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Mad Poster
#36251 Old 30th Jun 2025 at 6:41 PM
[QUOTE=jonasn]Everyone coud lick their own dish clean if it is not a formal event like a funeral or where high business executives sit. If they eat with a fork and knife, which happens even in casual settings, they can't pick up all the gravy from the plate without a spoon. They might also fetch a piece of bread to wipe it. But of course the plate still needs washing, but with less effort than if there was food waste on it.[/QUOT

Which is probably why I thought the sims are just enjoying the food...eh...gravy I don't think it is done often, and I certainly have not done it for decades, but as kids, we certainly licked up every drop of my grandmother's gravy (and I will not apologize for that, she made the best gravy in the universe. Even tried to teach me later on in life, but I have never got it quite right (yet) and she is sadly not around anymore to help).
Test Subject
#36252 Old 30th Jun 2025 at 9:35 PM
Quote: Originally posted by Phantomknight
Now for line 0x5, you will need the number of the last line; for us it was 37. When we click on the hammer and sickle, we'll replace the last two numbers/letters with this value. So "0x1004:0x2B" becomes "0x1004:0x37". You'll know you did it right when the value updates and after you click okay, you should see the label you put in the last line (>=78). Commit File & save.


Hi! First, just wanted to say thanks for writing this tutorial, it's super helpful. I'm attempting to modify ACR for a 4 days = 1 year lifespan. When I follow along in SimPE, everything seems fine up until this point. For me, line 0x5 needs to be "0x1004:0xCC" but when I click okay, 0xCC changes to 0x0C. In fact, it only displays the correct label/value up to 0x7F. Is there something I've missed or something I may be doing wrong?
Mad Poster
#36253 Old 30th Jun 2025 at 9:39 PM
Probably BCON lines are signed 8-bit ints, and so anything "higher" than 0x7F would be considered a negative number. If you need more lines than that, you'll have to create another BCON.

Edit: You can definitely reference more than 0x7F lines in the BCON as long as you do it with a variable, I have BCONs much larger than that in the party gifts mod. But the expression primitive may not be able to handle it. So put the line number into Temp 0x0 and then use that as the line number.
Mad Poster
#36254 Old 30th Jun 2025 at 10:32 PM
Quote: Originally posted by simsample
I have Sims 4 but seldom play it; I find myself missing the details that Sims 2 has. Such as the memory system and teens that look like teens. Tough act to follow!



I've been whining about this on every site I've been on for awhile. But, I was reading that still, today, the Sims 2 is the most successful and loved game EA ever spawned. I kind of wish they could update it, but they would mess everything up.
Sim Sample, there is a sims 4 savefile on this site. It is the sims two hoods. I'm playing it on sims 4, so I'm just playing the sims I love when I play both games. :3

"Fear not little flock, for it hath pleased your Father to give you a kingdom". Luke 12:32 Chris Hatch's family friendly files archived on SFS: http://www.modthesims.info/showthread.php?t=603534 . Bulbizarre's website: https://archiveofourown.org/users/C...CoveredPortals/
Instructor
#36255 Old 1st Jul 2025 at 3:10 PM Last edited by iforgot : 1st Jul 2025 at 8:00 PM.
Quote: Originally posted by iforgot
Huh, odd. I never added anything in my BHAV's to tell the game to reset the sims. I must have used a global function that includes some kind of reset on check. On first load the sims are reset, fully re-rolling wants and everything.

In any case, things seem to be working fine. Though, I did notice a stupid bug in my mod: It would create multiple controller objects out of world as the global function was run more than once by each sim at the same time, causing it to create it multiple times, as more than one would return false to the controller existing.

In any case, it now has a bhav to wipe out other instances of the controller if it finds them.

Seems to be working fine now, despite this odd resetting problem.Thanks!

I was wrong. There was more of a problem than I initially detected.

Go to residential lot > All OK minus the reset.
Go to regular community lot > OK, no resets.
Go to owned business community lot > Dumped into build / buy with no option to actually build or buy (No live mode, only option to exit game or to neighborhood. Happens both as business owner and other family.

Clearly there was something no right there.

Now, I was able to get back into said owned community lots by simply removing the mod part which alters sim data. Hmm?

I then narrowed it down to the specific function - main that was altered.

I found if I call any global function other than my own, I can access the lot just fine. If I call my own custom global > Dumped into no live mode.

So I thought.. "I wonder." I extracted the specific function from package B and imported it into Package A (which defines the globals) and loaded the lot, making no other changes (so the function is exactly the same, just in a different package.).

Guess what? Lot loaded just fine. No more dumping into build / buy without live mode.

How odd.

I am a terrible modder.

Edit: Plan B activated - That function now has the global functions "built in", so no need to call another function. It does lose the ability for the controller to be immediately created on lot load, but it now gets created the first time I click a sim, instead.

This results in:
- All lots being accessible (No empty lot dumping.)
- Sims do not reset when loading a save for the first time with the mod.
- Easier cleaning. When running the cleanup utility, I can be sure the controller won't be created again before I leave the lot.
- Fully functional controller running out of world.
- My favorite part of it: The controller sends sims inside when they get home from work/school/other. No more standing by the mailbox. :P

I'd say that's a job well done.

Now the foundation fully works, I can just focus on features.

Shabado... sha..ba..doo..badooo
Mad Poster
#36256 Old Yesterday at 4:06 AM
It doesn't matter what package functions are in. If different things happen with the same stuff installed, it's probably just a random error. Modding a global function does generally cause a reset, it doesn't cause any issues with owned community lots just due to the fact that you modded a global. If you want a controller to always be on the lot, you don't need any global functions for that, just make the controller a global object.
Inventor
#36257 Old Yesterday at 4:15 AM
Quote: Originally posted by smorbie1
I do. I have all 4, but have finally settled on a back and forth between 2 and 4. But I have the world set on 4 that is a sims 2 world. They are just the sims I love.


Funny, making a custom world based on The Sims 2 is exactly what I was thinking about doing. Note that I have not ever played TS4 yet (the pirate copy I downloaded on the computer I was working on didn't launch and I said the heck with it; I have legitimate TS4 in my EA account but I don't want to find out what happens when one installs that EA account on an abnormal number of machines)
Mad Poster
#36258 Old Yesterday at 5:44 PM
how abnormal?

"Fear not little flock, for it hath pleased your Father to give you a kingdom". Luke 12:32 Chris Hatch's family friendly files archived on SFS: http://www.modthesims.info/showthread.php?t=603534 . Bulbizarre's website: https://archiveofourown.org/users/C...CoveredPortals/
Mad Poster
#36259 Old Yesterday at 9:36 PM
Quote: Originally posted by bnefriends
Funny, making a custom world based on The Sims 2 is exactly what I was thinking about doing. Note that I have not ever played TS4 yet (the pirate copy I downloaded on the computer I was working on didn't launch and I said the heck with it; I have legitimate TS4 in my EA account but I don't want to find out what happens when one installs that EA account on an abnormal number of machines)




There is a custom world based on sims 2 on this very site:3

"Fear not little flock, for it hath pleased your Father to give you a kingdom". Luke 12:32 Chris Hatch's family friendly files archived on SFS: http://www.modthesims.info/showthread.php?t=603534 . Bulbizarre's website: https://archiveofourown.org/users/C...CoveredPortals/
Instructor
#36260 Old Yesterday at 10:47 PM
Quote: Originally posted by kestrellyn
It doesn't matter what package functions are in. If different things happen with the same stuff installed, it's probably just a random error. Modding a global function does generally cause a reset, it doesn't cause any issues with owned community lots just due to the fact that you modded a global. If you want a controller to always be on the lot, you don't need any global functions for that, just make the controller a global object.

Hmm, I see.

I was able to reproduce it 100% of the time though, reboot the game and test again and again getting the same results. To be clear, I didn't edit an existing global, I added a new one (well, several, making sure to avoid instance conflicts.).

I even made a simple global that expresses literal 0 and simply returns true. Even that caused the reset + owned business to bail.

In any case, I moved the global operands directly into the persons bhav and the resets stopped along with the lots now loading normally.

It's solved in any case.

As for why globals: Simple, I don't want to really litter my bhavs with constant set to next, set temps, run call tree, when I can just have a single global function that does it for me and returns the result.

Semi globals wouldn't be ideal either, as I have objects of different categories and types talking to the controller. For example, custom emitters, the door portals, beds, sims themselves, etc. That particular controller may also push interactions onto sims if certain criteria is met. But, to be fair - I don't always do out of world objects for controllers though, for example my custom room 'ownership' locking which allows setting specifically which sims can go into a room is a light switch that's purchased from buy mode, each one holds the sims attributes, or whether others are temporarily allowed, or to block npcs (like maid.) etc.

My current favorite own mod is the one which uses a couple of globals to "hide" a remote vacation lot, disabling visitors on that lot, including paper delivery - all bar one: The "snow queen" which may walk by late at night, and if she does the weather will turn to very heavy snow. I plan to expand this to allow "hidden" lots anywhere, think cabin in the woods, etc.

They're basic and simple mods, but to be fair I'm teaching myself without help from others for the most part, since I do not know any other modders for TS2. So, I'm learning as I go. As such, my methods may not always be best. They're just for my own personal usage, so it won't break anyone's game other than my own.

PS: I'm sure other mods already did this, but there's something nice about doing it yourself from scratch.

Shabado... sha..ba..doo..badooo
Inventor
#36261 Old Today at 3:19 AM
Quote: Originally posted by smorbie1
There is a custom world based on sims 2 on this very site:3


Right, but I mean my own world based on The Sims 2. It wouldn't look exactly like Pleasantview, Strangetown, etc looks like in TS2, it would be my own rendition of them with the same characters (age progressed).
Mad Poster
#36262 Old Today at 4:08 AM
If you just want to make subroutines, just put them in the current private group. You should only be making new globals if they actually need to be called by existing global functions. You don't want to be cluttering up the global group with random nonsense, it makes your mod incompatible with lots of other mods. Probably you declared some global function that clashed with another mod's global function and that's why you're having issues.
Mad Poster
#36263 Old Today at 4:25 AM
Quote: Originally posted by bnefriends
Right, but I mean my own world based on The Sims 2. It wouldn't look exactly like Pleasantview, Strangetown, etc looks like in TS2, it would be my own rendition of them with the same characters (age progressed).



Okay. That sounds so great. I hope you have lots of fun doing it. If anything you'd like to talk about, I'd love to hear about the process. :3

I'

"Fear not little flock, for it hath pleased your Father to give you a kingdom". Luke 12:32 Chris Hatch's family friendly files archived on SFS: http://www.modthesims.info/showthread.php?t=603534 . Bulbizarre's website: https://archiveofourown.org/users/C...CoveredPortals/
Instructor
#36264 Old Today at 6:04 AM
Quote: Originally posted by kestrellyn
If you just want to make subroutines, just put them in the current private group. You should only be making new globals if they actually need to be called by existing global functions. You don't want to be cluttering up the global group with random nonsense, it makes your mod incompatible with lots of other mods. Probably you declared some global function that clashed with another mod's global function and that's why you're having issues.

I checked for that. In any case, I'll continue doing my random nonsense elsewhere, have a good day. I apologize for bugging you guys.

Shabado... sha..ba..doo..badooo
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