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Old 7th May 2012, 6:31 AM #7601
music2ologist
Lab Assistant

Join Date: Apr 2007
Posts: 208


Quote:
Originally Posted by Josepina
Maybe that is why no children come to my bowling alley too. Have you noticed kids at yours Lazzy?


I believe teenagers all go home at nine, and I think children go home at seven. At least, children who walk past residential lots at nightfall just have time to shake hands before exclaiming over the lateness of the hour, and going home. So, no children or teenagers at the night spots.

I have sometimes wondered whether the number of sims at a community lot is affected by the sociability of the playable sim who is visiting. I too have been frustrated, after sending a recluse to meet people, to find the community lot empty, spooky, echoing. People do turn up later, but it takes a while. On the other hand, a sim with twenty friends will arrive to the genial chatter of a crowded lot. I can hear them even before the lot opens and my sim arrives. Is this just chance?
Old 7th May 2012, 6:49 AM #7602
Josepina
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Join Date: Jun 2011
Posts: 476


You are probably onto something there. I had noticed sometimes lots are crowded before my sim arrives too.

I did the same thing as Lazzy though by not having a downtown to save having the extra loading screen. The bowling alley is in my main hood and there's no kids during daylight hours even on weekends.

Makes me wonder if there's a difference between a shopping hood and other hoods now. Other than extra space for shops.
Old 7th May 2012, 7:27 AM #7603
lazzybum
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I wonder if it has been proven if Downtown has more traffic at night? Downtown default screen is nighttime, but I'm not sure if it is also programmed to have more traffic when going at night.

And I've never seen children go to community lots on their own. Is this a feature I've been missing this whole time?! I've only seen them visit home businesses (more often when there's a child in the household) but that is it. And the club I'm talking bout is not owned, just to clarify.

There should be a mod to differentiate the types of community lots and/or choose a level of crowd-ness on non-owned lots.
Old 7th May 2012, 7:36 AM #7604
Orilon
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Join Date: Jul 2011
Posts: 1,376


I've only seen children on downtown lots with their parents, not by themselves. I'm also trying to figure out a good time to send some of my Sims downtown so that they will meet other Sims out and about.
Old 7th May 2012, 7:38 AM #7605
Josepina
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There is the customer selector that lets you choose age, class, gender, sim type, neighbourhood, dress code, business type (not sure what this does exactly) etc. There is also a thing that lets you select customer times. I haven't figured it out maybe it lets you choose how long customers stay or opening times or when certain customers come. And the shift time clock but I haven't gotten that organised either. I try to keep my employees at the minimum.
Old 7th May 2012, 7:52 AM #7606
lazzybum
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Orilon, this may be a stupid question, but children + parents that show up could be your playables too?

And where can I find the customer selector Josepina? I might find that useful.

Edit: Just took my shy farmer sim who is new to town to the same club. He went around 7pm-ish and there were alot more people this time (6-8). So I don't think it ties in with being popular that much. Maybe it is just random? I dunno.
Last edited by lazzybum : 7th May 2012 at 8:02 AM.
Old 7th May 2012, 8:02 AM #7607
Josepina
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Join Date: Jun 2011
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Find it in Pescado's allhacks list. http://www.moreawesomethanyou.com/s.../topic,7.0.html

Two Jeff's vistor controller (http://www.simbology.com/smf/index.php?topic=17.0) could possibly work for non-playable-owned lots as it doesn't need to be saved (don't quote me on that) providing you also have 'build/buy on community lots' mod which enables these for visiting sims. Actually you could add it by entering from the neighbourhood screen. Nevertheless it's a cool mod. Likely the controllers can't both be installed as they do much the same things or maybe they can. Who knows with these things?
Last edited by Josepina : 7th May 2012 at 8:12 AM.
Old 7th May 2012, 3:02 PM #7608
katalina522
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The amount of townies (or guests if you throw a party on a residential lot) is supposed to be based on the capability of your computer, I believe. If I recall correctly, there are ways you can edit this, either in the game scripts or via cheat. Anyone else remember?
Old 7th May 2012, 3:38 PM #7609
Peni Griffin
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Children and animals are more likely to show up on community lots if you take children and animals with your older sims. Children, alas, are not guaranteed, but they will show up on their own, without parents, at least part of the time. Townie children, of course, can only show up without parents. The exception is vacation lots, but of course you only meet tourist children there. Which is a pain. I want to be able to have two different playable families run into each other in the same vacation hood when they're both on vacation there!

Children go home around six and teens between 8:30 and 9:30. If, however, you leave your lot after that time and hang out till the wee hours of the morning, teens may start showing up again. Apparently the programming involves "after this hour of the night" and not "between this hour of the night and that hour of the morning." It only kicks in if the teen or child is not engaged at the time the computer checks the clock. If you get an outing or date started before the time checks kicks in, you can keep them out all night; if you arrive at the lot as the time check occurs, they'll wander off without a word. If you change venues on a date or outing after curfew, they'll wander off as soon as you arrive at the new venue.

Weirdly, I've had scored outings initiated by townies include children from their household, quite late at night, and these children will stay for the entire outing.

All you can do is the best you can do.
(My most recent book is Sullivan, That Summer. In case you care.)
Old 7th May 2012, 4:27 PM #7610
Josepina
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In the globalprops file there is maxtotalsims maxtotalhumans maxtotalpets. I think that changes family size.

The cheat 'intProp maxNumOfVisitingSims [number]' lets you have big parties and probably increases visitor limit on community lots as well. This might be what the customer limit adjuster does. It let's you pick a # between 1 and 50. You can have a different setting for each lot and it saves the setting for each time you load the lot.
Old 7th May 2012, 5:00 PM #7611
Sunbee
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If I send, say, the Specters to Takemizu, and have them stay in a hotel, can I then send the DeBateaus at the same time to Takemizu and have them stay in a vacation house or different hotel? Same hotel? If yes, will the out of play sims show up on community lots?

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Old 7th May 2012, 5:19 PM #7612
Peni Griffin
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You can send them to a vacation house or a different hotel in the same vacation neighborhood, but they can't call each other and won't encounter each other on community lots. Which sucks.

Especially since, if you then go back to the main hood and send someone to a community lot, the vacationing sim can appear there while he's out of town! They didn't really work out the vacation coding to suit every playstyle, just assumed that you'd take family A on vacation, play out the whole vacation, bring them home, and take Family B on vacation. I haven't sent anybody on a longer vacation than three days yet because I know that's as long as I can possibly stand to play the same family at once, and there's no point in playing the vacation over more than one rotation the way it's set up. I think it'd be great fun to send, say, two or three branches of the Hawkins family all to Three Lakes at the same time and play them in rotation, having outings together, visiting each other's vacation homes/hotels, running into each other at Axe Wood Campgrounds, teens competing over the same vacation romance, etc.

All you can do is the best you can do.
(My most recent book is Sullivan, That Summer. In case you care.)
Old 8th May 2012, 4:34 AM #7613
lazzybum
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Since we were talking about the amount of customers/visitors on lots, I just came across this hack just now, 'More Customers':

http://drupal.cyjon.net/node/167

Maybe this should help when its empty at night
Old 8th May 2012, 7:51 AM #7614
sweetbaby160
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Join Date: Mar 2011
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I'm not sure if this is the right place, thread-title seemed appropriate lol...

I have been on the 'hunt' for the holiday stuff pack, went on Amazon & noticed that there was an offer for "Festive Holiday Pack" & "Happy Holiday Pack". the Happy Holiday Pack was listed as being for a Mac, while Festive was PC, is that why the different names? Are they different sps? Or a combination? Was there an Ep that went with them? Example: Mansion & Garden with Apartment Life. Or was Seasons it? Hope that makes sense...thanks bunches!

cause I like sheep
Old 8th May 2012, 8:09 AM #7615
Vimpse
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Join Date: Mar 2010
Posts: 131


Quote:
Originally Posted by sweetbaby160
I'm not sure if this is the right place, thread-title seemed appropriate lol...

I have been on the 'hunt' for the holiday stuff pack, went on Amazon & noticed that there was an offer for "Festive Holiday Pack" & "Happy Holiday Pack". the Happy Holiday Pack was listed as being for a Mac, while Festive was PC, is that why the different names? Are they different sps? Or a combination? Was there an Ep that went with them? Example: Mansion & Garden with Apartment Life. Or was Seasons it? Hope that makes sense...thanks bunches!

cause I like sheep



The party SPs are a bit confusing at times, here's a breakdown of it:
TS2 Holiday Party Pack is the first stuff pack. It is called TS2 Christmas Party Pack in the UK and Ireland (i.e. they're the same thing, just for different regions).
TS2 Happy Holiday Stuff is the fourth stuff pack. It is called TS2 Festive Holiday Stuff in the UK and Ireland (i.e. they're also the same thing, just for different regions).
As far as I know there are no PC/MAC restrictions on any of these and no EP "went with them" as such, although I suppose one could argue that Seasons sorta went with Happy Holiday Stuff (/festive holiday stuff). There's a neat Wikipedia article called List of The Sims video games , it helps.

And all the Naaru say I'm pretty fly for a Draenei!
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Old 8th May 2012, 9:04 AM #7616
music2ologist
Lab Assistant

Join Date: Apr 2007
Posts: 208


Quote:
Originally Posted by Mootilda
If you have deleted something from the installation files, then you may have to reinstall to get it back.


Come home, Targa - all is forgiven. It's back! Next time I loaded the game, the original smoke detector re-appeared. Don't do it, Targa! Come down off that ledge. I'm sorry!
Old 8th May 2012, 2:07 PM #7617
sweetbaby160
Instructor

Join Date: Mar 2011
Posts: 508


Thank you so much Vimpse for the explantion & the link!! That's fab, now I can finally complete my collection!
Old 8th May 2012, 4:00 PM #7618
Darby
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Quote:
Originally Posted by music2ologist
Come home, Targa - all is forgiven. It's back! Next time I loaded the game, the original smoke detector re-appeared. Don't do it, Targa! Come down off that ledge. I'm sorry!


I rather suspect Targa would have known from the beginning that it wasn't the fault of her hack.
Old 8th May 2012, 7:43 PM #7619
Helmasaur
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Join Date: Oct 2009
Posts: 187


Is it even possible to have identical twins? Or twins of the same sex?

Because all my twins are both: Different sexes, and look pretty different.
Old 8th May 2012, 8:02 PM #7620
sushigal007
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Plenty possible to have twins of the same sex, but I'm pretty sure it's almost impossible to have identical twins unless you make them in CAS. I've had some that are verrrrry close in appearance though.
Old 8th May 2012, 8:04 PM #7621
Helmasaur
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Join Date: Oct 2009
Posts: 187


Well, "identical" twins in real life aren't really identical, either. But good to know.
Old 8th May 2012, 8:05 PM #7622
Peni Griffin
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Same sex, yes. My Hawkins and Rubens twins are both girl/girl sets.

Technically, identical twins are not possible, because of the way the randomization works. Clones (identical twins being natural clones) will only happen when the same slot in the roster of combined DNA choices is reused, and the same one won't be used in the same load of the game. However, certain combinations of DNA can differ by only one or two trivial points, especially if you have married sims with sufficiently boring genetics - both derived from the same face template, with the same hair, eye, and skintone, for example, or one parent has two copies of the same dominant genes and the other parent has two recessive genes. And there's a reasonable chance of them sharing a star sign, though I can't do the math for it.

All you can do is the best you can do.
(My most recent book is Sullivan, That Summer. In case you care.)
Old 8th May 2012, 8:17 PM
Darby
This message has been deleted by Darby. Reason: Ninja'd. Nothing additional to add.
Old 8th May 2012, 9:27 PM #7623
katalina522
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You can fake 100% identical twin sims, though, if you use the "first-born effect" to your advantage. Let your sim have the first baby, save and quit the game, then relaunch the game and reimpregnate your sim & have the second baby immediately (possible either using the Tombstone of L and D via "speed up my pregnancy" or by using the clock with InTeen.). The second baby will be completely identical to the first.
Old 9th May 2012, 1:18 AM #7624
Mootilda
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Since the first-born effect only applies to personality, and not appearance, this seems unlikely to be true.
Old 9th May 2012, 1:26 AM #7625
Peni Griffin
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Does it? I had understood first-born effect to result in complete clones, identical in appearance and personality both, though not necessarily in sex. Anybody should believe you over me, of course. I only have one clone set from first-born effect, and they're Gavigans, who you can't tell apart regardless, so I'm repeating what I thought I'd learned here.

I had no idea you could save in the middle of a twin birth.

All you can do is the best you can do.
(My most recent book is Sullivan, That Summer. In case you care.)
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