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Hangout After Work (UPDATE: 01/08/2019)

by piqiwi Posted 1st Feb 2018 at 1:35 AM - Updated 8th Jan 2019 at 3:31 PM by piqiwi
 
68 Comments / Replies (Who?) - 50 Feedback Posts, 17 Thanks Posts
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Lab Assistant
Original Poster
#51 Old 18th Feb 2018 at 5:29 AM Last edited by piqiwi : 24th Feb 2018 at 5:03 PM.
Default Steps if you got blank popup, notification, dialog box or message
Blank popup, notification, dialog box or message is sign of STR# conflict. This conflict cannot be detected by HCDU since HCDU v2 only detects conflict in BHAV, BCON, TTAB and TTAs.
  1. Try to renaming this mod by adding "zzz" in front of its original filename, or try to put only this mod in sims 2 downloads folder and see if there is still blank popup, notification, dialog box or message
  2. If notification become available and no popup, notification, dialog box or message, then there is STR# conflict with other mod. You can try to solve the problem by following these steps here
  3. If notification is still blank , then there is localization problem. You can try to localize the string list by following these steps here
Lab Assistant
Original Poster
#52 Old 18th Feb 2018 at 5:30 AM Last edited by piqiwi : 24th Feb 2018 at 2:09 PM.
Default Steps for String Text Localization (Translation or Blank Popup message Fixed)
Try to follow these steps for localizing the string text into your game region :
  1. Open "pqw_afterworkactivity.package" using SimPE and backup your game region string list as shown in picture number 4 into txt file (as example is the game region is English (UK) in the picture)
  2. Change the language dropdown list into "English" (in the very top of the string list, that is the mod's region. Export the stringlist into txt file, give different filename than your backup one, as shown in picture number 4
  3. Change again the dropdown into your region locale and import the txt file that you've just exported (the "English" one), as shown in picture number 4
  4. You can translate first if you want by changing the "english" txt file into your region language if you desire, before importing back to your region locale. Beware that other game default text string in the string list also will be change into US english if you do not translate it first. You can refer to your backup text file for translation.
  5. It is very recomended that all my mods (usually with "pqw_" in the beginning in filename) are have default load order. This means if you rename by adding "z_" to one of my mods, then you also have to rename my others mod by adding "z_". For inTeen user you should put "zzzz_" in all my mods. All plugins packages must be loaded after the main ones.
Lab Assistant
Original Poster
#53 Old 18th Feb 2018 at 5:31 AM
Default Steps if You Experience Unusual Behaviour
  1. Make sure that you have the latest version of this mod. You can check the latest version in the desciption tab of this mod
  2. Check using HCDU for possible conflict
  3. Please note, not all conflict can be detected by HDCU. Sometimes conflict happens even without function override, if the mod use higher level function that also excecute the function that this mod use.
  4. Usually this kind of conflict still persists even when you change the load order (e.g by renaming the mod by adding "z_" in front of the filename).
  5. If HCDU cannot detect any conflict, and the problem is not text (STR#) problem, then try to remove other possible mods (or may be all other mods) but this mod, and try to run the game again and see if the problem persists.
  6. If the problem persists, then try to report back to me to be investigated.
  7. If the problem does not occured, then there is conflict with one or more of other mods you've installed. There is no easy way to determine which mod that conflict with this mod if HCDU cannot detect it. You can try one by one put the other mods along with my mod and see if the problem occured.
Lab Assistant
THANKS POST
#54 Old 20th Feb 2018 at 8:04 PM
This is so awesome !!!!
Top Secret Researcher
#55 Old 24th Feb 2018 at 10:41 AM
I get this since this mod is installed (I have the latest version and I have all EP's and SP's but not the UC).
I play in a small screen so is there a way you can fix this?
Also when you read the text it seems like it doesn't say what it should say and it appears when the sim is already at home.
Screenshots

Where did your MTS uploads go? https://s2idownloads.blogspot.com/2...content-no.html
Contact me here: www.facebook.com/sims2idea
Overview all my creations: Download at once (SimFileShare)
Lab Assistant
Original Poster
#56 Old 24th Feb 2018 at 12:51 PM Last edited by piqiwi : 24th Feb 2018 at 1:09 PM.
Quote: Originally posted by lientebollemeis
I get this since this mod is installed (I have the latest version and I have all EP's and SP's but not the UC).
I play in a small screen so is there a way you can fix this?
Also when you read the text it seems like it doesn't say what it should say and it appears when the sim is already at home.


That dialog popup did not come from my mod, since this mod does not create dialog popup like that. It seems that STR# from other mod conflicts with my mod, where my mod overrides its STR#. As you can see in my screenshot below, the conflicted mod creates dialog popup that uses line 38 to 43 of STR# Dialog prim string set (group : 0x7F8F4EB6 instance 0x012D) that also used by my mod. This kind of conflict cannot detected by HCDU since HCDU cannot detect STR# conflicts. And mod that conflicts with my mod is the one that load before my mod since my mod override its resource.

So, first you must find which mod conflicts with my mod. You can use pqw_0x7F8F4EB6_TEST_ONLY.package that I attached, put in your mod folder and runs HCDU to detect which mods that use 0x7F8F4EB6 resources. And after that, you must open one by one the mods that are detected by HCDU and see if they have STR# Dialog prim string set (group : 0x7F8F4EB6 instance 0x012D), or if they use dialog function. The pqw_0x7F8F4EB6_TEST_ONLY.package is for conflict detection only and you MUST remove it from your mod folder before you running your game.
Screenshots
Attached files:
File Type: rar  pqw_0x7F8F4EB6_TEST_ONLY.rar (20.4 KB, 5 downloads)
Top Secret Researcher
#57 Old 24th Feb 2018 at 2:01 PM
Quote: Originally posted by piqiwi
That dialog popup did not come from my mod, since this mod does not create dialog popup like that. It seems that STR# from other mod conflicts with my mod, where my mod overrides its STR#. As you can see in my screenshot below, the conflicted mod creates dialog popup that uses line 38 to 43 of STR# Dialog prim string set (group : 0x7F8F4EB6 instance 0x012D) that also used by my mod. This kind of conflict cannot detected by HCDU since HCDU cannot detect STR# conflicts. And mod that conflicts with my mod is the one that load before my mod since my mod override its resource.

So, first you must find which mod conflicts with my mod. You can use pqw_0x7F8F4EB6_TEST_ONLY.package that I attached, put in your mod folder and runs HCDU to detect which mods that use 0x7F8F4EB6 resources. And after that, you must open one by one the mods that are detected by HCDU and see if they have STR# Dialog prim string set (group : 0x7F8F4EB6 instance 0x012D), or if they use dialog function. The pqw_0x7F8F4EB6_TEST_ONLY.package is for conflict detection only and you MUST remove it from your mod folder before you running your game.


Allright. I'll check it asap.
But in the end I'll probably have to remove this or anothef I already had from my downloadfolder i guess?
Or can a conflict like this be solved?

Where did your MTS uploads go? https://s2idownloads.blogspot.com/2...content-no.html
Contact me here: www.facebook.com/sims2idea
Overview all my creations: Download at once (SimFileShare)
Lab Assistant
Original Poster
#58 Old 24th Feb 2018 at 2:16 PM Last edited by piqiwi : 24th Feb 2018 at 3:51 PM.
Quote: Originally posted by lientebollemeis
Allright. I'll check it asap.
But in the end I'll probably have to remove this or anothef I already had from my downloadfolder i guess?
Or can a conflict like this be solved?


That's the worst case. But see your case, it seems that the mod that conflicts with this mod has version below AL since the line 39 of dialog prim string set is EA-Maxis' text that comes with AL, and this conflicted mod still use it as its resource, so I guess that the conflicted mod, whatever it is, is not AL compatible also.
Top Secret Researcher
#59 Old 24th Feb 2018 at 2:34 PM Last edited by lientebollemeis : 24th Feb 2018 at 2:53 PM.
Quote: Originally posted by piqiwi
That's the worse case. But see your case, it seems that the mod that conflicts with this mod has version below AL since the line 39 of dialog prim string set is EA-Maxis' text that comes with AL, and this conflicted mod still use it as its resource, so I guess that the conflicted mod, whatever it is, is not AL compatible also.


I got that text dialog again in my game today and I forgot to mention that I also got the message that the sim brought a friend home from work. I didn't give much attention, but now I found that this is the mod that causes the conflict: MQ_Work_Bring_Friend_Dialog.package
But that one is AL compatible. It works perfectly in my game and I have AL.
Lathough it hasn't been updated for AL: http://www.modthesims.info/download.php?t=135090
Is there a way so I can keep both mods in game?

Where did your MTS uploads go? https://s2idownloads.blogspot.com/2...content-no.html
Contact me here: www.facebook.com/sims2idea
Overview all my creations: Download at once (SimFileShare)
Lab Assistant
Original Poster
#60 Old 24th Feb 2018 at 3:39 PM Last edited by piqiwi : 26th Feb 2018 at 2:57 AM.
Quote: Originally posted by lientebollemeis
I got that text dialog again in my game today and I forgot to mention that I also got the message that the sim brought a friend home from work. I didn't give much attention, but now I found that this is the mod that causes the conflict: MQ_Work_Bring_Friend_Dialog.package
But that one is AL compatible. It works perfectly in my game and I have AL.
Lathough it hasn't been updated for AL: http://www.modthesims.info/download.php?t=135090
Is there a way so I can keep both mods in game?


That mod is not AL compatible. You'll never get job reputation feature from AL all this time because that mod use AL resource in STR# 0x012D group 0x7F8F4EB6. You, or other AL user's simmers, may experience popup notification (not dialog box) with text "$Me wants to bring $FullNameLocal:0 home from work. Is that okay?" once in a while, even if they do not installed my mod. This is because the MQ's work bring friend mod is not compatible with AL.

But you can try these steps :
  • Download my latest pqw_afterworkactivity that I just uploaded today
  • download plugin 00 localization and blank fixed. Also download plugin 01 if you use inteen
  • put both of them (or three of them if you use inteen) as replacement of current pqw_afterworkactivity
  • open plugin 00 and also MQ_Work_Bring_Friend_Dialog using SimPE
  • copy line 38-42 of STR# MQ's mod to line 40-44 of plugin 00 one by one.
  • commit file and save plugin 00. Now you can close plugin 00
  • now open "try make friend" BHAV in MQ's mod
  • click line 0xC (12), then click the " button on the right (the one under cancel, between settings icon button and x button)
  • replace the string with "2D002A2B2C0229040100140000000000" (without quotes)
  • click "okay", commit, and save MQ's mod
  • now you can try it in your game. It is supposed to be working with AL and also my mod
Top Secret Researcher
#61 Old 24th Feb 2018 at 4:45 PM
Quote: Originally posted by piqiwi
That mod is not AL compatible. You'll never get job reputation feature from AL all this time because that mod use AL resource in STR# 0x012D group 0x7F8F4EB6. You, or other AL user's simmers, may experience popup notification (not dialog box) with text "$Me wants to bring $FullNameLocal:0 home from work. Is that okay?" once in a while, even if they do not installed my mod. This is because the MQ's work bring friend mod is not compatible with AL.

But you can try this steps :
  • Download my latest pqw_afterworkactivity that I just uploaded today
  • download plugin 00 localization and blank fixed. Also download plugin 01 if you use inteen
  • put both of them (or three of them if you use inteen) as replacement of current pqw_afterworkactivity
  • open plugin 00 and also MQ_Work_Bring_Friend_Dialog using SimPE
  • copy line 38-42 of STR# MQ's mod to line 40-44 of plugin 00 one by one.
  • commit file and save plugin 00. Now you can close plugin 00
  • now open "try make friend" BHAV in MQ's mod
  • click line 0xC (12), then click the " button on the right (the one under cancel, between settings icon button and x button)
  • replace the string with "2D002A2B2C0229040100140000000000" (without quotes)
  • click "okay", commit, and save MQ's mod
  • now you can try it in your game. It is supposed to be working with AL and also my mod


Thanks for the explanation. I'll do that asap. I didn't even realise the job reputation feature of the game didn't work in mine.
Thank you and I'll let you know if I run into a conflict or something again.

Where did your MTS uploads go? https://s2idownloads.blogspot.com/2...content-no.html
Contact me here: www.facebook.com/sims2idea
Overview all my creations: Download at once (SimFileShare)
Lab Assistant
Original Poster
#62 Old 24th Feb 2018 at 5:02 PM
Default Steps for STR# mod conflict
Try to follow these steps if you found STR# mod conflict, that other mod configure the same STR# resource with this mod :
  1. Find the mod that conflicts with this mod. You can put the other mods one by one along this mod to determine which mod that conflict with this mod. Remember that HCDU cannot detect STR# conflict.
  2. Download the "pqw_afterworkactivity_plugin_00_localization_blank_fixed.rar" and install "pqw_afterschoolactivity_plugin_00_localization.package" into your downloads folder, the same folder with "pqw_afterworkactivity.package"
  3. Open "pqw_afterworkactivity_plugin_00_localization.package" using SimPE, then open "Dialog prim string set" in STR# resources
  4. Copy paste line 0x028 (40) until 0x037 (55), if any, from conflicting mod into corresponding lines of "Dialog prim string set" in "pqw_afterworkactivity_plugin_00_localization.package" STR# resources. Only lines from 0x028 (40) to 0x037 (55) that are can be changed with string value from other mod.
  5. Commit and save
  6. Make sure that "pqw_afterschoolactivity.package", "pqw_afterworkactivity_plugin_00_localization.package", and this mod's other plugins if any are loaded after the conflicting mod. You can add "z_" or "zz_" if you want to.
  7. It is very recomended that all my mods (usually with "pqw_" in the beginning in filename) are have default load order. This means if you rename by adding "z_" to one of my mods, then you also have to rename my others mod by adding "z_". For inTeen user you should put "zzzz_" in all my mods. All plugins packages must be loaded after the main ones.
Top Secret Researcher
#63 Old 24th Feb 2018 at 5:34 PM
I think the after school activities mod has the same issue with the Bring home friend from school mod by TwoJeffs.
I am not sure about other mods.

Where did your MTS uploads go? https://s2idownloads.blogspot.com/2...content-no.html
Contact me here: www.facebook.com/sims2idea
Overview all my creations: Download at once (SimFileShare)
Lab Assistant
Original Poster
#64 Old 24th Feb 2018 at 10:28 PM
Quote: Originally posted by lientebollemeis
I think the after school activities mod has the same issue with the Bring home friend from school mod by TwoJeffs.
I am not sure about other mods.


If it is modified the STR# in same group resource then most likely conflicts with my mod. But you can ressolve by following similar steps except since EA-Maxis did not change the string list of school interation since seasons, so as long as the mod versions is seasons compatible, you do not have to change the BHAV part, only copy the corresponding lines from that mod to plugin 00 of afterschoolactivity mod. But I'll put these "bring home friends" mod to known conflict list.
Test Subject
#65 Old 23rd Mar 2018 at 9:18 AM
Hello. It's been a month and sorry but I have a little problem.
The mod works wonderfully except when any career that a sim is in a level when they have to come home at 23 p.m, they never come back for me.
(One example could be the Criminal career = level 6, Bank Robber, should come home at 23. They go out to hangout and the day changes (00 a.m) and I wait for them to come back buy they never do)...

I'm so sorry if I'm not explaining ok, I don't know how haha.
Lab Assistant
Original Poster
#66 Old 23rd Mar 2018 at 5:21 PM
Quote: Originally posted by asmatharian
Hello. It's been a month and sorry but I have a little problem.
The mod works wonderfully except when any career that a sim is in a level when they have to come home at 23 p.m, they never come back for me.
(One example could be the Criminal career = level 6, Bank Robber, should come home at 23. They go out to hangout and the day changes (00 a.m) and I wait for them to come back buy they never do)...

I'm so sorry if I'm not explaining ok, I don't know how haha.


Hi, thanks for the report. I have not had chance to test it if there is day change during hangout. I use the game's default interaction at work, and I do not know how the game's original behaviour, whether the game automatically stops the process and creates new process as day changes or it will continue the process until it finished, if there is mod installed. But I will check it asap as soon as I back to my PC (now I am away from my PC so I cannot check it right now).
Instructor
#67 Old 13th May 2018 at 3:18 AM
Quote: Originally posted by asmatharian
Hello. It's been a month and sorry but I have a little problem.
The mod works wonderfully except when any career that a sim is in a level when they have to come home at 23 p.m, they never come back for me.
(One example could be the Criminal career = level 6, Bank Robber, should come home at 23. They go out to hangout and the day changes (00 a.m) and I wait for them to come back buy they never do)...

I'm so sorry if I'm not explaining ok, I don't know how haha.


I have the same problem any sims who are supposed to come back from 9pm onwards and instead go on a hangout never go home again. The only thing that works is for me to use the batbox and force errors offworld.
Test Subject
THANKS POST
#68 Old 27th Jan 2019 at 7:23 PM
Спасибо большое, что исправили ошибку с навсегда потерянными персонажами. Без вашего мода скучнее играть)

Thank you so much for correcting the error with the forever lost characters. Without your mod it is more boring to play)
Mad Poster
THANKS POST
#69 Old 27th Dec 2020 at 3:08 PM
thank you
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