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- Common Threads - Stupid/Random Questions V4
#11801
21st Jan 2018 at 11:20 AM
Posts: 2,542
@FranH
I think the response lies in Simpe's business info tab.
You'll need to test though. The only thing I've done here is the "reward again" option.
@srtv
I'd also keep the userstartup.cheat file (if you have one) in the Config folder.
Quote: Originally posted by FranH
Now for my question: Is there any way to reset the rating for a business once it reaches the level 10 designation? I have a couple of them that were sold, but priced according to the level they were sold at. Expensive, to be fair. |
I think the response lies in Simpe's business info tab.
You'll need to test though. The only thing I've done here is the "reward again" option.
@srtv
I'd also keep the userstartup.cheat file (if you have one) in the Config folder.
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#11802
21st Jan 2018 at 6:26 PM
Does the Simlogical stay-things shrub work for Apartments? Because Apartments usually reset to the original set up after a sim moves out so does the shrub interrupt that code and keep whatever was set to stay?
Uh oh! My social bar is low - that's why I posted today.
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#11803
21st Jan 2018 at 6:52 PM
Posts: 9,808
Thanks: 415 in 15 Posts
It doesn't.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#11804
21st Jan 2018 at 7:00 PM
Posts: 12,355
Thanks: 854 in 4 Posts
Quote: Originally posted by Charmful
Does the Simlogical stay-things shrub work for Apartments? Because Apartments usually reset to the original set up after a sim moves out so does the shrub interrupt that code and keep whatever was set to stay? |
#11805
21st Jan 2018 at 11:45 PM
Posts: 6,223
Essa, I never thought of that! You can change the rating from 10 to whatever, I bet. I'll check it out and report back.
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
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My other downloads are here: https://app.mediafire.com/myfiles
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://app.mediafire.com/myfiles
#11806
22nd Jan 2018 at 2:51 AM
Posts: 9,808
Thanks: 415 in 15 Posts
To the best of my knowledge, no.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Lab Assistant
#11807
22nd Jan 2018 at 2:35 PM
Posts: 117
Does anyone know at what stage a sim taken by the social worker loses their memories and attachments to the biological family? Is it when they're taken, or when they're adopted? I've not had it happen in a while, so I don't remember.
I'm hoping to set up a children's home, and while I understand that I can teleport in any children who have been given up for adoption with the cat and then use the blender to change family ties if they're being adopted - I'm struggling to find a solution for any children who are neglected or orphaned. Am I better just installing the mod that prevents the social worker or is there a work around?
I'm hoping to set up a children's home, and while I understand that I can teleport in any children who have been given up for adoption with the cat and then use the blender to change family ties if they're being adopted - I'm struggling to find a solution for any children who are neglected or orphaned. Am I better just installing the mod that prevents the social worker or is there a work around?
Alchemist
#11808
22nd Jan 2018 at 2:55 PM
Posts: 2,988
Thanks: 890 in 4 Posts
The wipe happens when they're adopted.
Lab Assistant
#11809
22nd Jan 2018 at 3:26 PM
Posts: 117
Quote: Originally posted by omglo
The wipe happens when they're adopted. |
Thanks
Scholar
#11810
22nd Jan 2018 at 3:48 PM
Posts: 1,055
Quote: Originally posted by Ice_Elf
Does anyone know at what stage a sim taken by the social worker loses their memories and attachments to the biological family? Is it when they're taken, or when they're adopted? I've not had it happen in a while, so I don't remember. I'm hoping to set up a children's home, and while I understand that I can teleport in any children who have been given up for adoption with the cat and then use the blender to change family ties if they're being adopted - I'm struggling to find a solution for any children who are neglected or orphaned. Am I better just installing the mod that prevents the social worker or is there a work around? |
Try this one, it's originally from A&N made to work in Mansion and Gardens. I have been testing it in M&G for a while now and am quite sure all is well. What makes it ideal for your purpose is it has an 'orphan' mode on it's filters. When the orphan filter is set it will only search for sims in the orphan family and when it 'brings one in' the infant is adopted by the sim doing the import and spouse if applicable. The original family ties are not cut and when the orphan is old enough, child or teen only she/he can select the option to move back to 'birth mother's home' (ideal for townie's children).
CJH_NeighbourTeleporter.zip (20kb) https://app.box.com/s/ha98vauo1kd1g79otpy5b0ks4dkkg7mz
Find in the General / Miscellaneous catalogue for $50
When orphan mode is not on the imported sim becomes part of the family which gives you full access to change whatever you like, their original family information is stored in the telporter, career data is removed and stored in the teleporter so they don't go to work. When you send the sim home the sim is restored to the original family and career data returned.
#11811
22nd Jan 2018 at 6:34 PM
If I add a Downtown (clean and empty version) and it eventually generates downtownies, vamps, and all NL NPCs, will I still be able to delete it safely afterwards? And what about shopping districts?
Please, call me 'mmaa', saves time.
Learn how to use your neighborhood (terrains) efficiently!
How to avoid neighborhood and game corruption?
The Customized Sims Wiki
Please, call me 'mmaa', saves time.
Learn how to use your neighborhood (terrains) efficiently!
How to avoid neighborhood and game corruption?
The Customized Sims Wiki
#11812
22nd Jan 2018 at 6:38 PM
Posts: 12,355
Thanks: 854 in 4 Posts
AFAIK, when you delete a sub-hood, it just deletes the terrain. Certainly doesn't delete sims.
#11813
22nd Jan 2018 at 7:11 PM
Posts: 2,061
Just don't forget to move any gravestones and urns that might be in the downtown/shopping district you want to remove to a graveyard in another neighbourhood. The Maxis Downtown already comes with some gravestones in the House of Fallen Trees and the graveyard at Gothier Green Lawns.
#11814
22nd Jan 2018 at 7:26 PM
Quote: Originally posted by maxon
AFAIK, when you delete a sub-hood, it just deletes the terrain. Certainly doesn't delete sims. |
I hope that's the case. :/
Quote: Originally posted by Orphalesion
Just don't forget to move any gravestones and urns that might be in the downtown/shopping district you want to remove to a graveyard in another neighbourhood. The Maxis Downtown already comes with some gravestones in the House of Fallen Trees and the graveyard at Gothier Green Lawns. |
I'm using Jawusa's cleaned up and emptied versions of Downtown and Bluewater Village (Thanks, Jawusa!) so those are completely free of any sims or graves.
I always thought you couldn't delete those if you only had one left of each. Turns out that only applies to university neighborhoods. Not a problem with those.
Thank you, maxon & Orphalesion!
Please, call me 'mmaa', saves time.
Learn how to use your neighborhood (terrains) efficiently!
How to avoid neighborhood and game corruption?
The Customized Sims Wiki
#11815
22nd Jan 2018 at 7:36 PM
Posts: 12,355
Thanks: 854 in 4 Posts
Quote: Originally posted by M.M.A.A.
I hope that's the case. :/ |
Well, it boots resident sims to the sim bin - though now I think about it, I'm not sure about graves but if you have nounlinkondelete you should be fine.
#11816
22nd Jan 2018 at 7:41 PM
Quote: Originally posted by maxon
Well, it boots resident sims to the sim bin - though now I think about it, I'm not sure about graves but if you have nounlinkondelete you should be fine. |
I do have nounlinkondelete. TBH, the only reason I wanna add DT is for the NPCs.
Please, call me 'mmaa', saves time.
Learn how to use your neighborhood (terrains) efficiently!
How to avoid neighborhood and game corruption?
The Customized Sims Wiki
#11817
22nd Jan 2018 at 7:59 PM
Quote: Originally posted by frogz2007
Does the game have a pattern when it comes to name generation? It can't be a coincidence that the game will occasionally reuse certain name combos when / if you make new townies using the mailbox. Any insight on this, anyone? |
From what I understand is that EAxis inputted two lists of First and Last names. When a townie is generated, the game is supposed to pick one from each, randomly. Of course, sometimes, it happens that it might occasionally pick the same first name and/or last name by chance. In one of my neighborhoods, I kept seeing the first name Caryl on several newly generated female townies.
BTW, in a neighborhood that uses the EAxis templates, there are actually three Marylena Hamilton's! One's an NPC, one is an adult townie, and and one is teen tourist. All three will usually show up in any custom neighborhood created using the same ol' templates that I believe Pleasantview uses.
Please, call me 'mmaa', saves time.
Learn how to use your neighborhood (terrains) efficiently!
How to avoid neighborhood and game corruption?
The Customized Sims Wiki
#11818
22nd Jan 2018 at 8:53 PM
Posts: 9,808
Thanks: 415 in 15 Posts
It seems that the RNG that Maxis uses in TS2 is pretty faulty in general, think I read that it wasn't seeded properly. Firstborn syndrome and all.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#11819
22nd Jan 2018 at 9:45 PM
Quote: Originally posted by ihatemandatoryregister
It seems that the RNG that Maxis uses in TS2 is pretty faulty in general, think I read that it wasn't seeded properly. Firstborn syndrome and all. |
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Alchemist
#11820
23rd Jan 2018 at 12:43 AM
Posts: 2,698
repeated questions::
SC4 files; how many shipped version ones are there in whole game (ie with all packs installed)?
lot catalog.
noticed duplicate lots of pre-made expansion lots in lot bin; except for "specialty lots". is this normal or not?
something else::
noticed an option in Game options called "Force 12 hour". which pack was it introduced and what is it?
SC4 files; how many shipped version ones are there in whole game (ie with all packs installed)?
lot catalog.
noticed duplicate lots of pre-made expansion lots in lot bin; except for "specialty lots". is this normal or not?
something else::
noticed an option in Game options called "Force 12 hour". which pack was it introduced and what is it?
#11821
23rd Jan 2018 at 1:20 AM
Posts: 9,808
Thanks: 415 in 15 Posts
Quote: Originally posted by mdsb759
repeated questions:: SC4 files; how many shipped version ones are there in whole game (ie with all packs installed)? lot catalog. noticed duplicate lots of pre-made expansion lots in lot bin; except for "specialty lots". is this normal or not? something else:: noticed an option in Game options called "Force 12 hour". which pack was it introduced and what is it? |
Lot catalog: Not really, but it's not harmful either. It can happen when reinstalling the game files.
Force 12 hour: Not sure of the EP. It changes the in-game clock from 24-hour to 12-hour. I had trouble with it, though. Think it kept resetting. I had to change it through the registry.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#11822
23rd Jan 2018 at 2:40 AM
Anyone who is bat box saavy, can you answer this:
Would this mechanism in the bat box - "NUKE STUCK MOVE OUT"
Would that issue only be if they couldn't move out of college or if somehow they are just out of college in the main hood family bin and can't seem to move into any lot? Related to an open issue I am having but wanted to see if there was a quick answer about this nuke move out option.
Would this mechanism in the bat box - "NUKE STUCK MOVE OUT"
Quote:
Nukes the college move-out controller, which can become corrupted and prevent sims from moving out of college." |
Would that issue only be if they couldn't move out of college or if somehow they are just out of college in the main hood family bin and can't seem to move into any lot? Related to an open issue I am having but wanted to see if there was a quick answer about this nuke move out option.
Uh oh! My social bar is low - that's why I posted today.
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#11823
23rd Jan 2018 at 3:20 AM
I think it means when the graduate doesn't move out. I had this happen second last last uni round, one kid had a graduation party but the cab never arrived.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
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#11824
23rd Jan 2018 at 3:28 AM
ah thanks, Jo. I guess this isn't what I'm looking for then to solve my issue.
Uh oh! My social bar is low - that's why I posted today.
My SIMBLER | SIM WHIM | SIM VIDS | SIMS 2 STORIES | SIM PICTURE-TAKING TIPS | MY HOOD | SIMSTAGRAM | TWITTER | TWITCH
#11825
23rd Jan 2018 at 3:58 AM
Maybe try another sims lot, teleport and move in then move them back out.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
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