Date Posted: 16th Mar 2012 at 7:41 PM
So, I successfully made a couple of object script mods! Ok, they were not very complicated. And, technically I didn't make them, I just altered EA's script a little. Also, I probably would have torn my hair out of my head without Buzzler's help. But all of those tiny little details aside, the scripts work!
It was really fun to look at scripting again as I haven't done it in probably 12 years. I kind of got obsessed over it and couldn't properly sleep and I think I ended up taking it out on my poor hubby once or twice. So I made myself take a break and I'm glad I did. Now my head is clearer and fresher and filled with a little bit of SPRING! Maybe next I can take it a little slower and sharpen (ehehe, get it? I'm so lame...) my programming "skills" at a reasonable rate.
Date Posted: 24th Feb 2012 at 6:54 PM
Today has been "fun." I thought I was all super smart by creating a Lunar Lakes style rabbit hole for the Equestrian Center. Well, I wasn't. The rabbit hole only works for non-mounted sims. Sending your sim over to take a class in Riding, or to buy a horse works like a charm. But if you want to go inside with your horse to race or breed, failure is imminent.
I know why it doesn't work. Well, in theory. It's because of the RSLT and FTPT resources, I'm fairly certain of that. But I can't for the life of me figure out how the heck I'm supposed to fix it. I read Jynx's tutorial on Rabbithole replacements (after I'd already created this massive failure of a rabbit hole) but it makes no sense to me. I thought I'd try with Blender and cmomoney's tools, but all I do is break things. It seriously can't be this hard but now my brain is starting to feel fried and I'm frustrated because I feel like I wasted my whole day. Honestly, I got in way over my head with this "little" project.
The worst part is, I'm not sure I want to keep playing in Lunar Lakes. The world is definitely the best Store world yet. It's really quite stunning. In fact, I'd go as far as saying it is the prettiest EA-created world for the Sims 3 up to now. But I find it trying that I need a sci-fi type lot for everything or it just looks out of place. I did consider putting a "normal" looking house inside a dome. That could be neat, right?
Maybe I'll go hang out in SV for a little while. I've haven't played there in months.
Date Posted: 15th Feb 2012 at 9:52 AM
I don't want to sound whiny or needy, but I am a little bummed that my download count for my cow plants mods got reset when I tweaked them a bit and re-uploaded them all. Oh well. I could have known it would happen, and it's really not a big deal at all.
In other news, I did make a mod for some Equus Sims members who wanted no Social/Exercise decay for horses. I'm not sure it is greatly sought after in the general public though, so I haven't uploaded it.
Paparazzi driving me nuts
Date Posted: 12th Feb 2012 at 7:23 PM
I spent a good chunk of time today trying to see if I could find a way to make the Cow Plant only eat Paparazzi via XML/tuning, but I don't think it's possible. I'm fairly certain it will require a script or core mod to do it. I definitely do not have the ability to do any scripting. I actually did take programming in high school and learned some C# but that was an eternity ago and I admit, I was never very good at it.
I'm not actually read to give up on this, but I'm also not ready to venture into scripting. I'm a total, complete novice when it comes to this stuff. I'm also incredibly arrogant and I keep thinking "Surely, I could just copy some code and change it so that it does what I want." HAHA! At least I'm not so stupid that I don't realize how extremely impossible that is.
In any case, I'm working on re-organizing the thread for the Cow Plant mods. Right now it's cluttered and even I don't like the long names on the files. Also, in my google frenzy today I discovered a cow plant mod on iPlaySims (from January). I never, ever visit that site. I think this was like the second time ever that I stumbled upon it. The mod doesn't really do what I'd like though so I'll just continue supporting my own cow plant mods and add another conflict disclaimer to my thread.
Well, self, since you're the only one who will read this, I shall tell you to get to work and stop rambling to yourself.
Removal of NoAutonomousAnimalsEatingHarvestables
Date Posted: 10th Feb 2012 at 8:28 AM
I'm really sorry to disappoint, upset, or anger any of you, and you may all laugh at me, heartily
I don't mind.
I removed my mod, NoAutonomousAnimalsEatingHarvestable from MTS because claudiasharon already has one uploaded
. Thanks to the person who brought this to my attention. I never meant to waste the time of the upload moderators at MTS, nor their resources. In fact, I had looked for claudia's mod, because I could have sworn she made one, but I guess my eyes just kept glazing over when I was looking for it because I just didn't see it.
Anyhow, Claudia's mod works perfectly fine, and it is more humane than mine because it also makes the harvestables look much less attractive to the animals. Please use hers