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Instructor
Original Poster
#1 Old 25th Feb 2024 at 9:10 AM
Default Weird Allmenus Interactions
One of the main reasons I wanted to enable allmenus is because I'm curious to know what scrapped or hidden interactions exist even behind testingcheats. I feel like allmenus is really the actual debug mode. So, testingcheats + allmenus = literal godmode.
I've found an interaction called "unuse" on the main garbage can. Didn't click it, but I'm wondering what it does. On another interaction which I don't remember what it was called, but it was on a Sim, the Sim did the animation of "Disapprove", then "Cry", and halfway through crying, an object error popped up. That was really weird.
So, have any of you that have allmenus enabled found some peculiar interactions with any objects or Sims?

Cats are the cutest creatures. And the most stubborn.
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Inventor
#2 Old 25th Feb 2024 at 9:34 AM
Unuse just clears the use flag from flags 8. Unless you are developing trash disposal, it has no use. Better to change flags with another object like COE that can be applied to anything. Most of these actions under "my hide interaction" are pushed at some point. Like work interactions on owned business where the setup is in another code, and the push is the core action that is conveniently located on a separate object, but has no sense being done by itself without first registering into the work role. In a different situation a CT could replace this hidden action.

A debug mode provides immediate general assitance. These just clutter up the menus. Do you have to hold Shift to see them?
Instructor
Original Poster
#3 Old 25th Feb 2024 at 11:07 AM
Quote: Originally posted by jonasn
Unuse just clears the use flag from flags 8. Unless you are developing trash disposal, it has no use. Better to change flags with another object like COE that can be applied to anything. Most of these actions under "my hide interaction" are pushed at some point. Like work interactions on owned business where the setup is in another code, and the push is the core action that is conveniently located on a separate object, but has no sense being done by itself without first registering into the work role. In a different situation a CT could replace this hidden action.

A debug mode provides immediate general assitance. These just clutter up the menus. Do you have to hold Shift to see them?


Nope, allmenus doesnt require shift. I just call allmenus debug mode as it enables you to control the UI and generally has some useful troubleshooting options.
About the "unuse" interaction; that's quite interesting how they left that out from development.

Cats are the cutest creatures. And the most stubborn.
Mad Poster
#4 Old 25th Feb 2024 at 4:20 PM
I mainly use allmenus for the sub-cheat debugsocial, so I can control outcome of an interaction. And sometimes to access something for a staged photo, that isn't available normally. I'm not that interested in digging for lost things so haven't paid attention in that way, but when looking at the code you often see scraps of things. Like the computer has leftovers of an intended look up porn feature that was not completed.

Creations can be found on my on tumblr.
Instructor
Original Poster
#5 Old 25th Feb 2024 at 4:22 PM
Quote: Originally posted by gummilutt
I mainly use allmenus for the sub-cheat debugsocial, so I can control outcome of an interaction. And sometimes to access something for a staged photo, that isn't available normally. I'm not that interested in digging for lost things so haven't paid attention in that way, but when looking at the code you often see scraps of things. Like the computer has leftovers of an intended look up porn feature that was not completed.


Yup. I also saw a "Find a Snack" interaction on the couch. I think someone recreated that interaction?

Cats are the cutest creatures. And the most stubborn.
Instructor
Original Poster
#7 Old 25th Feb 2024 at 5:51 PM Last edited by FuryCat : 25th Feb 2024 at 6:36 PM.


All those interactions are probably scrapped, left out or for testing purposes that got wiped for apparently no reason in development. I think that's why they tried to hide them well (You literally have to modify a very important file in your game files to enable allmenus), in order not to clutter up things with useless stuffs.

About the interaction called ruin painting, it can be done autonomously by low-aspiration teens, I think.
That debug-social easter egg reminds me of a text string that was probably from an early beta build: You don't know anyone to call. Go make friends using the shift-click cheat on the mailbox you loser.
About the "Impersonate" interaction on the door, there's also a weird "Watch Out!" interaction on bookcases. The Sim just runs to one place on another if I remember correctly. That interaction exists but it's done autonomously if a vehicle is trying to park and a Sim is on a driveway. But in this case, well, watch out for what? Falling books?
The "FIRE!" interaction on the train set reminds me of the "DEBUG - Get Abducted" interaction that doesn't work unless you have a fix installed. It may have been an interaction to make the trainset forcefully combust, but it's broken, like the "DEBUG - Get Abducted" one.
Small fact: You can try to "sell" different items, continue or make anything on sewing machines, flower arrangement sets, toymaking sets, and robotics sets with allmenus even if nothing there exists. Haven't tried it yet, though.
Currently going to test out some more things with allmenus. There are so many hidden features with allmenus that you could write a book with them.

Edit: Found some more interesting things.
The Cowplant has an interaction called "Save $Object". There isn't a feature to save a Sim from a cowplant in normal gameplay...
There's a mysterious interaction on Sims called "Debug - Freak 0ut". Didn't try it though.
There's an interaction on womrat cages along the lines of "Debug - Go Aggro". Seems weird.
The interaction "*Kill Sim" actually makes a Sim dress in Grim's clothes and go reap the Sim.
I think I found the interaction Social Workers do. "Hidden - Collect Child".
Interestingly, the "Under Construction" sign that the Electrono-Ticket machine has when there is no business also has an identical interaction called "Under Construction". This is on the under construction sign accessory itself and not on the machine.
The vampire coffin bed has a separate interaction from "Peek In" called "Dare to Peek".
Vanity tables have an interaction named "Look at Self".
The lemonade stand has hundreds of interactions.
The glass box that Sims can use to sell pets (Dunno how it's called) has an interaction to "Change Breed for Sale".
A submenu called "Memory..." appears when clicking a Sim. It has the "Encourage" interaction and a couple others.
There is a whopping amount of 3 "Change Appearance" interactions. Why would they even be needed?

Cats are the cutest creatures. And the most stubborn.
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