bowl downstairs. Since they don't get to go downstairs, they shouldn't even know that item is downstairs.

So would it be possible to make toddlers unaware of objects (and sims) that are on floors they can't get to anyways?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 09:11:53 AM
Ah, Pleun, that is an interesting thought... I'll think about this a little, and see if I can come up with something. It *must* be a separate mod, though - IF I can do this -, but I don't think you'll complain about that :P
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 22, 2012, 09:44:25 AM
Could you also include kids and teens who can't find a desk depositing their homework at the top of the stairs?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 09:50:59 AM
Oooh, that will be a much tougher one, I'm afraid, ZZ. How does a sim know that (s)he is at the top of the stairs, when putting down her/his homework?
By the way, I've never found homework to be much of a path-blocker, unless the sim is *doing* said homework there. In which case it is quite the obstacle! :D
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on July 22, 2012, 10:15:48 AM
Ah, Pleun, that is an interesting thought... I'll think about this a little, and see if I can come up with something. It *must* be a separate mod, though - IF I can do this -, but I don't think you'll complain about that :P

No, i wouldn't complain about that. My computer might, but who cares about that... :wink:
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 22, 2012, 11:15:54 AM
BO, that's the problem... you have them macro - homework, and no-one can use the stairs, or if they do, the sim doing homework loses their entire queue!  Just a thought, how about an invisible object which advertised itself as Dustin's (or Alexander, etc's)Homework, and was therefore ignored for putting a resident kid's homework on?  One could also put it next to doors which college students so regularly block when doing assignments.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 11:37:53 AM
THAT might indeed be an idea! Sort of an invisible sign that says "NO homework here!" Good idea would be to make it GR's homework :D Grimmy isn't likely to come do some, is he? :)
Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on July 22, 2012, 11:42:34 AM
I agree-the damned homework gets deposited wherever the kids feel is the most likely place to step on it-and they crowd themselves out while (if there are more than two children) doing it.
Perhaps a mod that would make children place homework in a preferred space (not necessarily a desk), but out of the way of the other inhabitants of the house?

A marker of "homework goes here"? I know about the Homework mod (Desk Locator) by MogHughson, but not all kids have a desk, either.

 Perhaps modifying that hack to be a 'all purpose' placement hack, for any space the player designates-if Mog agrees to that kind of change.

Any interest in that, B.O? Pretty please?

Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 11:50:24 AM
I know that if Mog's desk locator is in a room where there is no desk space available, kids will leave their homework on the floor IN THAT ROOM. Maybe THAT would work for everyone? Just place those locator objects on OMSPs over the end of their beds, and the problem should be solved.
Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on July 22, 2012, 11:51:31 AM
You beat me to it, B.O! You were thinking the same thing!

Great minds think alike!  :lol:

I shall actually try this idea out-put the desk locator on an OSMP and see what happens. (hopefully the kids will pick up on the idea.)
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on July 22, 2012, 12:44:46 PM
Grimmy doing homework would be funny... Grimmy has been known to use the toilet after he's finished "reaping," so he just might sit down and do some homework!

What would happen if you put a desk omsp over the foot of the bed?  (I assume there are such things....)  I also assume they'd put the homework there, out of the way, then sit on the floor to do it, since there's no chair handy.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 22, 2012, 03:01:38 PM
Desk and no chair, or chair occupied - stomp feet and complain loudly!
Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on July 22, 2012, 03:28:53 PM
I used the Desk locator without any desk or chair on the floor-and without any placement cheats, either.

The kids simply put the homework in front of the DL and that's all they need (make sure they have enough room, of course)

My kids simply sat down in front of their homework and did it. (I have the other hack, as well-Monique's "auto-homework")

Solves that problem, doesn't it? Now B.O won't have to do any modding at all! :cheese:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 04:12:52 PM
Well, that was exactly where I was trying to steer this request: to a situation where no modding at all would be required to keep homework away from doors and stairs. :P
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 22, 2012, 04:16:13 PM
A link would be nice, I've spent most of the day searching sites for stuff, and it gets very wearing.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 04:22:54 PM
Oops, sorry, ZZ. Here it is. MogHughson's Desk Locator (http://www.modthesims.info/download.php?t=312004) and a University mod (http://www.modthesims.info/download.php?t=313224) for use with aforementioned locator.
Title: Re: Questions (and Answers) about BO's mods
Post by: Pleun on July 22, 2012, 04:57:12 PM
Now B.O won't have to do any modding at all! :cheese:

Well, i still hope he can do something for my toddler issue request... *crosses fingers*
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 22, 2012, 06:06:29 PM
Yes, Pleun, no worries. Because that one remains on the list :D
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 22, 2012, 07:15:16 PM
Thanks BO!  I'll try it out, and certainly seems better than assignable desks, since you can have any desk you want.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 23, 2012, 12:40:17 AM
Exactly, ZZ. Even NO desk will do with this mod ;)
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 23, 2012, 04:34:13 AM
I do actually like them to use a desk, where possible.  Of course, in large families it's not so easy, although if teens are actually doing their homework when the kids get home from school, the first kid into the house will put their homework on the desk where the teen is working... so if more than one desk is in use, who knows?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 23, 2012, 04:47:58 AM
Well, last mentioned kid in your scenario will NOT put their homework on the desk that's in use, if that desk is in a different room than this kid's Desk Locator.

The only snag that *I* noticed with the Desk Locator, is that when multiple locators are in the same room, the kids those locators belong to, will NOT necessarily use the desk their own locator is placed on/near, but usually just the first one they encounter, or the one closest to them WITHIN THAT ROOM. If no desk is available at the time, the WILL use the floor. At least, that's what happens in *my* game, based on the AL engine.

Anyway, I just meant to say: it doesn't matter if you use desks or not, the Desk Locator will help keep homework limited to a specific area *you* select.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on July 23, 2012, 05:23:00 AM
Pity - after all, in RL the most likely place is probably the kitchen table!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 23, 2012, 05:25:20 AM
:lol:
Title: Re: Questions (and Answers) about BO's mods
Post by: KierneM on July 23, 2012, 04:42:44 PM
Actually, pre-game borkage, I had a shelf set high on the kitchen wall, with two desk locators on that, and the kids did thier homework at the kitchen table - or next to it - unless Mom had served dinner already. It was actually kind of cool. But getting the locators on the shelves was fiddly, though - they don't want to snap to slots easily.
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on July 25, 2012, 03:35:11 AM
Cool idea KierneM!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 25, 2012, 04:10:59 AM
VERY good idea, even! A big family might require a rather spacious kitchen - if only for the shelf space needed to store all those desk locators, not to mention the amount of 'seats' at the table (or even on the floor) for all of them to work on - but it *would* work!
Title: Re: Questions (and Answers) about BO's mods
Post by: KierneM on July 25, 2012, 10:00:50 AM
When I say "they didn't want to snap to slots" I should have been more clear. I should have said, "I had to use the cheats provided in the AL Prima Guide to get them to even sit near the stupid shelf long enough to get the green placement square." Just so nobody tears their hair out trying to figure out why *my* game was nifty, and theirs isn't.
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on July 25, 2012, 11:11:56 AM
That's finicky!  Can we get some pics from  your next house?
Title: Re: Questions (and Answers) about BO's mods
Post by: lymangood on July 27, 2012, 11:18:53 AM
Hello BoilingOil,
hope this is the right place to ask about a problem I'm having with your "Feed Baby" mod. Works great until a non-related sim enters the lot, at which point the game starts throwing ObjectErrors, to be specific
Error: Bad gosub tree number  [... ] Tree: id 8195 name 'Baby Bottle - Feed - TEST' version -32753 from FridgeGlobals [...]
While I can circumvent this by turning all visitors into aunts, uncles or cousins of the baby, I would rather prefer a non-West Virgina solution to the problem.
I'm using all expansions up to and including Seasons, and all stuff packs up to and including H&M. The problem occurs even when no other custom content is installed (except FeedBaby and add-ons, oc).  I have included a typical log.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 27, 2012, 11:26:41 AM
I'll look into this issue, Lymangood. Thanks for reporting it. However, I may want to know what your latest EP is, what version of the mod you have, and which add-ons you added to your game. Could you please look that up for me?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 27, 2012, 01:22:47 PM
UPDATE July 27th, 2012 for BO - Feed Baby (http://www.simbology.com/smf/index.php?topic=7875.msg155855#msg155855): A bug was reported by Lymangood, where any non-family-member entering the lot caused a "Bad Gosub Tree Number" error to be thrown. This was due to the fact that I called a BHAV that only exist in AL or M&G, and obviously, Lymangood doesn't have either. And I claimed that this mod was fit for Base Game! It's unbelievalbe that I got away with this for so very long (nobody else ever reported this issue), but now I was finally caught. I've fixed it now, though!
So, if you're using the Non-auto or Special version and you don't have either AL or M&G installed, you're probably getting errors too. You'll need to re-download. I'm sorry for any inconvenience.

Thank you for spotting the error, Lymangood. It's really a miracle that I got away with this for so long. And never mind that extra information I asked for... I no longer need any of it. You can now re-download the mod to get a version that will NOT throw this error anymore.
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on July 27, 2012, 03:10:39 PM
Two hours?  That was a fast fix!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 27, 2012, 03:23:00 PM
Yeah, Lymangood provided me with a good error-log, which helped me identify the location of the issue. If you then see a call for a Global BHAV with in instance number 0x0650 in the very spot where the error occurred, you're going to check whether that's available in anything but the AL engine... it isn't! So that's where you need to find an alternative for non AL users, which wasn't too hard for me either.

I just still can't get over how long I've been getting away with that mistake... None of the other almost 1000 downloaders must have been playing without the AL engine, because Lymangood really was the first one to report this. And now everyone is better off, because of his report!
Title: Re: Questions (and Answers) about BO's mods
Post by: lymangood on July 27, 2012, 05:37:33 PM
Sir, I'm impressed! And I haven't even downloaded and tried the fixed version yet...
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 27, 2012, 05:48:09 PM
I'm glad I could fix my mistake thanks to you, Lymangood. Kudos!
Title: Re: Questions (and Answers) about BO's mods
Post by: KierneM on July 28, 2012, 04:48:51 AM
@miros1 - absolutely! As soon as I remember the cheats I used to get it done in the first place.  :blush:
Title: Re: Questions (and Answers) about BO's mods
Post by: lymangood on August 10, 2012, 03:17:53 AM
Hello again, BO.
Bringing up Baby is turning into a real problem, at least in a "Seasons" environment. Seems your BO - Kids & Pets Unattended isn't quite compatible with a Seasons/H&M game. Attempts to go to a community lot by car - not by taxi though - cause "Bad gosub tree number" errors, certainly cramping the style of my romance and/or popularity sims.  :wink:
I have included a typical log FYI.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 10, 2012, 04:03:56 AM
Oh, thank you for the report, Lymangood. I'll have a look and see if there's something I can do. I hope so, because the other alternative would be to raise the EP requirements... And I don't like the sound of THAT!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 10, 2012, 04:44:01 AM
Lymangood, I'm sending you a PM with something that I hope fixes the issue. Let me know how it turns out, please. OK?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 10, 2012, 05:37:51 PM
I'm sorry to say I was afraid of this. Lymangood's response was negative. The error that occurred with the fix in place, means that there's absolutely nothing I can do to fix this issue. For sims to be able to use their own car, one NEEDS to buy BV, FT, AL or M&G, because those EPs update the definition of ownable cars so this function can work. Without any of those EPs, the only way for sims to leave their kids unattended, will be to always use a cab.

Many thanks go to Lymangood for informing me of the issue, but alas, there's nothing I can do about it. I'll update the description of this mod to include this extra information.
Title: Re: Questions (and Answers) about BO's mods
Post by: lymangood on August 11, 2012, 03:36:02 AM
Oh well, always knew cars and kids were incompatible...
It is quite ironic, though, that you can use your car again the minute your kid turns teen, isn't it?
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 11, 2012, 03:39:17 AM
Well, so can they.... and I would think you could use the car if you were taking the kids with you, couldn't you?
Title: Re: Questions (and Answers) about BO's mods
Post by: lymangood on August 11, 2012, 03:53:28 AM
So you can (just checked that). But have you ever seen a romance sim willing to take his/her children to a date or outing?  :wink:
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 11, 2012, 04:00:10 AM
All the time - and then they join the kids fishing!
Title: Re: Questions (and Answers) about BO's mods
Post by: lovestainedheart on August 11, 2012, 09:38:16 AM
Hey BO, I've been having some troubles with the Reward Catalog. When I have my sims click on it to interact with it I get a bad gosub error message. I have update the catalog and the p4a mod to the latest versions thinking that would solve the problem and sadly it hasn't. I don't receive any notices for conflicts using HCDU so I'm not sure it is another mod causing problems. It will probably turn out to be something really silly on my part... wrong load order or something, but I figured I would post an error log here for you to check out. I have all EPs & SPs. Any insight would be greatly appreciated. :)
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 11, 2012, 09:58:59 AM
Did you put all BO's mods in a subfolder called zzzBoilingOil?
Title: Re: Questions (and Answers) about BO's mods
Post by: lovestainedheart on August 11, 2012, 10:11:08 AM
I have the P4a hack in a folder called zloadlast but the reward catalog is not in that folder. Maybe it should be? I'll try that out and see if it works.

Edit: After moving the Reward Catalog to the same folder (it now loads alphabetically after P4A) I'm still getting the same error.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 11, 2012, 11:02:15 AM
BO always insists that his mods load absolutely last, so being in a mixed folder wouldn't necessarily work.  It's always best to follow the creator's instructions.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 11, 2012, 01:50:52 PM
Hi lovestainedheart,

After triple checking everything, I can say with absolute certainty, that you did something silly, because the error is NOT mine. The error you're getting, means that it can't find a specific BHAV that ONLY exists in later versions of P4A - Alien Trigger Override. The fact that this BHAV isn't found, indicates to me that probably your P4A mod is too old, or you have two of them in different folders, or something silly like that.

Did you unzip the P4A mod, or is it still a zip-file? Because that would most certainly cause this effect!

I will also add, that ZZ is absolutely right: I most strongly advise you to make a special folder named 'zzzBoilingOil' or 'zzzBO' where you put ALL my mods, and no others.

I hope you'll find the cause of this problem soon, because alas, there's nothing that *I* can do about this one.
Title: Re: Questions (and Answers) about BO's mods
Post by: lovestainedheart on August 11, 2012, 04:06:00 PM
I made sure to put all of your mods in the same folder "zzzzBO" and that didn't help. So I re-downloaded the catalog and the p4a mod, deleted the old versions and put in the new ones. Normally I just drag them to the folder and let them overwrite, but I'm guessing for some reason it actually wasn't updating the files to the new versions. So far it seems to have been fixed. Thanks for helping me figure out my problems!
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 11, 2012, 04:16:47 PM
I'm glad you got it fixed, lovestainedheart. There is nothing less fun than having some cool mods, and finding them not to function properly. Good job! :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 11, 2012, 04:46:14 PM
And replacing is often safer than overwriting.  Glad you got everything working.  :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on August 21, 2012, 06:38:16 PM
When I say "they didn't want to snap to slots" I should have been more clear. I should have said, "I had to use the cheats provided in the AL Prima Guide to get them to even sit near the stupid shelf long enough to get the green placement square." Just so nobody tears their hair out trying to figure out why *my* game was nifty, and theirs isn't.

There's a mod for the AL shelving to make more stuff fit on them: http://www.modthesims.info/download.php?t=484917
Title: Re: Questions (and Answers) about BO's mods
Post by: Orilon on October 13, 2012, 01:56:34 PM
I ran the HCDU recently, and have a question about one part of the results relating to your Spawn Objects mod:

*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7FE5D794
Instance ID: 0x00001000
Packages Containing This Constant File:
\downloads\ZzBO\BO - Spawn Objects - Controller.package
\downloads\ZzBO\BO - Spawn Objects - Data.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: BCON
Group ID: 0x7FE5D794
Instance ID: 0x00001001
Packages Containing This Constant File:
\downloads\ZzBO\BO - Spawn Objects - Controller.package
\downloads\ZzBO\BO - Spawn Objects - Data.package

Are the Data and Controller packages supposed to conflict like that?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on October 13, 2012, 02:36:14 PM
Yes, that's normal. Usually, if two parts of the same mod show a conflict with each other in the HCDU report, then it's *supposed* to be like that. The author did it with a purpose.

In this case - as the mod's description explains - the Controller package also contains a set of empty data files, which are supposed to be overwritten by the files in the Data package. That way, if you remove the Data package, the game will not throw errors.

The advantage of doing it this way is that, if I add new objects that can be spawned, you only need to DL the new Data package and overwrite the old one. That's what the Data v1.02.zip is for, to upgrade the mod from 24 objects to 52 :)

And yeah, the side effect of the above is that the packages conflict with each other. Don't worry about it.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on October 23, 2012, 02:32:33 PM
UPDATE, October 23rd, 2012 for BO - Names (http://www.simbology.com/smf/index.php?topic=7875.msg155852#msg155852): Another upgrade, increasing the male first names to 3377, female first names to 3247, and last names to 5693. As a result, the total now comes to 18.5 mln female, and 19.2 male combos. Yes, a whopping 37.7 mln combos in total.
Title: Re: Questions (and Answers) about BO's mods
Post by: AlfredAskew on October 23, 2012, 05:03:47 PM
Ooooo... shiny
Title: Re: Questions (and Answers) about BO's mods
Post by: katsim on December 02, 2012, 08:58:04 AM
Hi BO, Concerning your mods 'No Sim Loaded' and 'No Trash Memories' if I used a custom maxis empty neighbourhood which comes with the game and also never used any of the maxis built houses etc, but instead built my own, would your mods prevent all of the corruptions which are known to be there, as I am trying to set up a very clean neighbourhood, I'm concerned with using the empty/clean neighbourhood templates over at 'moreawesomethanyou' as I have windows 7  :nervous:  I do have antiredundancy and notownieregen also No Newpaper Delivery Globalcpl, I'm going on the fact that your mods really clean alot of stuff up and also prevent a lot of corruption taken place in the first place  :smile:
Also would I be correct in thinking 'No Sim Loaded' and 'No Trash Memories' don't require any certain EP's, my last EP is OFB and so far these mods are working great in my game, but I just thought to check this out to be sure  :smile:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on December 02, 2012, 10:00:39 AM
The descriptions on the download pages of those mods, say that these work in ANY configuration, even with only the basegame. So with OFB you should also be good, Katsim. You only need to be sure that you have Cyjon's Smarter EP Check installed, and then it works.

Further, these mods actually don't do much in the way of corruption prevention. They only prevent your games from collecting too much unnecessary garbage information. The kinds of garbage that they prevent or remove, is mentioned in the description on the download pages as well. These mods do that in all games, in all hoods, whether they are original EA hoods or custom made and cleaned-up hoods.

Does that answer your questions, or have I forgotten something?
Title: Re: Questions (and Answers) about BO's mods
Post by: katsim on December 02, 2012, 10:28:13 AM
That's fine BO :smile: I do have Cyjon's Smarter EP Check installed  :thumb: thank you again for taking the time to help  :smile:  I have just added in some more of your mods  - 'No Lost Friend Notifications'  - 'Shoppers Respect Privacy' - 'Sanitary Sanity' they are fantastic  :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on December 02, 2012, 10:39:23 AM
You learn quickly, Katsim. :thumb: Helping you is quite rewarding a task, no problem at all :)
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on January 02, 2013, 02:57:25 AM
With your slow aging controller, you mention that the aging configuration can be changed.  I'd like to change the twice a week aging to Weds and Sun instead of Thurs and Sun. (the way I play Weds and Sun are the ends days of my rotations).  Is this something that can be changed, and if so, could you please point this modding newbie in the right direction for how?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 02, 2013, 04:26:45 AM
If you check the configuration file (the BCON in the package), you'll see that there is no setting that changes on which days sims age up. I never thought of making that possible.

The days at which sims age a day, are actually derived from a maths function. The days of the week are numbered: 0=monday, 1=tuesday, etc. The last day of the week is Sunday (6).
Aging twice a week happens on days 3 and 6, aging three times means on days 2, 4 and 6. That's how the days are determined.

So I'm sorry, but what you want is not possible in the mod as it is now. I'll think of making a different version if and when I get back to modding. Alas, that's the best I can promise at the moment.
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on January 02, 2013, 05:03:02 AM
I did have a poke around and couldn't find anything to change the days of the week, which is why I asked.  :smile:  It's not a major problem, I can just switch the three and four day rotations so I play mon-thurs and then fri-sun and have them age on the last day of each rotation.  Thanks for your answer.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 02, 2013, 10:14:24 AM
I think that switching your rotations as you said, would indeed be best, for now.

However, I'm not entirely certain - and can't check it myself at the moment - but it *is* possible that there is another BCON resource in the package. If there is, then it may contain the following set of numbers: 00, 40, 48, 54, 7F. It's also possible that this list of numbers appears in reverse order.

If you can find such a set, then change the value '48' so it will read '44' in stead. If all is well, that *might* change the twice-a-week setting to use wednesday and sunday, in stead of thursday and sunday. However, if you try this, it's at your own risk.
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on January 02, 2013, 05:05:31 PM
The other BCON, is indeed there.  I'll change the 48 to 44 and test it out in a spare 'hood and let you know :)
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 02, 2013, 06:07:04 PM
Great. Understand that, although I appreciate why you wish to try this (I would try it too, if I were in your place), and I'm curious to hear how it works out, I still believe that it would be safer to switch your rotations. Good luck :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on January 05, 2013, 10:29:47 AM
Finally got a chance to try and test this.  That does seem to work, they now age on Wednesdays and Sundays.  Going to play around in a spare hood a little while longer in case anything crops up before I put it in my main game folder.
Title: Re: Questions (and Answers) about BO's mods
Post by: Orilon on January 26, 2013, 04:12:53 PM
Apparently it still wants you to hire a nanny if the parents want to go on vacation and leave the kid at home even with Pets and Kids unattended.

Mortimer Goth got re-married to Bella (I'm using Tarlia's cleaned Pleasantview and she brought Bella back) and while Cassandra was at work and Alexander was at school, I tried to have him go on his honeymoon. I got a pop up about someone needing to house sit, so I canceled the vacation.

After everyone got home from school and work, Mortimer was able to go on his vacation with Bella  since Cassandra was home to watch after Alexander.

Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 26, 2013, 08:39:46 PM
Yes, I know, Orilon. Sending someone to college also has this issue. If I ever get my hardware fixed, I'll have to try and fix these things...
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on January 26, 2013, 09:25:58 PM
Still broken, huh?  Doesn't virtual life suck at times! :hug:
Title: Re: Questions (and Answers) about BO's mods
Post by: nooobody on January 29, 2013, 01:46:12 PM
Can I remove fight memories with "No Trash Memories"? My apartment sims are fighting like crazy and their memories are being spammed:

(http://i.imgur.com/1AFJqQl.jpg)
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 29, 2013, 02:43:09 PM
If you read the description of the mod, you'll note that removing already existing memories is something it will NOT do. Also, the chart included in the description lists all the memories currently affected by the mod, and the Fight memories are NOT mentioned.

So, what does this tell you? NO, my mod will not help you here.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on January 29, 2013, 03:22:40 PM
I think this is where you need the FFS Debugger.  Also check Pescado's other mods to see if there is a no fight memory spam hack.
Title: Re: Questions (and Answers) about BO's mods
Post by: MaryH on January 29, 2013, 03:36:17 PM
I'd like to poke my two cents worth in about memories: Mootilda made a marvelous program that checks and deletes some memories from the game, and it cleans up neighborhoods as well:
http://www.modthesims.info/download.php?t=456523

Quote
The HoodChecker found corruption. Now what?

You can use a number of tools to try to fix the corruption. Many Relationships, Family Ties, and Memories can be changed or removed using SimPE. The HoodChecker report includes the instance number or GUID of any invalid references, to aid you in fixing the problems. Post #4 contains a list of memories and tokens, along with an explanation of the expected data for each memory. As well, there are other tools, such as Pescado's Lot Debugger mod which can fix problems.
Perhaps that could help you identify the bad memories and isolate them in SimPe, which is what you'll have to do eventually anyway, because if nothing else removes them, that means you will have to manually.
Title: Re: Questions (and Answers) about BO's mods
Post by: nooobody on January 29, 2013, 03:50:02 PM
If you read the description of the mod, you'll note that removing already existing memories is something it will NOT do. Also, the chart included in the description lists all the memories currently affected by the mod, and the Fight memories are NOT mentioned.

So, what does this tell you? NO, my mod will not help you here.

Hi, I didn't want to remove existing memories just prevent new fight memories. Thanks anyway.
Title: Re: Questions (and Answers) about BO's mods
Post by: JdaCapo on February 01, 2013, 03:17:16 PM
I like your 'no lecherous drama professors' mod, but I was wondering if you could make other mods where the drama professors would have a 100/100 or other high relationship with the students and just attempt to do things like hugging(but not flirting) with people they met, or adding the requirement that the person they meet has to have the young adult flag. I mean, some people might want to have overly-friendly drama profs, but not ones that create cow-mascot flirt situations that cause jealousy with fiances and potentially ruin the chances of a Family sim reaching Golden Anniversary.

By the way, I found out how to tweak the want-trees so other aspirations besides Knowledge will either want to become certain paranormals, or at least be neutral towards them. The way I have it set up is:

Knowledge - no change
Family - wants to become witch or plantsim, fears self or others being cured, neutral to becoming werewolf or vampire, or being cured of those states, and fears others being cured, averse towards zombiism
Romance - wants to become witch, vampire or werewolf, fears the cure, indifferent towards plantsimism, averse towards zombiism
Pleasure - Pretty much the Knowledge defaults except for zombiism
Fortune and Grilled Cheese - Indifferent towards all lifestates except zombiism
Popularity - No change

So for example, in this one combined hood I'm playing, every playable sim(except for Bigfoots) has Romance as a secondary. That would mean that while Ophelia Nigmos would want to become a witch and plantsim, and possibly even a vampire and werewolf, Johnny Smith would be open to all except one - he would probably not like the idea of the love of his life becoming a "refugee from a succotash"(to quote Dr. McCoy from a Star Trek novel: "Mutiny on the Enterprise" )
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on February 01, 2013, 04:19:28 PM
Hi JdaCapo,

At present, there is no way for me to make ANY mods, alas, because my PC doesn't run very stable.

If I ever do get it fixed, though, I will look into your request concerning the lechers. Some of it I'm sure can not be done, but some of it seems quite doable. For example: I think a YA-check could possibly be included, but limiting a lecher's actions to hugging in stead of flirting may prove impossible. I'll think it over...

I would like it if you could send me a PM with an explanation on how to tweak want-trees. I'd like to examine your method and maybe figure out how to use it myself :)
Title: Re: Questions (and Answers) about BO's mods
Post by: shuttlegrannyjo on March 11, 2013, 01:12:48 PM
Not sure if I'm asking in the right place and if not, please forgive me.  But...I have a rather strange question (I'm sure).

I rarely play in body shop and decided to, today, and I saw the PTs from your (8)-multi PT mod and was wondering if it would hurt anything if I put them in my game to play (like I would a "normal" sim) or would that possibly mess up anything when it comes to abductions?

Thank you
Jo
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 11, 2013, 02:12:19 PM
This question would have fitted better in the general help area, Jo. But I don't mind a little derailment.

If you make a new sim in CAS, you can use ANY model you find there. And yes, this includes my custom PTs :D Go ahead and go crazy with them :)
Title: Re: Questions (and Answers) about BO's mods
Post by: shuttlegrannyjo on March 11, 2013, 02:27:12 PM
"Go ahead and go crazy with them" ...Most definitely will  :thumb:  (feeling like a kid on Christmas day, now!!  :biglaugh: )

And thank you for the info on where this should have been posted - wasn't quite sure since it kinda-sorta involved your multi PTs  :blush:

Jo
Title: Re: Questions (and Answers) about BO's mods
Post by: AncientHighway on July 08, 2013, 01:42:53 AM
Does Random Jobs allow visitors to autonomously look for jobs?  Object Error attached.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 08, 2013, 02:57:39 AM
Got any other formats available, JV? Can't process 7z on my iPad.

Anyway, I've never touched the permissions on any of the actions for anysim, so visitors should not be doing that ever, unless some OTHER mod allows them to. And I must admit I can't think of any reason why anyone would want to mess with that.
Title: Re: Questions (and Answers) about BO's mods
Post by: AncientHighway on July 08, 2013, 03:41:54 AM
If you say you never touched it, that's good enough for me.  I'll dig around and see what else I have that could be the problem.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 08, 2013, 11:46:05 AM
I'd appreciate it if you let me know when you find something, JV.
Title: Re: Questions (and Answers) about BO's mods
Post by: venusking on July 29, 2013, 01:05:37 PM
Hi BO,

I'm having a problem with the Slow Aging Controller hack. Since I'm sure it works for everyone else, I assume something is wacky on my end. It works fine for every life stage except elder. When the sim ages to elder, the game crashes. The aging process starts, the music starts, then crash. I went through the whole removing this folder and that and testing over and over. It finally came down to this one mod. The only conflict with this mod is Inteen and this mod loads last, so I can't figure it out. Any ideas? I really, really love this mod and don't want to lose it...


Attached is the conflict report.

ETA: I have all EP's and SP's except Holiday Stuff. I never had any other aging mods. The default aging set for elders was normal.


Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 29, 2013, 01:24:40 PM
Hi Venusking,

Sorry to hear about your trouble. It's hard to imagine what could be going wrong and the conflict report tells me nothing here, but I'll try to help.

Could you tell me more about this elder it happens with? Such as, are they any kind of 'supernatural', and if so, which? What aging settings have you set for that breed, and for this sim?
Also, could you try having testingcheats on while they age up? I hope it'll produce an error report in stead of (or just before) crashing and I'd like to see that error report.
Title: Re: Questions (and Answers) about BO's mods
Post by: venusking on July 29, 2013, 01:49:09 PM
I thought the hack report might be useless, but you never know. It was just a normal sim and his current aging was set to 'Normal'. The default setting for adults is 3 times a week, but I wanted this particular household to age up faster. It was a premade sim if that makes a difference. I thought perhaps it was the lot or the sim so I changed households and tried another sim (also premade). The same thing happened. I even tried different methods of aging to see if I could get around the error, no luck. I'll try with testing cheats on when I play tonight and see if I can get an error before the crash.  I'll also try a CAS or BIG sim to see if that makes a difference. I didn't think about that when I was testing  :blush:

Thanks for looking into it.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 29, 2013, 02:17:00 PM
For the way aging works, premades should be no different than any other sim.

In fact, aging them up early should not make a difference either, but still I'm curious what would happen if you let him age up in his own time.
Title: Re: Questions (and Answers) about BO's mods
Post by: venusking on July 29, 2013, 04:05:46 PM
I did let him age up in his own time. That was the first crash. The other times I tried other methods in hopes that aging him early and using different methods might get around the issue somehow. Still, I could have sworn that I had the mod in when a CAS sim aged up with no problem. Anyhow, I'll let ya know...

Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 29, 2013, 04:53:21 PM
It is a bit of a stretch, I know, but I gotta ask: does this sim - and others you tried it with - use some kind of custom skin, perhaps? And if so, have you verified that this skin has the proper Elder components too?

Because from what I know, crashes don't usually occur just from a bad mod - an error report is more likely -, but they will certainly occur with bad skins.
Title: Re: Questions (and Answers) about BO's mods
Post by: venusking on July 30, 2013, 08:19:47 AM
Hi BO,

I took the whole skins folder out as one of my tests because that was one of my first thoughts as well - same result. Anyway, I played last night with testing cheats on and didn't get an error before the crash unfortunately. However, I did confirm that it is just premades (or just premades in my game at least). Bizarre  :hmm: Since I rarely play the premades, it's not a big deal. I'll work around it. No doubt, the premades are corrupt in that neighborhood for some odd reason, which has nothing to do with your mod.

Thanks for your help   :smile:



 



Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 30, 2013, 08:31:32 AM
Once my PC works again, I will investigate this. Because I *do* play some premades myself, and I'd rather not run into such trouble. Thanks for keeping me up-to-date, Venusking. It's much appreciated. :thumb:

BTW: could you tell me which hood this is, that you're having the issue with?
Title: Re: Questions (and Answers) about BO's mods
Post by: AncientHighway on July 30, 2013, 10:38:59 AM
Do you have Inteen and did you spawn the biological clock for premades?  Maxis screwed the pooch with their initial set of characters for the unsuspecting public to play.  Jase managed to make the necessary fixes with the clock spawning.  If for no other reason, installing Inteen for this purpose, then removing it if you don't want it is a good idea.
Title: Re: Questions (and Answers) about BO's mods
Post by: venusking on July 30, 2013, 02:17:43 PM
@BO - it's Riverblossom Hills.

@ancienthighway - I do have Inteen, but I didn't spawn the clock for these premades (they were male and I never had a reason to do so). I'll give that a try, though. Thanks.

Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on July 31, 2013, 09:26:55 PM
Darn, I remember this problem from months ago and can't remember the solution!  It'll  probably come to me at 3 am or so.
Title: Re: Questions (and Answers) about BO's mods
Post by: LilSister on September 03, 2013, 08:21:42 AM
Hi BO - remember a while back when you said I was one of the few people who didn't have a problem with the toddler rider mod? Well suddenly, my toddlers refused to get in the car. They would start for the car and then stop as the action was cancelled. I tested all the families with toddlers and the same thing happened. I would have to leave the house without saving in order to play. However, they didn't have a problem riding to community lots in a taxi. Well for the life of me I couldn't figure out problem.

I then notice that your mod BO sellable cars didn't work as it should. When I clicked on the car the option to sell the car didn't appear. At this point I still didn't put two and two together and played with the defects. I've had your mod in game for a while and never used it until now. I have a sim that makes his living selling restored cars. Well it finally dawned on me that perhaps there could be a conflict with one of my other mods - I stil didn't suspect that these two mods didn't work well together.

I scanned my whole DL folder with the hack detector and guess what? The puppy/toddler rider mod and your sellable car mod conflicts. Go figure.  Now I had to make a choice. Having my toddlers being able to ride to community lots is something that I can't live without. I liked your mod because you don't have to go into buy mode to sell the car. Other than pointing out the obvious - I had a question. In the mods description you mentioned that selling the car via buy mode does not add to the Sims personal wealth; would you explain that for me as I don't understand. The money is added to the household funds and now that his funds have increased his family is now recognized by the game as wealthy Sims and are able to go to lots that they were once banned from (these lots are for rich Sims only). Please forgive me for the long post.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on September 03, 2013, 08:47:47 AM
Thank you for this report, LilSister.

I think you could still use my mod in combo with the toddler rider mod, if my mod loaded first. But I'm not sure if the selling option would work, which is the only reason to have my mod in the first place.

Now as for your question: yes, the money is properly added to the family funds. That is not the problem. The problem is somewhere else. Each sim has their own internal counter - a Personal Wealth meter - which indicates how much of the family's funds were collected by that sim alone.
When two sims live together, any money that they bring in, goes into the shared household funds. But the money that is brought in by sim A, is counted on sim A's personal wealth, whereas the money brought in by sim B is counted in sim B's personal wealth. This personal wealth is what is measured for memories about how much money a sim has earned in their lifetime.

Without my mod, your sims' personal wealth will not be updated when you sell cars, which is a bummer for Fortune sims, who live and die by their personal wealth counters.
Title: Re: Questions (and Answers) about BO's mods
Post by: AncientHighway on September 03, 2013, 12:39:21 PM
My recolors of the restoreable car do conflict with BO's mod, and I don't know if they show up as a conflict or not.  If you have them, remove them and see if BO's car works as advertised.
Title: Re: Questions (and Answers) about BO's mods
Post by: LilSister on September 03, 2013, 04:53:14 PM
Thanks BO for explaining the personal wealth - let me see if I understand correctly - the personal wealth meter is when the Sims get the memory of made $5000 OR $25,000, is that correct? If so the Sim in question received that memory along with his brother who lives in the same household and they work together. The car restoration business is located on the home lot, where there is also a home business on top of the garage (it's a small after-hour spot w/bar and poker  :cheese:). I remember both of them getting the dollar signs - based what you have explained perhaps these memories were from the fact that your mod was installed at the time; the selling option wasn't available I had to do it manually.

Both brothers are Pleasure/Popular Sims and are self-employed (I have a self-employed career mod that removes the unemployed stigma from Sims that have businesses as their main source of income) they are not so concerned with money as they are with the things that the money can buy  :P

I didn't test the compatibility with your mod loading first - I did it yours loading last. I will try it with the load order reversed and see what happens.

Thanks, AH I don't have your recolors installed I took heed to BO's warning and removed them.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on September 03, 2013, 05:35:47 PM
In a (home)business, the business owner AND his/her relatives who live on the same lot may all get the personal wealth upgrade, if the object is sold to another sim as part of normal business operations. But this happens ONLY because there is a business on the lot, and only if they sell to a sim. Because if you sell through build/buy mode, it doesn't count. EVER!

If there was not a business on the lot, only ONE sim would get the personal wealth from a sale: the person actually selling the item! But again NOT when selling through build/buy mode!

When you sell through build/buy mode, the money will properly be added to family funds, but neither sim can claim to have earned that money. EVER! In this case, it doesn't matter if there is a business running.

My mod helps sell cars without using build/buy mode. But if you have my mod and STILL use build/buy mode, then it doesn't work. You could then just as well remove my mod again, because it serves no purpose.

Selling from INVENTORY may still work to update personal wealth, though. And in a business, it might even work for the whole family/household.

And I understand how you had my mod loading last. Normally that is what I recommend for all my mods. But normally, I also recommend NOT using any of dickhurt/dumbfool's mods. But you do that anyway, so maybe in this case reversing load order helps. And if it does not help, then I'm terribly sorry, but there is nothing I can do about it.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on September 03, 2013, 05:44:37 PM
One thing you have to be careful of.  Your mod doesn't *click in* until your sim has left the driveway and is no longer linked to the car.  So, if someone is impatient, doesn't think the mod is working and uses Build/Buy mode to sell the car, this will, obviously, invalidate the option to sell the car and add it to personal wealth.  I also, always, make sure my sim doesn't finish the car just before midnight, or by the time they have left the driveway, the car has lost value.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on September 03, 2013, 05:48:34 PM
True! Finishing a car just before midnight is not wise at all. And you are so right about having the sim walk away from the driveway, ZZ. The option does not show if you click the sim before he finished walking away. :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: LilSister on September 03, 2013, 08:24:51 PM
Thank you BO for explaining and now I have a better understanding of your mod and I've learned some things that I can pass on to others. Unfortunately, load order doesn't matter the two mods don't work together which is O.K. for me. Toddlers having the ability to go to community lots is an integral part of my game play. I'm glad to have found out what was causing the problem.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on September 04, 2013, 12:56:39 AM
You could always use Inge's cat or the Blender to transport them there.
Title: Re: Questions (and Answers) about BO's mods
Post by: mark93 on January 03, 2014, 10:45:02 AM
Hi BO, on your "Need Freak" mod how do I set it where it only handles hunger so it can go down to 25% but need the Sims to cook to get it to go up.

Every option I have tried makes all needs go up to 50% after hitting 25%.

I want to turn off for all but hunger.

Or a mod that will not let Sims die by hunger will also do for me.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 03, 2014, 11:04:07 AM
First, you should select Defender mode, "All - Dynamic", then "Hunger.../min 25", "Hunger.../max 100", and finally activate the Freak.

Or you could select the "None" preset, and then set minimal Hunger to 25 and maximal Hunger to 100.

If everything works as designed, this should handle your Sims' hunger only.
Title: Re: Questions (and Answers) about BO's mods
Post by: mark93 on January 03, 2014, 12:26:54 PM
I did both ways and all needs go down but hunger which stays about 60-65% unless they eat then it goes to 100.

Last set up was "All - Dynamic" and hunger to 25 min and 100 max.

Do I need to go to -75% so it will go down to 25 or what.

I have not used any of the -% ones.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 03, 2014, 12:52:46 PM
Ah, I see the problem. The numbers in the Need Freak setup are not percentages. They are true values. On a scale of -100 to 100 (all needs work with that range), the 25% mark would be -50. So try the min value of -50 and the max value of 100. That should solve the problem.
Title: Re: Questions (and Answers) about BO's mods
Post by: mark93 on January 05, 2014, 08:20:19 AM
Ok thanks BO that works now.

Now the only need being taken care of is hunger just so my Sims don't die from it.

Is the -90% does that go to 10% then?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 05, 2014, 09:00:49 AM
No, Mark. As I said before, there *are* no percentages in that menu! In this game the Maxoids decided to make all needs run from -100 to +100. SimPE uses those same numbers. Therefor I chose to use the same numbers as well. No complicated conversions, no confusion.

If you really need percentages, use the following table:

-100 = 0%
-90 = 5%
-75 = 12.5%
-50 = 25%
-25 = 37.5%
0 = 50%
25 = 62.5%
50 = 75%
75 = 87.5%
90 = 95%
100 = 100%

Anyway, I'm glad that it now works the way you wanted to have it :)
Title: Re: Questions (and Answers) about BO's mods
Post by: mark93 on January 05, 2014, 11:55:12 AM
That clears it up, thanks for the info BO. :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on January 05, 2014, 12:49:21 PM
You're welcome, Mark :)
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on March 24, 2014, 10:04:04 PM
I found myself today wanting to download pets and kids unattended, from here:  http://www.leefish.nl/mybb/showthread.php?tid=3005  but the file doesn't actually seem to be there and I just get a specified attachment not found message.  Have your files been moved somewhere else?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2014, 03:06:03 AM
I hope not, Imalia. I myself at least, did not move anything around. Leefish has been reorganising some stuff, so maybe something broke. I'll ask her about it.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2014, 10:38:56 AM
Ok, Imalia, the lost file was the result of a recent upgrade of Leefish' forum software. Lee has now fixed it, though, so you can pick the file up now, if you want :)
Title: Re: Questions (and Answers) about BO's mods
Post by: Imalia on March 25, 2014, 06:21:37 PM
Thanks for checking things out :)  Downloaded the file no problems now.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on March 25, 2014, 06:39:47 PM
You're welcome. :) No need to thank me. I'll do everything reasonably possible to help spreading my mods :D
Title: Re: Questions (and Answers) about BO's mods
Post by: Duine on April 14, 2014, 10:29:07 PM
I downloaded your No Sims Loaded and love it.  I'm using it in Pets Stories.  I had a problem at loading neighborhood, CAS, house lots, also saves on residential and community lot arrivals.  I kept get game not responding for about 5 seconds for each of these actions.  Since using this mod, I never get that problem and the game is running smoothly. Thanks for this mod.  I'm just curious though, what are the tokens and controllers?  Also, do I need the No Trash Memories while using this mod?   

A question about unlimited sims.  I have a family couple with the 10 kids want.  She doesn't get pregnant once 8 sims are there from using the try for baby.  I did use manipulator to see if it would work and did. Is this the only way to achieve this goal?  Adding sims to household won't work either, I attempted just to see if it would.  Is this mod just for the ask to move in?
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on April 14, 2014, 11:35:52 PM
Tokens contain information about a Sim, a lot, or a neighborhood.  For example, ACR settings and gossip.  In large or multi-generation 'hoods, gossip and other crud can bog your game down, as you've discovered.

As for Unlimited Sims, try running HCDU from http://www.simwardrobe.com to see if you've got another hack with a similar purpose.  BO's hack should load last.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on April 15, 2014, 01:31:30 AM
Hi Duine, I'm happy to see that you like some of my mods. Thank you for your kind words.
I see that miros1 has already tapped into some of your questions (thanks, dear :)), but there's some thing I want to go into anyway...

I downloaded your No Sims Loaded and love it.  I'm using it in Pets Stories...  Since using this mod, I never get that problem and the game is running smoothly. Thanks for this mod.
You seems to have gotten the NSL working in Pets Stories, which is great. But remember, that it wasn't written for Pets Stories. So if something goes wrong as a result of using it there, I will not be able to help.

I'm just curious though, what are the tokens and controllers?
As miros already mentioned, tokens are bits of information that the game stores, a bit like a rolodex: every bit of information is written on a card, and that card is then added to the end of the wheel. The wheel gets fuller and fuller over time, because no cards are ever removed. No Sim Loaded gets rid of some of that junk. Controllers may be important sometimes, but when they have served their purpose, they should also be discarded. The game on its own makes a mess of such things.

Also, do I need the No Trash Memories while using this mod?
No, you do not strictly NEED No Trash Memories, really. But I *do* recommend that you try it. It helps keeping your game even cleaner.

A question about unlimited sims.  I have a family couple with the 10 kids want.  She doesn't get pregnant once 8 sims are there from using the try for baby.  I did use manipulator to see if it would work and did. Is this the only way to achieve this goal?  Adding sims to household won't work either, I attempted just to see if it would.  Is this mod just for the ask to move in?
You can always force a pregnancy with the Blender or Manipulator or even with InSimenator, I guess. But if you wish pregnancies to randomly occur from Woohoo/TFB beyond the 8 sims limit per household, the Unlimited Sims mod is ALWAYS needed. ALWAYS!!!

The BHAV that normally causes pregnancies, is rigged so that - before it makes the sim pregnant - it tests how many sims live on the lot. If there are eight, it simply refuses to impregnate your sim. The Unlimited Sims mod is actually a sort of hack on this test. It ALWAYS tells the pregnancy BHAV that there's only 1 sim living on the lot, so there's oodles of space for expansion!

However, it is possible that this mod just doesn't work in Pets Stories. I've made all my mods for The Sims 2, not for any of the stories. If something works with one of the stories, that's great. But there are no guarantees!

But the 10 kids want *can* also be handled without this mod. Once a few kids have grown up and moved out, the parents can have more kids. The moved out kids don't stop being their parents'  children. Means, however, that the parents will need Elixir to extend their life span, unless you have my Slow Aging mod or something similar to help...
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on April 15, 2014, 01:51:18 AM
Or a teen moveout mod.

BO originally created NoSimLoaded because I asked for help with the token - sim - loaded which appears on every sim on your lot, and can cause slow loading and then jerkiness and lagging.  I was just so tired of going into SimPE before playing and removing the darned things manually.  (They are actually created, I think, when you close the lot, so they are there next time you play.)  BO then expanded the mod to include lots of other stuff that also causes lagging and slow loading. :thumb:
Title: Re: Questions (and Answers) about BO's mods
Post by: Duine on April 15, 2014, 03:52:39 AM
I do have the teen moveout, haven't used it until the lot seems to be too much to handle the whole family.  The oldest 2 are natural twins and now teens and the last 2 were twins.  They're still babies, and there are some kids and toddlers.  So far there are 11 sims.  Aging off helps.   I'm not having any problems since adding no sims loaded, the game is running great now.  I do understand not getting help if the mod doesn't work, I test a few and if they don't seem right, I'll just remove.   Pets Stories is a bit boring and until I get someone to help clean up my Vista, I'm stuck on Windows 8 for now.   Thanks for the info, I like knowing a bit about what a mod is actually doing sometimes.
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on April 15, 2014, 04:27:30 AM
Could you not upgrade your Vista to W7?
Title: Re: Questions (and Answers) about BO's mods
Post by: mark93 on April 15, 2014, 08:44:20 AM
Duine I know this will sound like tutting my own horn but all my Base Game hoods will work in Pet Stories if you are looking for something new to try.
http://www.simbology.com/smf/index.php?topic=8845.0

You can place any one or all of them in and they will go into rotation and you can play them.

I use a lot of BO's mod in all 3 Stories games and have never ran into any problems yet. No Sims Loaded, No Trash Memories and Unlimited Sims mods and all work great.
Title: Re: Questions (and Answers) about BO's mods
Post by: LilSister on July 18, 2014, 07:52:05 PM
BO I download the Feed Baby - main special. I had been using Squinges nursing mod and I wanted to try yours.  I put it in my DL folder and ran the HCDU and there were no conflicts.  I went in-game and it was very noticeable that the mother didn't nurse the baby as often as before. At one point I became concerned since it had been hours since the infant had been fed so I used the Inges cat to make sure the baby wasn't hungry :lol: The baby needed changing and I wanted the sim to bathe the baby before changing the diaper (a little quirk of mine), this is when I noticed the option to bath the infant was disabled. At first I though it was the custom sink, which was odd since I had used the same sink to bath the baby the day before. I tried using a game sink and the option to bathe the infant was missing on that too. As experience has taught me I immediately thought about what changed in my game - when I removed your mod and put Squinges back in, the sinks option to bathe the infant was there. Was your mod supposed to disable bathing infants?

Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 18, 2014, 08:25:56 PM
No, this should not be happening. I can't imagine why it does.

You're also the first person to report this issue, which might make one wonder in what way your game differs from others'. I myself have never gotten in this situation, because I use changing tables. They clean the baby up while changing diapers, so there's no need for bathing them.

Anyway, I'll investigate this issue once my system is back up. Thanks for reporting it, LilSister.
Title: Re: Questions (and Answers) about BO's mods
Post by: LilSister on July 19, 2014, 05:15:35 AM
Thanks BO. I often wonder why my game is a little different too :confused:

I like giving infants baths - it's a personal quirk.  After bathing the infant, the option to change the diaper is still available and it adds an additional relationship boost when you do so after bathing the infant.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 19, 2014, 05:27:17 AM
True, putting in the bathing ritual boosts the relationship. But it takes such an awful lot of time! I prefer it to be over with, so they can PLAY with the baby for relationship points ;)
Title: Re: Questions (and Answers) about BO's mods
Post by: NuclearFairy on July 30, 2014, 01:21:17 PM
I have a question about unlimited sims, if I have 8 or more sims on a lot will I still be able to adopt?
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on July 30, 2014, 01:26:38 PM
Of course! With the Unlimited Sims mod, an unlimited number of sims can live on every lot. And it doesn't matter how they get there. If your sims can still invite others to come live with them, and if they can still have babies - even twins or more - then there is nothing to stop them from adopting a little one, either.
Title: Re: Questions (and Answers) about BO's mods
Post by: LunyKimberly on August 01, 2014, 10:45:09 AM
Coming out of lurk mode for a quick question. Is your Gnome Hack compatible with Neder's Gnome Security @ MTS? http://www.modthesims.info/download.php?t=325941 (http://www.modthesims.info/download.php?t=325941)

Cuz I love the ability to easily remove unwanted sims from the relationship panel that Monique's Gnome gives and while I like the thought of cutting down on what's cluttering my buy catalog... it's soo much fun seeing sims get electrocuted whenever they try to steal the gnome that Neder adds.
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 01, 2014, 10:56:53 AM
Actually, I'm not sure, LunyKimberly. The quickest way to find that out, would be to put both Neder's hack and mine in your Downloads folder, and run the HCDU (Hack Conflict Detection Utility, found at Paladin's Place (http://www.simwardrobe.com/).

If HCDU sees no conflict, I think you can safely try to have them in your game together. But if the HCDU reports a conflict, then I think they can't be combined. On the other hand, I don't think that Neder's mod will affect Monique's gnome either. But at least with that combo, you get to choose whether you use Neder's gnome or Monique's. With my mod, you wouldn't have that choice.
Title: Re: Questions (and Answers) about BO's mods
Post by: LunyKimberly on August 01, 2014, 07:15:23 PM
Checked these two with HCDU and came back with no conflicts. Opened both up in SimPE and unless something's really, really hidden, I don't see these conflicting. The only thing in Neder's mod is the BHAV function for stealing (instance 4098) and the adult animation strings (instance 129) needed for it - neither of which are in yours and looks like nothing close to calling those.

I'm in the process of reloading my game and getting all mods back in so it'll be a couple days before I can fully test in game but it doesn't look like I'll crash things combining them. :biglaugh:
Title: Re: Questions (and Answers) about BO's mods
Post by: BoilingOil on August 01, 2014, 07:21:39 PM
I appreciate your daring and thoroughness, going into SimPE and all, LunyKimberly. Though, since the HCDU report was already empty, I think it was unnecessary. But now at least we can both be sure that there shouldn't be any issues. Thank you for reporting back.

I hope to learn more once you play-tested it??
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on August 03, 2014, 10:45:55 AM
Thanks BO. I often wonder why my game is a little different too :confused:

I like giving infants baths - it's a personal quirk.  After bathing the infant, the option to change the diaper is still available and it adds an additional relationship boost when you do so after bathing the infant.

Washing babies in the sink and taking pictures is the only good thing about babyhood.  Otherwise, I do the minimum to get them to toddlerhood so they're actually FUN!
Title: Re: Questions (and Answers) about BO's mods
Post by: zephyrzodiac on August 03, 2014, 11:05:05 AM
You can actually get the older siblings to talk to the baby and build a high enough relationship score to be able to teach a nursery rhyme without spending ages building the relationship while the kid is a toddler.  Useful for those of you who like quads!
Title: Re: Questions (and Answers) about BO's mods
Post by: miros1 on August 03, 20