View Full Version : Grim's Medieval Core (New Beta See Note)
grimreefer24601
24th Jul 2011, 12:37 AM
Note:
I am uploading a new beta version of the mod. This represents a major change in the way I handle a lot of things. It a lot cleaner system, and more accurate, not to mention fixes some bugs. The main thing you will notice is the new Options Menu that allows you to enable or disable Core feature. The other thing is a new spell addition Deadly Arrow which kills the target sim.
Since it's such a major change I've decided to make the last version my official stable version, and keep it here for anyone who wants that. It does include the returned CAS Patterns, but it only returns that code to the original. I've figured I'd probably better keep a version history, so this one's version is 2.0.13.001. The new beta is 2.0.13.002.beta.
3/17/2013:
Latest core fixes DEBUG options check on the options screen.
The package names have been changed in the stable version, so if you've previously used my core you'll need to delete the old beta package.
This is a collection of most of my mods, plus several things I've been working on. It is meant to replace all of my mods except for Auto Save. It also does not include male pregnancy clothing, but I'll add the link here.
New Options
http://thumbs2.modthesims2.com/img/3/3/9/5/9/0/2/MTS_grimreefer24601-1216788-GMCMenu.jpg
Male / Male Pregnancy
Allows pregnancy during male / male WooHoo.
Female / Female Pregnancy
Allows pregnancy during female / female WooHoo.
Female / Male Pregnancy
Allows pregnancy during female / male WooHoo.
Male / Female Pregnancy
Allows pregnancy during male / female WooHoo. (EA default)
Special Consideration
If at any time the selection may be either sim the default mother will be the sim who started the WooHoo interaction.
Baby Gender Bias (2.0)
Allows increasing the chance of having a male child by eating Sweet Porridge, and a female child by eating Seafood Stew.
Naked WooHoo
Sims will get naked after WooHooing.
http://thumbs2.modthesims2.com/img/3/3/9/5/9/0/2/MTS_grimreefer24601-1216793-NakedWooHoo.jpg
Naked Sleep
Sims will get naked to sleep.
http://thumbs2.modthesims2.com/img/3/3/9/5/9/0/2/MTS_grimreefer24601-1216792-NakedSleep.jpg
Naked Wager (2.0)
Sims will get naked when losing a wager for clothes at the card table. (Thanks to kawaiipd for suggesting it.)
Naked Censor (2.0)
Allows in-game enabling or disabling of the censor mosaic when naked. (Helpful when young eyes show up unexpectedly.)
Toilet Censor (2.0)
Allows in-game enabling or disabling of the censor mosaic when using chamber pot. (Helpful when young eyes show up unexpectedly.)
DEBUG Interactions (2.0)
This adds a bunch of DEBUG interactions to every sim in the game. (Change Profession, Religion, Skills, Levels, etc....) It also will add DEBUG commands to the console if testingcheats is enabled. I haven't tested every new DEBUG interaction. I know some do nothing, but others may break you're game. Use caution.
New Interactions
Door Lock/Unlock(Returned to 2.0 by request)
Allows locking and unlocking of doors. A locked door is inaccessible to all sims until it is unlocked.
Murder By…
Allows killings any sim by selected death type. The interaction occurs immediately after murdered sim finishes their current interaction.
Wish For Child
Allows wishing for a child a the town well. The wishing sim will be allowed to select the “father” of their child. The wishing sim will always become pregnant instantly.
Adopt Child
Allows adoption of a parent-less child from the message post. The child will be added as a regular blood child to the adopting sims family. The child will also be added to the adopting sims spouses family. Adopted children behave as normal children (for those who have read my Same Sex thread the problem seems to be fixed).
Age Child
Allows a sim to age their child to adult.
Age Child and Assign Profession
Allows a sim to age their child to adult and give them the household profession. The child immediately becomes an adult with the household profession, however the child will not be selectable until a new quest begins or a parent sim select the interaction Retire From Profession.
Retire From Profession
Allows a sim to retire from their profession without dying. The sim will pass on any quest or profession to their eldest child. The child, if not aged up already, will age up, and become a sim of the parents profession. The child will also become selectable, and take over the parents current quest.
Notes/Bugs
The quest will not officially change sims until the parent finishes their current quest task, even though the task is listed in the child’s queue.
If the current quest requires a certain quest specific ability using the Retire From Profession interaction after the ability is granted, and when the sim has an eligible child, could make the quest impossible to complete.
Retiring From Profession when no eligible child is present will make the game have no available quest when the current quest is completed. This can be fixed by selecting a new sim for the retired profession, and calling the console command rerollquests.
Set Color Tint(2.0)
Allows selection of a single tint color to be applied to game objects normally unrecolorabled in design mode. Doors, lights, shells, harvestables, urns and more can now have their colors tinted. Some objects do get the interaction, but have no noticeable color change when applied. Sims, terrain, village, and town walls don't seem to change color. Other objects because of the dark nature of their texture show very little difference when recolored. A lighter texture should make tinting more noticeable.
Add Ability or Set Level(2.0)
This adds an interaction to sims which allows setting individual levels. This replaces the former Dynamic Professions addition for adding abilities with my own new ability interaction. This still isn't exactly what I want, but it will do.
Assign Title(2.0)
Allows a Monarch to assign a Title and Name to any non-professional sim.
Returned Patterns to CAS(2.0)
Don't know why they "fixed" this.
New Beta Changes
These changes are only available in the Beta release.
New Interface(Beta)
New Options Menu allows enabling and disabling of all Core options and interactions. Also fixes some bugs, and tidy's up the code.
New Interaction Injectors(Beta)
Interaction Injectors have been reworked to be more efficient and accurate.
New Spell Deadly Arrow(Beta)
Adds a Level 1 spell called Deadly Arrow. This spell when successful will kill it's target.
Translations
Swedish by sparalink
Compatibility
This is a full core mod so it is not compatible with any other core mod. This mod also rewrites the optionsdialog.xml so it will conflict with any mod which overwrites it. This mods is also meant as a full replacement for all of my Medieval mods except for Auto Save, and should not be used with them.
This is a script mod so you must install d3dx9_31.dll in your The Sims Medieval\Game\Bin folder.
Please Refer to How to mod you game for beginners (http://www.modthesims.info/showthread.php?t=438344) for mod installation instructions and files.
gapeachpit
24th Jul 2011, 01:23 AM
Wow! So many nice additions. Thanks for this -- I can't wait to try it out!
JNAS2006
24th Jul 2011, 09:14 AM
Is the "Wish for Child" option supposed to be on the well already in town square? I tried to use it with my blacksmith, but the option wasn't there :(
Zucabr
24th Jul 2011, 12:43 PM
A small suggestion:
It would be nice if the CAS slider limit was extended or removed. The game has a hardcoded limit of 20 sliders per section, or so say the TS3 mod threads, and this limit removal functionality is usually found in core mods.
Edit: Erm... and also maybe the functionality of Rick's debugenabler? That would be awesome. :P
DarthKitsune
24th Jul 2011, 02:32 PM
oh wow! This made my day! and everything works great so far! Thanks!
grimreefer24601
24th Jul 2011, 03:26 PM
Is the "Wish for Child" option supposed to be on the well already in town square? I tried to use it with my blacksmith, but the option wasn't there :(
All of the interactions should be available as soon as you install the mod. The only cases where this might not be true is when a sim or building is newly added. I have tried to fix those instances when I've found them, but if you come across one a save and reload will add the interaction.
The town well I believe is always there, so it should't need a reload, but it may be worth a try. Also check to make sure you have the new options tab, and other interactions. Maybe it's not installed correctly. I was kind of sleepy when I wrote that write up, and forgot to mention that as a core file you must use d3dx9_31.dll.
Hopefully this helps.
grimreefer24601
24th Jul 2011, 03:41 PM
A small suggestion:
It would be nice if the CAS slider limit was extended or removed. The game has a hardcoded limit of 20 sliders per section, or so say the TS3 mod threads, and this limit removal functionality is usually found in core mods.
Edit: Erm... and also maybe the functionality of Rick's debugenabler? That would be awesome. :P
I haven't messed with sliders before, but I'll keep an eye out for some way to change them.
(Edit: The only place I see that you can add sliders without modding code is in the facial blend area. It seems the max number of sliders there has already been set to 50. Everything else like muscles and weight seem to be hardcoded sliders.)
As for debugenabler, I've kicked around the idea of adding it to my core, but I haven't decided how to do it. I personally don't want the debug commands all time.
The other thing is I've been looking into ways enable some of that functionality by itself. Murder By..., Adoption, Wish For Child, Age Up and Assign Profession, and Retire from Profession were all things that debug or cheat commands led me to.
(Edit: Just looking at it again, and I thought debugenabler enabled more than it does. Seems the debug "interactions" I was talking about aren't enabled with it.)
I'll probably end up adding an option on the tab to turn them on however.
Any other ideas you have, I'll be open to hear them, and if I come across a way to do it, I'll add it. Just remember, I'm only a one man band, so don't go crazy.
Hzarg
24th Jul 2011, 08:15 PM
Your work is incredible. Might I suggest adding the Dynamic Professions 1.3 by TheHologramMan (or something blatantly similar or even better, possibly including updates to pirates and nobles code when released, if that's your thing...) since DP was coded in April 11, and he hasn't logged in since June 11... Perhaps even extending it to "Monarch Appointments" which could include NPC roles as NPC spawns, like Adviser spawn, Servant spawn, Witch spawn, et cetra. Just hopeful ideas...
van Dorn
24th Jul 2011, 10:44 PM
This is great! If you can figure out how to add debugenabler, this will be the best TSM mod out there. Possibly it already is though...
Zucabr
24th Jul 2011, 10:57 PM
(It seems the max number of sliders there has already been set to 50.)
As for debugenabler, I've kicked around the idea of adding it to my core, but I haven't decided how to do it. I personally don't want the debug commands all time.
I'll probably end up adding an option on the tab to turn them on however.
Any other ideas you have, I'll be open to hear them, and if I come across a way to do it, I'll add it. Just remember, I'm only a one man band, so don't go crazy.
Oh interesting. I was under the impression that the sliders were limited to a lower number of sliders (and yes, I think that part is what I meant. Modders have modded in various body parts using "facial" blending). Would it be safe to extend them to some higher number anyhow, just to be safe? :P
The debug enabler is mostly console commands, I think.
And thank you for considering this. I'm not actually that creative, so these "ports" of TS3 coremods will be a-okay for me. :)
grimreefer24601
25th Jul 2011, 12:46 AM
Zucabr:
I believe I have already added the debugenabler functionality. Plus I'm testing a Selectable Family addition. I'll update the download when I've tested it more.
As for the slider limit, I'll be happy to increase it if someone needs more sliders. However making it infinate would probably not be worth the amount of code necessary. If you or someone else experiances being held back by this limit let me know.
Hzarg:
I honestly haven't used Dynamic Professions, but I don't want to step on anyone's toes. If TheHologramMan has a version 1.3 it's possible it's the most current around. I'd feel bad about jacking his mod. (Possibly Rick's DebugEnabler too.)
As for titling other sims, I'm looking into options.
And I do intend to update this mod as new patches and updates come out. Barring Qwest shutting me down again. It will take a little bit of time with each new Expansion or Patch, but I usually am an impatient sort of guy, so I update my stuff pretty quick. I also try to write my mods to make them easy to update. I don't plan to keep you waiting long when Pirates and Nobles comes out. I'm pretty excited myself. :heyhey:
Hzarg
25th Jul 2011, 08:03 AM
Hey again,
DP 1.3 is more of a debug than a script, you seriously ought to take a look; the reason I suggested it was you have done the same thing with "retire" that he did with set profession to "none". The ideas definitely overlap. I understand it's a matter of respect, yet how long should we wait to duplicate useful features from the EA code shuffled into a crystallized form? I hope TheHologramMan hasn't given up on modding it, I know it's popular.
Otherwise, I'm not sure you understood my NPC spawn suggestion, though a titles mod is certainly interesting. Go your own way, it's best.
Glad to hear your dedicated to the future of TSM, it shows.
grimreefer24601
25th Jul 2011, 02:21 PM
You've got me curious about DP, so I guess I'll have to take a look when I get time.(Edit: Ok, I looked at it. It's not a core mod, so I believe it should work for any game version, and it should work with my core though I haven't tested it yet. I probably will end up making my own version of some of DP's features, because they are things I was thinking about anyway, but it doesn't seem like an update or rewrite is necessary.)
NPC spawns should be a piece of cake. The only question is whether to make them spawn new, assign the role to existing NPC's, or both. Probably both. I'll see what I can do.
I'm also looking for animations for some of my interactions that don't have them like retire,age up, and murder by.... If anyone has seen an animation they think would work well for any of those please let me know.
Hzarg
25th Jul 2011, 06:34 PM
I might be jumping the gun, just noticed your previous comment on Selectric family, and am interested in that, is it similar to Shimrod adding six hero kids in the guts of it? Or is it better? Is it visually increasing the spindle count from four to eight? Or better? Something simple and completely awesome? Curious minds want to know.
Also, and maybe this is obvious, concerning the NPC spawn, I think the front end could be something like: Hire/Appoint Adviser, Town Crier, Jester, Servant, Barmaid, Squire, Guard, Constable, Executioner, Nurse, Friar, Apprentices (Blacksmith, Sorcerer's Ap :3, Acolyte), Thieves... Still, both spawn new and assign role to existing sound good. Would it be impossible to pre-assign an age group child, teen, adult to elder here? I think it would be easy for some. Child jesters and thieves sound fun... I guess that's where the DP trait assignments could come in handy.
I can see where a Titles mod would relate here, in appoint sir knight, baron, duke, abbot, bishop, falconer, trader, or "Insert text here"... (just a thought, I wonder if any of these assignments might coincidentally show up on the Nobles EP side? Probably not).
You don't have to go into a detailed response about any of this nonsense... we all like surprises.
grimreefer24601
25th Jul 2011, 10:23 PM
Selectable Families is just adding a hero's family as selectable when the hero is instantiated. So instead of Shift-Right clicking on each family member your spouse, children, and parents, if you've aged up a child, are automatically selectable. Just trying to find hooks for bassinet age up, and marriage.
Right now I really need to tighten up the existing features before I add too many more. Otherwise I'll have so much creature feep it will be unworkable. Hopefully I'll be abled to get some stuff fixed up this week, and can look into new stuff this weekend.
lauralai85
26th Jul 2011, 01:42 AM
This isn't working for me. I have testing cheats and debug enabler. Do these conflict though they're not core mods?
DarthKitsune
26th Jul 2011, 02:25 AM
the debug enabler does for sure
lauralai85
26th Jul 2011, 03:54 AM
still not working
grimreefer24601
26th Jul 2011, 04:24 AM
If removing debugenabler didn't help there's either another conflict or it's not installed correctly. If those are the only two mods you have, I'd guess it's an install problem. Most common issue is not including d3dx9_31.dll in your The Sims Medieval\Game\Bin folder.
gapeachpit
27th Jul 2011, 07:40 PM
:alarm: WARNING - this is a long entry regarding some problems I'm having after using Grim's wonderful mod -- I'm hoping someone may be able to help, or that it may alert Grim to something that's going on with the mod. :cry:
I've been using your (Grim's) mod for a number of quests now, and something weird happened. (now, I have several other mods, but nothing like this has happened before.)
I was doing "Ye Olde Magic Show" with the wizard and the bard. Towards the end of the quest (just when both heroes are supposed to go to the town square) The Hunger and Energy markers started doing weird things: the Bard (who has legendary trait Satiated) was constantly full and energized, the Wizard (who has legendary trait Industrious) was constantly running out of energy, even after meditating. (okay - I do have Simmodder99_TSM_EnhancedWizardMeditation_FillMotives mod loaded as well -- that one's new for me.)
Nonetheless I was able to complete the magic show, and all the pop ups regarding the end of the quest came up -- except for the End of Quest itself. So I quit and restarted (after saving), and when the kingdom came up, it said I needed a new Bard. I added one, but upon playing the next quest (see below) the old bard was still very much there.
SO, I went to do another quest, but the only one that came up was "The Philosopher's Stone". (I could get others with the cheat, but this was the only one offered by the game.) When I went to play - the wizard and the bard were still loaded. Of course, the wizard is part of TPS, but earlier I tried a different quest, and he and the bard were still there. SO...I went ahead and played TPS, and the wizard is now put away.
However, the bard is still loaded. I'm going to do a quest with the bard so that she gets taken care of. But it's all rather annoying, and I wish I could figure out how the glitch happened. I hope it's nothing to do with you mod, Grim! I really like what you've done.
Update: When trying to run quest with Bard, I get new Bard. Old Bard lingers like a ghost.
grimreefer24601
27th Jul 2011, 10:31 PM
Did you have your bard retire during the quest? This sounds like the bug I noted about retiring without an heir. A little diffferent though.
I have some ideas on areas that might be worth looking at, but nothing in your description really jumps out at me. I will be looking into it, but if you have any other experiances please let me know.
This mod is for testing so any other bug, error, or suggestion comment is welcomed. I do hope you game hasn't been corrupted, but remember this core is only a beta at this point. There is no way I can test these things to their fullest by myself, so I've uploaded some of my latest work for people to play with and help me test. I highly reccommend keeping multiple different saves to protect yourself from losing a kingdom.
Thank you for all the information you included. I really appriciate the details. It's really helpful in tracking bugs. I will let you know if I come up with anything.
gapeachpit
28th Jul 2011, 03:14 AM
Did you have your bard retire during the quest? This sounds like the bug I noted about retiring without an heir. A little diffferent though.
...
Thank you for all the information you included. I really appriciate the details. It's really helpful in tracking bugs. I will let you know if I come up with anything.
Happy to be a beta tester. It certainly breaks up the tedium that can set in. (And I am loving the options.) I didn't retire the bard, unless (and this is a distinct possibility) I accidentally clicked that during play. I tend to play quickly, and there are a lot of options when you accidentally click your active hero rather than the character they're interacting with.
I don't think it's cacked up my Kingdom for the Ambition I'm currently working on (Wealthy Populace.) My bard had reached over 9K simoles, so I don't really need to do any more quests with her anyway.
One thing I did was take my Sims through a few clothing changes during the game (including bare skin). That may have messed something up or made a conflict. I'll try to keep an eye on anything else weird that could be happening.
Thanks Grim!
Outfit_Planner
29th Jul 2011, 05:20 PM
Thanks Grim, there are some on here that I haven't tried yet. But I'm really looking forward to it!
Hawkeyes
1st Aug 2011, 10:55 AM
I am not sure if I am doing something wrong or not, but my game isn't loading after launch when I use this mod. It'll get up to the first loading screen before it goes to where you can load saves, but just sits there. I've tried it with just this mod, with and without the d3dx9_31.dll and it does nothing, but when I remove the file from the folder it goes back to working just fine.
Would you have any idea what could be causing this? Thanks in advance.
Zucabr
1st Aug 2011, 12:59 PM
I am not sure if I am doing something wrong or not, but my game isn't loading after launch when I use this mod. It'll get up to the first loading screen before it goes to where you can load saves, but just sits there. I've tried it with just this mod, with and without the d3dx9_31.dll and it does nothing, but when I remove the file from the folder it goes back to working just fine.
Would you have any idea what could be causing this? Thanks in advance.
Random shot in the dark, what's your patch level? Have you patched to 1.3? (full version number 1.3.13) Also, where did you get your d3dx9_31.dll? Are other script mods (grim's autosave, Dynamic Professions Mod, edit in CAS) working? Are other core mods (Rick's debugenabler, older coremods of grim such as samesex preg, lockenabler) working?
EDIT: btw, when might the next version be? Just idly wondering, no rush.
grimreefer24601
1st Aug 2011, 02:57 PM
Zucabr covered everything very well. Thanks.
As for the next version, I worked on it a bit more this weekend. Fixed some stuff, and worked with some animations. I'm trying to tighten up the existing core before I move on to new features.
It really depends on how much I work this week, and if I'm totally beat when I get home. Maybe this weekend if I have time, but it will only be a cleaner version of the current core. New added features are at least two weeks away.
Hawkeyes
1st Aug 2011, 08:26 PM
Random shot in the dark, what's your patch level? Have you patched to 1.3? (full version number 1.3.13) Also, where did you get your d3dx9_31.dll? Are other script mods (grim's autosave, Dynamic Professions Mod, edit in CAS) working? Are other core mods (Rick's debugenabler, older coremods of grim such as samesex preg, lockenabler) working?
EDIT: btw, when might the next version be? Just idly wondering, no rush.
It's fully patched, and I downloaded d3dx9_31.dll off a google search. I tried Grim's samesex preg mod which also didn't work. Outside of that I haven't tried any other script mods.
grimreefer24601
1st Aug 2011, 08:48 PM
Depending on where you downloaded d3dx9_31.dll it may be the problem. I know there is at least one that will cause the exact same problem you're experiancing. Please try the dll listed here How to mod you game for beginners (http://www.modthesims.info/showthread.php?t=438344).
Hawkeyes
2nd Aug 2011, 06:40 AM
Depending on where you downloaded d3dx9_31.dll it may be the problem. I know there is at least one that will cause the exact same problem you're experiancing. Please try the dll listed here How to mod you game for beginners (http://www.modthesims.info/showthread.php?t=438344).
It's working now with using the d3dx9 from the how to mod things. Thank you!
AlexanderFebo
2nd Aug 2011, 07:18 AM
you should create for this a language versions polish and others some people will thank you for that
grimreefer24601
2nd Aug 2011, 02:30 PM
Parts of the core are already set up for being multi-lingual, but there are several strings I hard coded while testing. Part of the cleanup I'm doing is placing these strings in the STBL where they should be.
Other than that I'd need people to do the translations. I speak a little of a few languages, but not enough to do a translation. If anyone would be interested in translating PM me.
If you're playing a foreign language version, I apologize for the missing text. Later I'll include a default English STBL for all languages. For now you can simply change the first two digits of the STBL's instance id in s3pe. For example the English id is 0x000B8F54EDDBD68A and Polish is 0x0F0B8F54EDDBD68A. Please look at Sims Locales (http://simswiki.info/wiki.php?title=Sims_3:Locales) for a list of locale codes.
silksinstar
3rd Aug 2011, 10:31 PM
Looks like a new update is needed for the new patch Grim.
grimreefer24601
4th Aug 2011, 12:50 AM
Looks like a new update is needed for the new patch Grim.
Already on it.
vidov
5th Aug 2011, 08:15 AM
i like ;)
Aqua666
5th Aug 2011, 04:14 PM
I must say... I love you :D
Seriously, everybody who keeps uploading cool stuff like this... You're all angels to me :D
Also, I can translate to Dutch if you wish...
zomgar2340
5th Aug 2011, 10:41 PM
So at the moment there isn't an updated version? The 2.0.113 patch is confusing me a bit because of the 113.
grimreefer24601
6th Aug 2011, 01:20 AM
Right now there are still some thigns I can't update with 2.0. I'm trying to figure it out, but it seems me 2.0 core will have all interaction injectors removed. The only things I may add for 2.0 are debug commands and my AutoSave which is now not in-game tunable because of the interactions.
DarthKitsune
6th Aug 2011, 01:31 AM
Well, if I can't have my mpreg, I'm not upgrading. Ever.
grimreefer24601
6th Aug 2011, 02:53 AM
Well, if I can't have my mpreg, I'm not upgrading. Ever.
That I can do, actually just tested a f/f preg. Only the "new interactions" aren't working, the rest I'll update this weekend.
grimreefer24601
6th Aug 2011, 03:49 AM
Never mind. I just got an interaction to work. We're on! I should have us back this weekend.
grimreefer24601
6th Aug 2011, 05:07 AM
Updated for 2.0. Thanks for your patience.
This update dosen't add any of the new stuff I've talked about, but ensures that I'll now have time to mess with that stuff again.
So far, everything I've tested works, but please use a backup, and as always let me know of any issues you have.
LunyKimberly
6th Aug 2011, 07:12 AM
Quick question about this: if I uncheck all of the pregnancy options does that do the same as Shimrod's No Pregnancy mod? In that my heroes can woohoo as much as they want and not get pregnant?
Man1968
6th Aug 2011, 02:59 PM
grimreefer:
Thank you for your update. Only yesterday I posted that I was hoping for it, but didn't expect it so soon. I'll test the mod right now and let you know if anything.
grimreefer24601
6th Aug 2011, 04:09 PM
Quick question about this: if I uncheck all of the pregnancy options does that do the same as Shimrod's No Pregnancy mod? In that my heroes can woohoo as much as they want and not get pregnant?
Yes unchecking all pregnancy options should disable pregnancy. Poor man's birth control.
grimreefer24601
6th Aug 2011, 04:17 PM
grimreefer:
Thank you for your update. Only yesterday I posted that I was hoping for it, but didn't expect it so soon. I'll test the mod right now and let you know if anything.
I'm glad I could get it going. I was worried for awhile. Thank's for giving it a shot.
grimreefer24601
7th Aug 2011, 01:39 AM
I found a part of the code in Retire From Profession that I missed adding to the new core, so I've updated the mod to fix it. I also added DEBUG commands and DEBUG interactions for sims for you to play with. The new mod also has most of the language strings added to the STBL, and I've included default English string for all languages. The strings I haven't copied yet are for Murder By... since I still am trying to make different types of murder for each profession.
Enjoy
Hzarg
7th Aug 2011, 04:45 PM
I haven't upgraded yet, I hope you have left the locks on the doors, I don't think they're obsolete. There are various situations where the locks work better than 'privacy routes' on the floor. Plus locks at the doors are more realistic.
grimreefer24601
7th Aug 2011, 07:12 PM
If people still want door locking with 2.0 I'll be happy to update the individual mod, and add it back to the core. I just figured people would prefer the new EA routines.
kawaiipd
7th Aug 2011, 08:07 PM
How about adding an option similar to naked when woohooing and sleeping.. what about betting all clothes at the card table?
Right now you (or your opponent) go into the sleepwear robe which apparently you carry with you at all times.
Great stuff btw.
grimreefer24601
7th Aug 2011, 09:54 PM
How about adding an option similar to naked when woohooing and sleeping.. what about betting all clothes at the card table?
Right now you (or your opponent) go into the sleepwear robe which apparently you carry with you at all times.
Great stuff btw.
Hadn't noticed that, but I don't play the card table much. I'll look into it.
Edit: Nods: Granted! :heyhey:
It was very similar and easy to add. Expect it in the next update.
Tyber
9th Aug 2011, 04:09 AM
Having a problem with the fix mood adding the sick and drunk buff to my sim. This would not fix my mood personally and I have a hard time believing it would fix theirs. Could there be a future fix for this bug?
robgw3
9th Aug 2011, 10:02 AM
Awesome mod, though does it work for the new version 2.0.113? It's a really nice mod, but if it prevents you from using others then it could probably use some work. But then again i dont really understand how it works so....
grimreefer24601
9th Aug 2011, 02:01 PM
Tyber:
The DEBUG interactions are created by EA. I have only added code to allow you to use them. If anything sometimes I take these interactions and try to turn them into a full working feature. I'll take a look at it anyway because I really don't think sick or drunk would be a mood fix either. Perhaps it's EA's idea of a prank.
robgw3:
Yes there is a 2.0 version. The only other mods this prevents are other "core" mods, or those that overwrite the "optionsdialog" data table. I haven't seen many poeple work with LAYO files, so optionsdialog is probably safe. Since Sims 3 there could only be one core mod at a time, which is why I keep adding features to make it better. If I can make a feature pure core I probably will, like autosave, but most of these feature will never be able to be non-core.
robgw3
9th Aug 2011, 08:08 PM
Tyber:
The DEBUG interactions are created by EA. I have only added code to allow you to use them. If anything sometimes I take these interactions and try to turn them into a full working feature. I'll take a look at it anyway because I really don't think sick or drunk would be a mood fix either. Perhaps it's EA's idea of a prank.
robgw3:
Yes there is a 2.0 version. The only other mods this prevents are other "core" mods, or those that overwrite the "optionsdialog" data table. I haven't seen many poeple work with LAYO files, so optionsdialog is probably safe. Since Sims 3 there could only be one core mod at a time, which is why I keep adding features to make it better. If I can make a feature pure core I probably will, like autosave, but most of these feature will never be able to be non-core.
Yeah you have alot of features to it, i can currently remove bad things, like say the sickness from pregnancy, just by i think it's ctrl clicking on it, if thats what you mean by moods. But the one debug feature i want right now is the one that lets the BuyDebug console command work, i like placing down the plants or ore that my heros need rather than running all over the place to find what is needed.
The Debug Enabler was another mod in another thread but i dont think it was updated for the new version yet, and i think it was a core mod as well.
Tyber
9th Aug 2011, 08:26 PM
Tyber:
The DEBUG interactions are created by EA. I have only added code to allow you to use them. If anything sometimes I take these interactions and try to turn them into a full working feature. I'll take a look at it anyway because I really don't think sick or drunk would be a mood fix either. Perhaps it's EA's idea of a prank.
Ok, I just wasn't sure if the debug command had an error and could be fixed.
grimreefer24601
10th Aug 2011, 01:49 AM
Yeah you have alot of features to it, i can currently remove bad things, like say the sickness from pregnancy, just by i think it's ctrl clicking on it, if thats what you mean by moods. But the one debug feature i want right now is the one that lets the BuyDebug console command work, i like placing down the plants or ore that my heros need rather than running all over the place to find what is needed.
The Debug Enabler was another mod in another thread but i dont think it was updated for the new version yet, and i think it was a core mod as well.
I use Treeag's AutoBuyDebug, and it seems to work fine for me with 2.0.
DebugEnabler functionality is there in the DEBUG commands. You must have testingcheatsenabled for it to work.
grimreefer24601
10th Aug 2011, 01:53 AM
Ok, I just wasn't sure if the debug command had an error and could be fixed.
It's a DEBUG interaction, but if you find a feature you would like implemented let me know. A lot of these interactions I can turn into regular interactions. Most of my interactions came from exploring these interactions, and rewriting them. That's the real reason I added them was so I could play with them. ;)
van Dorn
10th Aug 2011, 07:46 AM
I love this! But could you put all the debug interactions under a Debug menu? It scares me and make it hard to go to normal interactions if the menu is cluttered with debug interactions.
grimreefer24601
10th Aug 2011, 02:05 PM
I love this! But could you put all the debug interactions under a Debug menu? It scares me and make it hard to go to normal interactions if the menu is cluttered with debug interactions.
I could, I actually tried a couple, but the amount of time it takes to add it to the IL code is crazy. That's why I made it so it could be disabled in the options menu. I really can't justify spending days, or maybe even weeks on it.
van Dorn
10th Aug 2011, 05:13 PM
Thanks for answering, because this mod is extremely necessary. Especially since it fixed the debug interactions.
grimreefer24601
11th Aug 2011, 01:35 AM
I'm glad to have you aboard van Dorn. Just because I said I can't do this idea don't get discouraged. If I end up with time I'll probabaly work on it. I really like to hear your ideas, and if I can make them happen I will.
azraelchan
11th Aug 2011, 05:29 PM
Well, first off: Thank you! I would have stopped playing the game long ago if it weren't for the folks like you who make it what it should be! You're awesome! :D
To the point- I haven't played since the patch, as my favorite thing to do is have my hero's have children, age them to adults and then height hack them shorter and modify their facial feature to resemble teens. It's freaking cool! Then I give the children the abilities of the hero parent, and voila! A real lil' spymistress or blacksmith or whatever. I also gave my Peteran priest the ability to gather herbs and make medicine, because it seemed appropriate. None of this is now possible as the new debug options (which are mind-blowing! Really neat, there's so many more!) only have "add all abilities". But, I don't want my little bard to be able to gather minerals and fight. (She's puny!) So I guess I'm wondering, did I just miss the option I'm looking for amongst all the new options, or is it possible to separate the abilities, like in HologramMans Dynamic Professions? Anyway, thanks again!
AlexanderFebo
11th Aug 2011, 06:34 PM
are you will upgrade mod after version beta ?? or it's will be always beta
grimreefer24601
12th Aug 2011, 12:43 AM
azraelchan:
I don't think there's a DEBUG interaction that allows selection of skills, but from looking at the code it shoulnd't be too hard to implement. I'll see what I can do.
AlexanderFebo:
As long as I keep adding features parts of this mod will always be in a beta stage. Some parts however are very stable, and have been used by hundreds of people without a hitch. Rather than separate it, right now I consider it all beta. But really, would it make any difference if I didn't call it beta? I want people to be aware that this mod does muck about with EA code, and backups are a wonderful idea, so I use beta more as an attention grabber to the core's details.
DarcieE12
12th Aug 2011, 06:44 PM
I'm having some trouble with the mod and was wondering if anyone could help.
I'm pretty sure I did something wrong with the d3blah.dll file. I put it in what I thought was the proper place, Program Files(x86)\Electronic Arts\The Sims Medieval\Game\Bin, and the mod seems to work, however there's still no Edit in CAS option when I click my Sim. I got the .dll from http://www.modthesims.info/showthread.php?t=438344 which was recommended to an above poster, but it doesn't seem to want to work for me. Any ideas as to what I might have done wrong? I have the Blue Eyes bug and it sucks to not be able to fix it. :/
EDIT: Whoops, nevermind, I found it!
azraelchan
12th Aug 2011, 08:54 PM
Darcie, do you have any other debug options when you click your sims? There are lots! If you're not seeing any, you may need to enable the mod on the options screen. That's what messed me up at first. I was only able to do this from the main menu, before loading up any ambitions or kingdoms or anything. That might be it...I'm just a player, not a modder though. Good luck!
DarcieE12
12th Aug 2011, 09:00 PM
Oh, you responded as I edited! Thanks for the help! I felt like an idiot when I found the debug option... D:
misssnark
14th Aug 2011, 01:57 AM
Grim, thank you for the mod, it is awesome. :) I have 2 small questions if you don't mind?
- Is there a debug option to abort a pregnancy?
- The options I choose in your options screen don't seem to save when I quit the game. I had male/male pregnancy on before quitting yesterday and then, by chance, I noticed today that none of the options were ticked. Is this normal?
grimreefer24601
14th Aug 2011, 03:13 AM
The options should save when you click the ok button. If it's not saving, perhaps your config.ini has a problem (currupt or read only). My options save ok, and I've not heard of others with this problem, so I suspect it's something with your individual options file. Perhaps all you need is to try again. Let me know if you can'tet it working.
Right now there's no abort option, but it may be possible. If I figure it out I'll add it.
graveline
15th Aug 2011, 12:00 PM
First I want to thank you for that mod. It makes the games much more interesting.
When I give all abilities to my monarch, I loose the abilities for combat. I was wondering if someone else had that problem and how to fix it. I have the game in French. Could it create a problem with this mod?
Thanx
grimreefer24601
15th Aug 2011, 02:06 PM
I'm not sure why it's working that way for you. The code should set every ability to level 10. There's nothing about playing in French that could cause this. Probably just a strange bug.
This seems to be a popular interaction, so when I can I'll try to make a better version.
Thanks for downloading.
Man1968
15th Aug 2011, 03:20 PM
The options should save when you click the ok button. If it's not saving, perhaps your config.ini has a problem (currupt or read only). My options save ok, and I've not heard of others with this problem, so I suspect it's something with your individual options file. Perhaps all you need is to try again. Let me know if you can'tet it working.
Right now there's no abort option, but it may be possible. If I figure it out I'll add it.
The same "problem" is happending in my game: it does not save the configuration when quitting the game and each time I begin a game I have to check the options again. It is no big deal, but I see I'm not the only one. Oherwise, everything works perfectly.
grimreefer24601
16th Aug 2011, 12:31 AM
Do you use a PC or a Mac?
What version of the game are you running?
Also, are the options listed in your options.ini file?
I'm glad you enjoy the mod, and thank you for helping me test it. I hope with the right information I can get it saving for you.
misssnark
16th Aug 2011, 03:54 AM
Do you use a PC or a Mac?
What version of the game are you running?
Also, are the options listed in your options.ini file?
I'm glad you enjoy the mod, and thank you for helping me test it. I hope with the right information I can get it saving for you.
Using PC and v2 of the game which is the most recent patch I think.
The options are listed in options.ini but if I change anything, it doesn't appear to save on the first try.
grimreefer24601
16th Aug 2011, 11:06 PM
Added an update for the 2.0 version.
The update includes a couple of new options, but also hopefully contains a fix for people having a problem with the options not saving.
I have not been able to positivly recreate the problem, but this is my best guess, as it fixes another issue I had with saving. I ask anyone having issues with the options not saving to try this new version, and let me know if the issues persist. If they do, I have another idea, but I think this may be the answer.
The new additions add censor removal to the core as well as adding Naked Wager (Thanks kawaiipd for suggesting it.)
As always, let me know of any ideas you have or problems you come across.
misssnark
20th Aug 2011, 05:22 PM
Sorry that it took me a few days to try it out, haven't had a lot of time to play. The options seem to be saving fine now, thank you! :)
kidwizz
21st Aug 2011, 02:36 AM
My game doesnt load with this mod installed, it hangs at the custom loading screen, and never loads.
Runing 2.0, and the latest version of the mod.
EDIT: Ignore me, I didn't RTFM ...
Retarded_face
21st Aug 2011, 06:08 AM
Ok so, i have version 1.10 of the game because installing version 2 screws up game and stalls at create a sim or create a building mode, anyways i installed the version 1.10 of this mod and it wouldn't work because whenever i clicked on options it came up for a split second then disappeared and kept on doing that, it also over-looped in create a sim and build mode. Me being such a retard i accidentally saved it before i could test the mod and now my monarch cant self click for options and his religion shows up as random numbers, only the monarch has this problem though.
SO if anyone knows how to fix this then plz help....someone told me the self click thing can be fixed by resetting or changing ur monarch's profession but i cant do that without this mod, btw i am using testingcheats....
DarthKitsune
21st Aug 2011, 06:35 AM
go to a priest and rejoin the religion.
Shimrod101
21st Aug 2011, 10:19 AM
I'm wondering if the Debug interactions are supposed to be working on the townie kids who are spawned from the Village, because I don't have anything available on them at all. What I'm looking for is an easy way to get rid of them, like Kill Sim, or Murder these children, as kids can't do very much in this game and these townie kids are mostly just in the way.
Le Carrera
21st Aug 2011, 11:53 AM
What happens if I enabled Female/Male pregnancy? The guy gets pregnant instead of the woman? I'm confused...
DarthKitsune
21st Aug 2011, 08:04 PM
the selected Sim who initiates the woohoo will become pregnant if the proper option is selected. so yes, if your male initiates the woohoo, then he will become pregnant.
grimreefer24601
22nd Aug 2011, 04:58 AM
Retarded_face:
I made the 1.10 version as a favor. I was sent the 1.10 files and edited them, but I was running 1.3 at the time. I actually have never truely been able to test it. Since no one mentioned it not working, I left it available for download. If others are having a problem with it, I'll have to remove it because I have no way to test it.
Shimrod101:
My guess is if you save and reload the interactions will be available. I haven't added the interactions when sims are spawned only when the game is loaded. Maybe someday.
LaCarrera:
If only Female/Male pregnancy is enabled, then yes men should get pregnant instead of women.
the_darkest_one
22nd Aug 2011, 06:10 PM
Having this issue:
Can't get past the loading screen and no music plays.
I see others have the same things happen but every time someone has this issue they make an edit and say they figured it out so it never is publicly addressed. Can someone please give me some insight. I have made sure that the .dll is properly placed and downloaded it directly from the mentioned thread above. Even removed all other mods to see if there was conflict but it just does the same as before. :cry: Don't know what to do.
Shimrod101
22nd Aug 2011, 10:12 PM
My guess is if you save and reload the interactions will be available. I haven't added the interactions when sims are spawned only when the game is loaded.
Ah, OK; yes it works fine on everyone. I quite often save my game in the middle of the medieval night; when I start the next session all the sims start walking into town in the morning and the menu isn't there right then, so I thought it wouldn't go at all on these sims. But it's fine the way it is now, don't even worry about enhancing this; it takes no time to save this game, go to main menu and start it up again; unlike this other cranky clunky dog of a game I could name...
Shimrod101
22nd Aug 2011, 10:18 PM
Having this issue:
Can't get past the loading screen and no music plays.
If this mod is not installed, does your game start up and load in your save game OK? And you are on the 2.0, or the 1.3.13, or?
the_darkest_one
22nd Aug 2011, 11:05 PM
If this mod is not installed, does your game start up and load in your save game OK? And you are on the 2.0, or the 1.3.13, or?
yes, start up fine without the mod. I was on 2.0 but gave up a few hours ago and decided to do a complete reinstall. Seems to be okay for now, however my sliders mod has now stopped working =( Anyways, it's worth the effort for this mod I feel!
EDIT: Okay so I finally went to CAS and now I get stuck on Exiting CAS screen. I removed Grim's mod entirely and then everything works fine so I guess that mod is out until a new patch/fix etc; on the downside Jonha's sliders have officially stopped working entirely. I think it may have to do with the 2.0 patch that I have (possibly had a corrupted patch file before?) Other mods such as nointro are working, I haven't been brave enough to try anything else because frankly I'm sick of troubleshooting now =P
If I figure anything out though I'll post.
Impatiens
23rd Aug 2011, 01:23 AM
This is a fantastic mod, but I noticed one thing. Some of the NPC sims don't have all the options available. For instance I wanted to modify my royal advisor in CAS and he does not have any of the options from this mod. The nurse in the physician's office is the same way. There are other NPC sims that I've been able to modify with no issues. I'm not sure what sets some of them apart from others.
grimreefer24601
23rd Aug 2011, 02:01 AM
the darkest one:
Which version of game are you now running? And can you give me any details about what you did prior to having the crash? Unfortunately, I'm kind of stuck with 2.0, so if you're not running the current patch I don't know that I can help.
Impatiens:
If some sims don't have the interactions, please save and reload. This should fix it.
Amaryll
25th Aug 2011, 02:15 AM
I am experiencing some trouble with growing up my hero children, i.e. they won't grow up (I click on "grow up and assign profession", yet nothing happens). Maybe I have simply missed an update? I am currently running version 2.0.113. (Also, this persists with no other mods installed.)
Hsa
27th Aug 2011, 06:25 PM
the darkest one:
Which version of game are you now running? And can you give me any details about what you did prior to having the crash? Unfortunately, I'm kind of stuck with 2.0, so if you're not running the current patch I don't know that I can help.
Impatiens:
If some sims don't have the interactions, please save and reload. This should fix it.
I've been having the same problem, I have 2.00.113, or whatever the latest patch is, and it hangs at the loading screen with no music and an empty bar. I redownloaded twice to make sure I had gotten the right version and after removing this mod everything starts working again.
misssnark
27th Aug 2011, 06:32 PM
I am experiencing some trouble with growing up my hero children, i.e. they won't grow up (I click on "grow up and assign profession", yet nothing happens). Maybe I have simply missed an update? I am currently running version 2.0.113. (Also, this persists with no other mods installed.) Having this same problem at the moment.
I've been having the same problem, I have 2.00.113, or whatever the latest patch is, and it hangs at the loading screen with no music and an empty bar. I redownloaded twice to make sure I had gotten the right version and after removing this mod everything starts working again.I remember having this problem at the beginning. I think I remember having to get a file called d3dx9_31.dll and placing it in the Sims Medieval\Game\Bin folder, although I'm not sure if I did that to fix this or something else.
If you have that file already just ignore what I said. :)
grimreefer24601
28th Aug 2011, 12:29 AM
Amaryll & misssnark:
I'm looking into the issue. I've been busy, but should have some time this weekend to try and figure it out.
Hsa:
I really appreciate your comments if other threads about how this mod breaks your game, instead of giving me a chance to help you. Seems to me several people, myself included, are playing just fine with this mod installed. Maybe there's something wrong on your end? But whatever, if it breaks your game, don't use it. I'll keep providing this mod for people who have a little patience.
Hsa
28th Aug 2011, 06:34 AM
Well to start off, I'm sorry I came across that way because I was just trying to give you some more feedback on potential problems with your mod. I mean, I understand how hard it is debug a script or program even when you have access to the situation where hell breaks loose; this is no exception and your definitely entitled to take as much time as you need to get things working.
Secondly, I appreciate any mod, because modding is a significant invesment of a person's free time to help out the community. Its like a public service almost, and this is one of the best mods I've seen out for The Sims Medieval so far and I'm very much looking forward to playing it. Again, I'm sorry if I came across as otherwise in my last post.
Hsa
28th Aug 2011, 06:39 AM
Having this same problem at the moment.
I remember having this problem at the beginning. I think I remember having to get a file called d3dx9_31.dll and placing it in the Sims Medieval\Game\Bin folder, although I'm not sure if I did that to fix this or something else.
If you have that file already just ignore what I said. :)
You mean a directx file? Thats kind of weird how sims games' tend to need that file in the actual game folder...thank you, I'll give that a try.
grimreefer24601
28th Aug 2011, 05:20 PM
Hsa:
I want people to come to me if they have problems with any of my mods. What irritates me is finding posts in other threads like this,
Are you using Grim's mod, because thats been causing problems with alot people and their games since 2.00 came out. Myself included.
when I haven't been given the chance to help you.
There may be bugs in this mod, and it may also cause conflicts, but posting in another unrelated thread, when you really don't even know why the mod isn't working for you doesn't help anyone. Especially when the poster has been told to remove their mods folder, and they still have a problem.
(This is just an explanation of my position. The post struck a nerve mostly because others have done the same thing, and the problem didn't end up being the mod. If you think someone's problem has to do with one of my mods, at least explain what issue makes you believe that (ie. since the game stalls on the loading screen), but please let me try to help you first. Otherwise, just recommend removing the mods folder (since several mods have had issues with 2.0).)
And honestly, if you don't have d3dx9_31.dll in your game directory, this mod will never work. In fact, I'd say it's the most common issue when the mod causes stalls or just doesn't work.
I will be happy to help you in the future, if you give me the chance.
grimreefer24601
28th Aug 2011, 05:56 PM
Fixed Age Child and Assign Profession. Stupid mistake on my part. Thanks for pointing it out Amaryll & misssnark.
Hsa
28th Aug 2011, 06:10 PM
Adding dx9 didn't really make any changes I could see, do I need a special version of the file because I just made a copy of the version included in my directx files?
:faceslap: Sorry I wasn't even thinking about that at the time, I should have said remove any of your previous core mods you might be using since those would probably be the ones causing problems. In the future I'll just keep my mouth shut lol.
Well I guess I would suggest double testing the options/features that get loaded first because those are probably the ones causing the problems, maybe EA did something to the menus in the latest patch? Beyond that I don't know much technical-wise about medieval.
misssnark
28th Aug 2011, 08:02 PM
Adding dx9 didn't really make any changes I could see, do I need a special version of the file because I just made a copy of the version included in my directx files?
I downloaded the file Grim linked in the OP, maybe try that one.
grimreefer24601
28th Aug 2011, 08:14 PM
Copying the file from your direct x files won't work, niether will one from the Sims 3. Please try the dll listed here How to mod you game for beginners (http://www.modthesims.info/showthread.php?t=438344).
misssnark
28th Aug 2011, 08:57 PM
Fixed Age Child and Assign Profession. Stupid mistake on my part. Thanks for pointing it out Amaryll & misssnark.
Works now! Thank you! :D
Shimrod101
29th Aug 2011, 12:27 PM
With the Sleep Naked option turned on, my hero children are also sleeping naked which doesn't turn out so well. The children are floating heads on the pillows while their bodies are sitting bolt upright with distorted legs etc. It appears like the children cannot use their naked skins, and I don't know if in default game they are supposed to use naked skin or not.
When I turn off the option, the children switch into sleepwear and all is normal.
grimreefer24601
29th Aug 2011, 02:09 PM
It sounds like children don't have a valid naked outfit. Similar to male pregnancy without the modded clothing. I never thought about it, but I've never seen a child bathe, which would mean they wouldn't need a naked mesh.
I'll check it out, thanks for the tip.
DarthKitsune
29th Aug 2011, 08:21 PM
the children can't use the tub, they merely splash around in that bronze jug on the pedestal. thankfully, Shimrod has eliminated all the children, so no worries!
grimreefer24601
31st Aug 2011, 01:54 AM
Just tested, and to my surprise, no update seems to be needed between 2.0 and Pirates and Nobles. I look forward to seeing you all with Pirates & Nobles.
Aislin
31st Aug 2011, 07:37 AM
Great mod, thank you for it! It makes the game much more fun. :) The only trouble I'm having is once I age up my Sim's children, I no longer have any debugging options for them so I can't change their appearance or anything else. I've tried reloading and a few different things but no luck. Is this normal or just my game? I'm using the latest version of the mod and have Pirates and Nobles.
grimreefer24601
31st Aug 2011, 02:01 PM
As far as I know saving your game and reloading it should add the debug options. If it doesn't try turning the option off in the menu and click accept, then turn it back on a click accept. Hopefully one of these will get the options shown on your aged up children.
drummajor212
31st Aug 2011, 07:29 PM
I don't have anything terribly intelligent or pressing to add here, I just wanted to say that this mod is fantastic! Thanks SO much for all the work you do!
Aislin
31st Aug 2011, 07:35 PM
Saving and reloading worked, thank you! Is there a way to age my sim's children up without assigning them to a profession? So that my monarch's children keep their prince and princess titles rather than become extra kings and queens?
grimreefer24601
1st Sep 2011, 12:10 AM
Thanks drummajor212, it nice to be appreciated.
Aislin: I'm glad that worked for you. One of these days I'll get the commands added when a sim is instanced, so saving and reloading won't be necessary. I've been thinking about allowing you to choose whichever profession you want for aged up children, but for now you might try retiring the prince/princess as I've seen some sims revert to their original title. Probably should save beforehand just in case.
DarthKitsune
1st Sep 2011, 03:18 AM
Thanx for all the hard work Grim! I just updated to P&N, it looks awesome!
Aislin
1st Sep 2011, 09:45 PM
Thank you! That did work to keep their prince and princess titles. :) One more little problem I'm having, haha. When I age my monarch's children up and then save and restart, I can get the debug options if I click on them with another sim but if the grown up children are active, I can't click on them to do anything. No menu comes up.
Shimrod101
1st Sep 2011, 09:51 PM
...but if the grown up children are active, I can't click on them to do anything. No menu comes up.
Try clicking on them with the other sim and assigning them a religion: the old DP trick.
Jess_A
2nd Sep 2011, 06:18 AM
This does not work with my game. I am not on a Mac and have Pirates and Nobles and have updated to 2.0.
I added the mod twice and each time it froze my game on the second loading screen and the only way to unfreeze it was to restart my computer.
Tested my game with just this mod, and then again without and I am still having problems with it installed and no freezing without it installed.
grimreefer24601
2nd Sep 2011, 02:16 PM
Do you have d3dx9_31.dll in you Game/Bin folder? This is the biggest cause of stalls with this mod.
Otherwise, please tell me what you do before it stalls (ie. Start new kingdom, load saved game, etc..).
Simmodder99
2nd Sep 2011, 10:36 PM
Dear Grim,
I have a terrible problem with the missing code for the locked doors... It's been a delay, certainly, but I have just updated to 2.0 from 1.3 via adding P+N.
Several of my saved kingdoms--played for twenty or-so in-game weeks (so I've everything just right)-- now have the doors still locked.
Took me a minute to realize. Most every building no longer works for pathfinding.
The code is not obsolete. It was good. I loved having locks on the doors themselves. I know you are surely busy, but could you add the lock/unlock code to 2.0 Core?
Or could you make a unlock override? Anything...
--Regards, 99
Edit: I tried adding your old non-core lock/privacy mod, but it will not load... :faceslap:
Jess_A
3rd Sep 2011, 01:03 AM
Do you have d3dx9_31.dll in you Game/Bin folder? This is the biggest cause of stalls with this mod.
Otherwise, please tell me what you do before it stalls (ie. Start new kingdom, load saved game, etc..).
I have had the d3dx9_31.dll in my Game/Bin folder this whole time.
It goes past the first loading screen fine, and I am able to select my kingdom.
It's the loading screen after that, the one with the brown brick that stalls and freezes up whenever I have the mod installed.
I have left it for up to 40 minutes with no change in the loading bar.
grimreefer24601
3rd Sep 2011, 04:51 PM
Simmodder99:
Sorry my mod has caused you this problem with updating. Strange that no one else has brought this to my attention. I've been trying to add the locking back to my core, but it's causing me some problems. You may be able to get around the saved locks by saving and reloading. Since the variable will no longer be persistant it shouldn't be saved. I'm not sure whether it will work or not, but it's worth a try. I'll update if I figure anything out.
Jess A:
I assumed you had it installed right, but I have to check. You also said you've tried with only my core, correct? I assume you're also using the latest 2.0 version of the mod.
Does it happen when you load a kingdom or start a new kingdom? Have you tried loading different kingdoms?
How far does the bar get before it stalls?
grimreefer24601
3rd Sep 2011, 09:52 PM
Returned Lock/Unlock to doors by request. Also added the ability to recolor door by clicking on them and choosing Set Color.
As always I'll add new stuff as I get it working for me. Let me know how it works for you.
DarthKitsune
4th Sep 2011, 12:16 AM
Danke Schon!
And imagine my surprise "Grim's Medieval Pirates & Nobles Core" :lol:
grimreefer24601
4th Sep 2011, 03:54 AM
Another request I've had is for adding abilities. I haven't made it work my way yet, but I've added the Add/Remove ability comand from Dynamic Professions to my core. The credit for this command truely belongs to TheHologramMan, and I will gladly remove it if he updates Dynamic Professions, or if he requests me to do so. I am truely adding it only to give players the most of this game. I hope it doesn't upset anyone.
Jess_A
4th Sep 2011, 09:45 AM
Jess A:
I assumed you had it installed right, but I have to check. You also said you've tried with only my core, correct? I assume you're also using the latest 2.0 version of the mod.
Does it happen when you load a kingdom or start a new kingdom? Have you tried loading different kingdoms?
How far does the bar get before it stalls?
I have tried your mod as the only mod in the folder as a last resort attempt. I am also fully updated to the 2.0 version.
The stall happens when I load one of my saved kingdoms. I have no reason to create another whole new kingdom since I just started all over.
I did try loading two separate files of the same kingdom though.
A version A and a B version. I do this in case something happens to one of them and I have a backup.
The stall happens on both these kingdom files. Also the bar goes maybe 80% of the way before it refuses to go any farther.
Simmodder99
4th Sep 2011, 01:39 PM
Grim,
You are a lifesaver. And you are awesome.
My games work again. :beer:
I love having the locks! They work much better than the EA 'privacy' with its constant trespassing...
Especially in the reception hall where there are no 'privacy' options available.
Thank you so much.
-99
TotallyNewHere
4th Sep 2011, 04:07 PM
awesome thanks.
EDIT: can't set the level for abilities?
grimreefer24601
4th Sep 2011, 04:58 PM
Well Jess, you may have me stumped. I have only a few ideas for you to try.
First, open the options menu from the main kingdom loading menu, and see if anything is checked. If you haven't changed these settings the only option checked should be for normal pregnancy. Just to be safe, uncheck everything and see if it loads.
Next, if you've only used the same kingdom, please try a different and/or new one and see if it loads. I understand this isn't how you want to play, but perhaps the problem is in that kingdom.
If nothing else works the only idea I have left is to try a complete reinstall.
TotallyNewHere
4th Sep 2011, 06:43 PM
Well Jess, you may have me stumped. I have only a few ideas for you to try.
First, open the options menu from the main kingdom loading menu, and see if anything is checked. If you haven't changed these settings the only option checked should be for normal pregnancy. Just to be safe, uncheck everything and see if it loads.
Next, if you've only used the same kingdom, please try a different and/or new one and see if it loads. I understand this isn't how you want to play, but perhaps the problem is in that kingdom.
If nothing else works the only idea I have left is to try a complete reinstall.
kingdoms created before installing the mod don't work. is it possible to add the ability to set the level for the ability please? :(
grimreefer24601
4th Sep 2011, 07:35 PM
kingdoms created before installing the mod don't work. is it possible to add the ability to set the level for the ability please? :(
Are you sure about kingdoms created before installing this mod won't work? I don't know if I can even test that without reinstalling. Might be worth it though if you're certain.
I'll try to get you something to set ability levels soon.
Shimrod101
4th Sep 2011, 08:02 PM
My Kingdoms (save games) from a long time back work fine, it's no problem installing this mod afterwards.
Thought I'd mention for those who may be interested, under the 'Sim' menu is the option to Make Ghost, which works fine:
http://i873.photobucket.com/albums/ab299/Shimrod101/Medieval/GhostWater.jpg
The only thing is that when this guy returns to the Village, he comes out the next morning as his normal self, unghostified. Also on a Barmaid, when she got up the next afternoon she was returned to normal.
Another great option is the 'Plan Outfit'; anyone who hasn't tried this should check it out. It's the same as using the dresser, so when using this on an NPC non-hero sim to change clothes, the new clothing sticks on the sim; instead of disappearing as in Edit in CaS.
grimreefer24601
4th Sep 2011, 09:07 PM
Thanks Shimrod. I didn't think that was a problem, but I try to look into everything. Also thanks for the tips. There's so much in those debug interactions it can be hard to find things, and even harder to test how everything works.
Anyway, I've updated (again) to add a new Add Ability or Set Level interaction. This replaces the code borrowed from DP.
TotallyNewHere
4th Sep 2011, 09:14 PM
none of mine work (kingdoms), tho that's no problem.
anyway thanks again :P
Amaryll
5th Sep 2011, 12:49 PM
I just meant to leave a little thank you for your help. So, thank you. :P
grimreefer24601
5th Sep 2011, 07:08 PM
Replaced the door color tint interaction with one that allows tinting of most undesignable game objects. Some objects have no change when the tint is applied, but most do. Also, some objects may have the interaction added twice because they contain more than one object. Either interaction should do the same thing (Edit: My mistake, only one of the interactions seems to work).
I've been having a lot of fun with this today, so I thought I'd let you play with it too.
Impatiens
6th Sep 2011, 07:46 AM
Is there a way to age children into adults with this mod without retiring the parent from his/her profession?
grimreefer24601
6th Sep 2011, 02:06 PM
Is there a way to age children into adults with this mod without retiring the parent from his/her profession?
Age Child and Assign Profession doesn't retire the parent.
ChickieTeeta
6th Sep 2011, 02:29 PM
Age Child and Assign Profession doesn't retire the parent.
Oh cool I was wondering this too. Too scared to try it out for myself :P
Would it be possible to change the percentage chance of pregnancy and hopefully add a selection of different percentage chances to your mod?
I know it can be switched on or off at will, but sometimes randomness is nice.
Impatiens
6th Sep 2011, 05:31 PM
Age Child and Assign Profession doesn't retire the parent.
Oh that's good to know! I figured assigning a profession would retire the other hero with that profession. I'll go play around with it more. After saving first just to make sure I don't mess something up! I didn't see an option to age the child though. I assume that's under "aging"? I probably just missed it since there are so many options in the menu.
::Edit:: I found the option, but it's not working. I click on "Age Child and Assign Profession" and nothing happens. I've tried it with both the Bard's child and the Monarch's child with no luck.
TotallyNewHere
6th Sep 2011, 07:19 PM
found a bug. the debug menu tends to disappear sometimes, and now for some reason it won't appear at all on my wizard. i tried de-selecting him in free time and it still doesn't work.
DarthKitsune
6th Sep 2011, 10:41 PM
I had a similar issue, but it only happened when i killed off my original hero sim and their child inherited. i went into the options menu and unselected the "show debug options" thing, when i turned it back on, the problem was solved. at least for me.
Kartai
7th Sep 2011, 01:01 AM
Do you put the mod the core one in you're package file or in some place else? I put it in the package file but I'm going to try a few mods in my game
grimreefer24601
7th Sep 2011, 01:11 AM
I found the option, but it's not working. I click on "Age Child and Assign Profession" and nothing happens. I've tried it with both the Bard's child and the Monarch's child with no luck.
I just double checked and the option worked fine on my Monarch's current child. Does the child age up at all, or absolutely nothing?
grimreefer24601
7th Sep 2011, 01:17 AM
found a bug. the debug menu tends to disappear sometimes, and now for some reason it won't appear at all on my wizard. i tried de-selecting him in free time and it still doesn't work.
I believe this bug is related to my being lazy and not having added the code yet to add the interactions when a sim is instantiated. Sims, even existing one are uninstantiated, and instanciated all the time. I plan to fix this before I update again, but until then try either doing as DarthKitsune said, unselecting DEBUG interactions and cliking apply, then selecting DEBUG interactions and click apply, or save your game, go to the main menu, and reload. Saving and reloading should work for any interaction, whereas the option menu way will only restore the DEBUG interactions.
grimreefer24601
7th Sep 2011, 01:22 AM
Do you put the mod the core one in you're package file or in some place else? I put it in the package file but I'm going to try a few mods in my game
If you follow the instructions here How to mod you game for beginners (http://www.modthesims.info/showthread.php?t=438344) you should have no problems. Make sure you use d3dx9_31.dll.
Impatiens
7th Sep 2011, 07:47 AM
I just double checked and the option worked fine on my Monarch's current child. Does the child age up at all, or absolutely nothing?
It does absolutely nothing. I tried it on my bard's child too and nothing. Tried it with a kingdom in Freetime and one where I was still doing quests. Nothing. I have yet to try it with a child born after I installed the mod to see if it's somehow an issue with that. I haven't had any new kids since I installed it.
grimreefer24601
7th Sep 2011, 02:17 PM
It does absolutely nothing. I tried it on my bard's child too and nothing. Tried it with a kingdom in Freetime and one where I was still doing quests. Nothing. I have yet to try it with a child born after I installed the mod to see if it's somehow an issue with that. I haven't had any new kids since I installed it.
I had this problem earlier, but it was fixed. When did you last download the mod?
Impatiens
7th Sep 2011, 05:35 PM
I had this problem earlier, but it was fixed. When did you last download the mod?
I can't remember the exact date, but no more than about a month ago.
On another unrelated note, should I be able to change one legendary trait to another with the set legendary trait option? It works the first time but won't let me change to a new one later on.
grimreefer24601
7th Sep 2011, 08:27 PM
Impatiens:
The update for the fix was made about ten days ago. If you haven't already, you should download the latest version.
The way Set Legendary Trait is coded it can't be changed to a new one. I may be able to change that though. I'll look into it.
TotallyNewHere
7th Sep 2011, 09:03 PM
plan outfit fixes the menus too but not for that wizard, he's still bugged. by the way i killed off my original wizard as well but a new one took his place.
azraelchan
7th Sep 2011, 09:21 PM
Firstly: Huge thanks to grimreefer for adding the old dynamic professions mod to the debug list! I literally did a little happy dance when I saw it! Yay, thank you thank you!!! Everything is working great; I'm busy adding useful abilites to spouses and children again.
I have noticed the same think newhere mentioned, namely the debug interactions not showing up sometimes. It is fixable like was mentioned above, so not a big deal in my mind. The only problem I'm having now is finding the conversation options amongst all the cool stuff! :lol: You rock, thanks again! :D
Impatiens
8th Sep 2011, 07:32 AM
Impatiens:
The update for the fix was made about ten days ago. If you haven't already, you should download the latest version.
The way Set Legendary Trait is coded it can't be changed to a new one. I may be able to change that though. I'll look into it.
Awesome, thanks! I shall update.
Zanarkin
8th Sep 2011, 03:47 PM
Thanks for the mod, I love it! Only complaint I have is all the DEBUG options flooding the pie charts make it hard to find the normal interaction stuff. Is there a way to limit all those options?
azraelchan
8th Sep 2011, 06:12 PM
I'm having another problem. It could be I'm just not finding the option, but I can't seem to remove professions or set them to "none". I used to do this thing where I'd make my hero's grown children the same profession as the parent, thereby unlocking all the hero clothing options for them. I'd then set profession to none, but the new clothes remain in their wardrobe. After they go to bed or bathe they revert to the earlier outfit, but you can change them back into the "hero" outfit at the dresser anytime! Hence, princesses that get to wear the pretty dresses! I really want my knight's daughter to wear one of the new P+N outfits that only show up for heros, but now I can't remove her "knight" status. (She supposed to be a teenage lil' swordmistress, not a Dame! lol) Is there an options to set profession to none that I'm missing? Or just a mod to unlock all the hero clothes for everyone? (because that would obviously be simpler) Thanks everyone for the help!
Shimrod101
8th Sep 2011, 06:45 PM
You should be able to do this with the P&N female clothes with my CaSP mod on these, at the site in my sig.
Impatiens
8th Sep 2011, 07:25 PM
Thanks for the mod, I love it! Only complaint I have is all the DEBUG options flooding the pie charts make it hard to find the normal interaction stuff. Is there a way to limit all those options?
I just turn the debug options off most of the time and then turn them back on when I need to do something like edit in CAS or age up a child.
Zanarkin
8th Sep 2011, 08:08 PM
I just turn the debug options off most of the time and then turn them back on when I need to do something like edit in CAS or age up a child.
Where is the debug on/off option in the mod? Is it a check box or do I have to type something into the cheat panel? Thanks for the intel as I wasn't aware I could turn it off.
(I'm at work atm)
trihell
8th Sep 2011, 08:53 PM
Where is the debug on/off option in the mod? Is it a check box or do I have to type something into the cheat panel? Thanks for the intel as I wasn't aware I could turn it off.
(I'm at work atm)
It's in the options menu in the added tab along with the other Grim's options.
As an aside, I have three humble suggestions for this (excellent) mod.
A) Make "murder by..." an options toggle if possible. Although it's not a huge deal to just ignore it, it'd be nice to have it when/if I want it and otherwise make it disappear.
B) Sleep nude is problematic for children (as posted before), but also it makes sense for some sims and feels awkward for others, so if it wasn't too much work it might be keen to have individual settings, sort of like nudist options for sims 2 did (in that case where a Grim's pie menu was added, I wouldn't mind Murder by... being there at all).
C) The operating table is another potential nude scenario.
Zanarkin
8th Sep 2011, 09:09 PM
It's in the options menu in the added tab along with the other Grim's options.
Thanks a bunch. I must have missed that option.
One last question someone might can answer. Is there a setting in this mod or debug that will make my npc wife of the king a 'queen' in the sense she is considered 'royal' and can call for food and such things? I have shift right clicked her to play with when bored with my monarch but let down that she is not treated 'royally'.
I didn't know if there was a profession setting or something that could make her have the same royal powers as my Hero King (without breaking/bugging the game out of course).
azraelchan
8th Sep 2011, 10:08 PM
With the new Abilities added, you can add the ability "royalty". This will allow you to call for food and release people from the stocks, and probably more that I hadn't noticed.
Zanarkin
8th Sep 2011, 10:15 PM
With the new Abilities added, you can add the ability "royalty". This will allow you to call for food and release people from the stocks, and probably more that I hadn't noticed.
Cool thanks. I plan on shift right clicking my King's wife and setting this and then shift right clicking again and hopefully it will stick forever down the road :)
grimreefer24601
9th Sep 2011, 12:53 AM
azraelchan:
You could use Retire From Profession on your aged up children.
Zanarkin:
There is a DEBUG interaction that you can set the queens profession to monarch. I haven't tried the Royalty ability, but that may be the better solution.
Zanarkin
9th Sep 2011, 03:52 AM
azraelchan:
Zanarkin:
There is a DEBUG interaction that you can set the queens profession to monarch. I haven't tried the Royalty ability, but that may be the better solution.
I could not find the royalty ability but did set her as monarch which then replaced my king with her as the avatar portrait at the top left. To fix that I clicked my monarch and set him to monarch but that then reset him to level one lol. So I set his level back to where I had him at (level 4) and now everything is working. I also shift right clicked her, gave her a crown, and shift right clicked her again.
I played a quest as the king later and it was nice to finally see her wandering around the castle, people bowing before her, and occasionally seeing her sitting in the throne :)
azraelchan
9th Sep 2011, 04:54 PM
Grim: Unfortunately, "retire from profession" didn't work. Odd, I thought. I was sure that would do it. I haven't figured out how to remove a profession since the update.
Zanarkin: For me the abilities option is on the first "circle" of pie options when clicking on a sim. For me, top right, next to "more..."
edit: The "abilities" option seems to be there even with the debug options turned off. It's much easier to find this way!
TotallyNewHere
9th Sep 2011, 05:24 PM
umm don't mean to be pushy but is it possible to have the debug options in a sub-menu? I kinda' found myself constantly turning the debug menu on and off cause I couldn't find a certain interaction when clicking on another sim...
ForumZombie
9th Sep 2011, 05:35 PM
:giggler: Clean menus are nice. Anything not game play (not sim activities) related could best be in a sub menu (like Add Ability or Set level), that then could also be toggled on or off. ^ Just agreeing. ^ (We love your core Grim, and just want it to be awesome).
PS. And why is Add Ability only available for Heroes not NPCs?
grimreefer24601
10th Sep 2011, 01:36 AM
For everyone asking for the DEBUG options in a sub menu:
This will take way too much time to edit in IL code. Even though I could do it, as soon as a patch is released I'd have to do it again. I can't devote that much time to one feature. Basically, for each interaction, I have to find it in the IL code, add the DEBUG menu, change the nuber of menus for the interaction, renumber each menu step for the interaction, and test. Probably 15 to 30 minutes per interaction, per EA patch. I don't have that much time, which is why I made the mod so the options could be turned on or off.
ForumZombie:
Which Add Ability, mine or the DEBUG?
azrealchan:
Did it not remove the profession, or what? It seems to work for my sims, and another poster earlier had a similar problem which it worked for.
Impatiens
10th Sep 2011, 07:06 AM
I've successfully aged children and assigned professions now that I updated. I didn't really want the children to stay those professions, I just wanted a few of them to be teens/adults (since there are no actual teens in the game :() so I retired them. This was fine with the princess who reverted back to her princess title, but on one of my adopted children she reverted back to "the waif" which seems kind of silly for an adult sim is there a way to remove those titles without giving them a new profession?
On a different note, if I don't have any pregnancy options checked does that mean Sims cannot get pregnant when they Woohoo at all even the standard male/female ones? I assume so, but just double checking.
Shimrod101
10th Sep 2011, 08:38 AM
On a different note, if I don't have any pregnancy options checked does that mean Sims cannot get pregnant when they Woohoo at all even the standard male/female ones? I assume so, but just double checking.
Yes, this is how it works.
grimreefer24601
10th Sep 2011, 02:27 PM
Impatiens:
I have seen places in the code which seem to allow setting a sims title. I'll see what can be done.
Impatiens
10th Sep 2011, 07:22 PM
Impatiens:
I have seen places in the code which seem to allow setting a sims title. I'll see what can be done.
That would be awesome! Obviously it's not a big deal and doesn't affect gameplay in any way, but it would be nice to be able to change.
ForumZombie
10th Sep 2011, 07:35 PM
PS. And why is Add Ability only available for Heroes not NPCs?
ForumZombie:
Which Add Ability, mine or the DEBUG?
Why your's, of course. :lol:
grimreefer24601
11th Sep 2011, 12:16 AM
Why your's, of course. :lol:
Alright then, what happen's?
Do you get no interaction? If so, does any other NPC get the interaction?
Does the interaction not work?
I have just tested several sim NPC's by adding the combat ability and making them duel.
azraelchan
11th Sep 2011, 12:45 AM
Well I'm able to add abilities to NPC's. I just loaded up the game to double check. I blame the crazy randomness of this game...
Regarding removing professions, it seems to be pretty random. In a test I did, most of my hero's grown kids could retire. Neither of my knights two kids were able to, one of my princesses (out of 6 offspring) and one of my Peteran priestesses kids were also stuck with the hero title and abilities. (I checked that, they really are heros, not just in title) Of course, all this is just to dress them in hero clothes! Unless I somehow missed an unlocker mod, this is the only way I've figured out to do this. (which is silly, because I see NPC's running around town in the clothes I can't dress my "adopted" npc's in). All in all, though, I'm pretty happy with the state of my game at the moment, thanks to everyone here!
Impatiens
11th Sep 2011, 01:56 AM
Well I'm able to add abilities to NPC's. I just loaded up the game to double check. I blame the crazy randomness of this game...
Regarding removing professions, it seems to be pretty random. In a test I did, most of my hero's grown kids could retire. Neither of my knights two kids were able to, one of my princesses (out of 6 offspring) and one of my Peteran priestesses kids were also stuck with the hero title and abilities. (I checked that, they really are heros, not just in title) Of course, all this is just to dress them in hero clothes! Unless I somehow missed an unlocker mod, this is the only way I've figured out to do this. (which is silly, because I see NPC's running around town in the clothes I can't dress my "adopted" npc's in). All in all, though, I'm pretty happy with the state of my game at the moment, thanks to everyone here!
If the retire from profession interaction isn't available try restarting the game. It's usually not available for me right after I age the kids up, but will appear the next time I start the game. Also make sure that you have made the Sim you want to retire an active shim by shift-clicking on them. It seems the retire option is only a self-interaction.
ForumZombie
11th Sep 2011, 07:30 AM
Must be that instancing (instantiated?) issue, because a reload allows the "add abilities and set level" to then appear on the NPC pie menu. Strange. Just thought you might like to know. :call:
Jess_A
11th Sep 2011, 07:33 PM
Well Jess, you may have me stumped. I have only a few ideas for you to try.
First, open the options menu from the main kingdom loading menu, and see if anything is checked. If you haven't changed these settings the only option checked should be for normal pregnancy. Just to be safe, uncheck everything and see if it loads.
Next, if you've only used the same kingdom, please try a different and/or new one and see if it loads. I understand this isn't how you want to play, but perhaps the problem is in that kingdom.
If nothing else works the only idea I have left is to try a complete reinstall.
I suppose I won't be able to use this mod for awhile since I just created a new kindgom for pirates and nobles and don't want to mess around with creating another that I won't even play. Especially if it happens to work on my second kingdom, I am not just going to throw my current kingdom's progress and the time spent on it out the window. Testing this mod on another kingdom will only cause frustration if it works since I really don't want to start all over again...lol. Decorating takes the longest and some of my heros are already high levels. On my second run through of the expansion ambition I will definitely give this another try though. :P
ncrpts
12th Sep 2011, 01:46 AM
Hi,
I just installed the mod and i'm having an issue : when i launch TSM it just stuck in the loading bar and don't load anything it just freeze on this screen.. i tried waiting one hour and nothing moved.
when i uninstall the mod the game just load fine :( i really need to launch your awesome mod i need the debug command resetsim or my game is screwed (2 heros sims stucked i tried everything else)
please help :cry:
my game client is in french it has pirates & nobles on it and it's running on last version (2.0.113)
I correctly installed the mod my folder have
TSM\Resource.cfg
TSM\Mods\Packages\GrimsMedievalCore_V_1_3_13_beta.package
TSM\Game\Bin\d3dx9_31.dll
Any ideas how i can fix this ?
grimreefer24601
12th Sep 2011, 04:16 AM
ncrpts:
The problem is you're using the mod for 1.3 instead of the one for 2.0. GrimsMedievalCore_V_2_0_13_beta.package
ncrpts
12th Sep 2011, 04:58 AM
Oh lol
now i feel really dumb i was sure it was the good version, i'll give it a try later thanks a lot !
EDIT : just tried with the good version and it worked perfectly :D i unstucked my sims and my game is back to normal thanks again !!
azraelchan
12th Sep 2011, 07:03 PM
If the retire from profession interaction isn't available try restarting the game. It's usually not available for me right after I age the kids up, but will appear the next time I start the game. Also make sure that you have made the Sim you want to retire an active shim by shift-clicking on them. It seems the retire option is only a self-interaction. The retire from profession option is there, it just doesn't do anything on some sims. I ran a second test out of curiosity, turns out it's the same sims who are unable to retire (both knight's children, one princess, one of two peteren priest kids, etc.). Weird! Anyway, unless anyone else has this problem, I'll just blame the glitchy randomness of this game. (Like how shift+right-clicking on a sim only works half the time. :rolleyes: )Thanks for your help though!
Pietje666
13th Sep 2011, 02:19 AM
When playing with the blacksmith (she was level 4) i tried to level her up by using Add Ability or Set Level worked fine i could learn anything from books and make anything but the hammer speed was quite low
Then i tried changing her back to level 4, but the game refuses to lower her
But when another sim changed her to level 4 it worked
I also tried to raise the skill fistfight but nothing happens, the rest updates quite nicely
For the rest keep up the good work, cause it makes Sims Medieval much more entertained
My version is 2.0 P&N with the latest patch that was available on 4 September 2011
grimreefer24601
13th Sep 2011, 04:05 AM
I have an idea about whaat is causing the first problem. The second one I'm not sure, but I look into it.
Also about retiring, I'll look at the code. There must be some kind of catch statement that's stopping them.
Dysthe
14th Sep 2011, 12:47 AM
Grim, I love you, (you make this dratted game playable) but I ran into a bug.
I was randomly edit-in-cas-ing NPCs. I decided to edit the to-be-servant during the First Steps quests. I decided that I hated male servants, so I change his sex to female. Whoosh! No more servant. Though the game registers her still being there, for all practical purposes, she is invisible, unquestable and unsociable. I shift-clicked and got her to sit on furniture. That's it.
I will obviously try to keep going on the quest ala testingcheats enabled. I believe she resets after the town bully fight, but I do not know that for sure, and it is distressing. She does not seem to respond to wardrobe changes, mirror changes or hair changes. The only part of your debug commands accessible to her, when clicked on by others, is a spin command -- all the object commands do nothing. I've tried resetting her through defaults... It didn't work either.
grimreefer24601
14th Sep 2011, 01:02 AM
Not sure that that's a bug in my mod. EA never intended you to Edit in CAS, so there is probably no code to update the character's sex change. TreeAg has updated Edit in CAS, so you may want to see if it produces the same results.
Edit: I tried it out, and it worked for me as long as I renamed the character.
Pieboy636
17th Sep 2011, 12:05 AM
So I tried to install it but i cant get it to work. i installed the d3dx9_31.dll and it still isnt working. is this only for the pirates and nobles because i dont have that one?
Dysthe
17th Sep 2011, 03:47 AM
Not sure that that's a bug in my mod. EA never intended you to Edit in CAS, so there is probably no code to update the character's sex change. TreeAg has updated Edit in CAS, so you may want to see if it produces the same results.
Edit: I tried it out, and it worked for me as long as I renamed the character.
It may have been a fluke. I fixed it by getting rid of her and resetting the servant. (She could touch objects, therefore she met the Pit Monster!) I will be sure to avoid editing the servant until after new beginnings though. Also, your mod is less lenient with changing traits than the original Dynamic Professions. The religion has to be reset immediately, (the first ten seconds or pause after edit-in-cas) otherwise the sim will lose its interactions. It may be the fault of Pirates, I've noticed there's a registered nature religion now. The religion reset was always an issue. It's not a biggie (and your mod is so wonderful and full) that I just keep it in mind.
Also, the set skill tree (for actual skills, not hobbies) seems to be disappearing. I found it once, but the tree goes away. This is permanent; I can't find a way to reset it back. Sim defaults, of course, always disappear on new villagers, or villagers that just came in, but I can check and uncheck the default box for them and the defaults come back.
I don't think there's any more issues at this time. Although I am wondering why there is a "make sim fat" and not "make sim thin" option. I'm eternally grateful for this mod though; I really love and worship the genealogy tree. It's so nice to have siblings! And adoption! And...so much else.
The only thing I'm want of is profession title changing. But that, I can make do.
grimreefer24601
17th Sep 2011, 03:51 PM
So I tried to install it but i cant get it to work. i installed the d3dx9_31.dll and it still isnt working. is this only for the pirates and nobles because i dont have that one?
You must use the proper version for your patch level. Fully patched and P&N use the same package. Check your game version, and make sure the mod version matches. If this doesn't fix your problem describe your symptoms. Does it crash, stall, or not work? And when does it occour?
Also, your mod is less lenient with changing traits than the original Dynamic Professions. The religion has to be reset immediately, (the first ten seconds or pause after edit-in-cas) otherwise the sim will lose its interactions. It may be the fault of Pirates, I've noticed there's a registered nature religion now.
I've noticed sometimes with Edit in CAS that the edit disappears within like ten seconds. Unfortunately, this is in EA's code. All I have control over is opening CAS.
Also, the set skill tree (for actual skills, not hobbies) seems to be disappearing. I found it once, but the tree goes away. This is permanent; I can't find a way to reset it back. Sim defaults, of course, always disappear on new villagers, or villagers that just came in, but I can check and uncheck the default box for them and the defaults come back.
Try saving, going to the main menu, and reloading. This should add back all missing interactions.
Although I am wondering why there is a "make sim fat" and not "make sim thin" option.
I wonder this myself. Once again, this is only EA code that I have exposed.
kawaiipd
17th Sep 2011, 06:10 PM
I'm kinda having fun with the debug actually.
I've turned one of my sims into a ghost.
However I'll probably have to scrap my ghostly kingdom idea as npcs seem to return to normal after going into rabbit holes. So no ghost guards.
Heroes however keep their ghostness even between quests.
Impatiens
21st Sep 2011, 09:18 AM
Also, your mod is less lenient with changing traits than the original Dynamic Professions. The religion has to be reset immediately, (the first ten seconds or pause after edit-in-cas) otherwise the sim will lose its interactions.
If you enable testing cheats you can change traits using that through "modify traits on active sim" and it doesn't bug. Also if you do change traits through CAS and get the bug before you can reset the religion you can shift right click on whichever religious leader you want to make them active and then convert the sim using "convert to X faith" action.
nicjmartin
24th Sep 2011, 11:40 PM
I have a question - you may have answered this already, but I don't have the time to look. ^^; Anyway, if you have two same-sex Hero Sims have a baby, which parent's profession will they take on?
DarthKitsune
25th Sep 2011, 12:09 AM
the hero who gave birth.
van Dorn
25th Sep 2011, 01:39 AM
I have 1.3, and don't feel like updating, because my computer for gaming does not use the internet. However, when I try to start the game, it stops loading at about 75% Also, the Grim's Medieval Cor graphic is not anywhere.
Edit: I actually tried the 2.0 and it worked. I don't know why, because I still have 1.3. Oh well, it works, so thanks!
grimreefer24601
25th Sep 2011, 01:53 AM
The 1.3 version doesn't have any custom graphic, nor does any non english version. A stall on the first screen typically means a conflict or a problem with installation. I haven't used 1.3 in awhile and it is not updated or maintained (I have no way).
ak45umezo
27th Sep 2011, 11:03 AM
Greetings!
Thank u for your Great Mods! I really love this :gjob:
Are there any ways to show or hide extra (Edit in CAS,Debug...,etc.)menus (not normal menus) when click Sim?
and Sorry my poor English :(
also this is my first writing here :faceslap:
thanks again Grim!
grimreefer24601
27th Sep 2011, 02:06 PM
All of the DEBUG interactions can be disabled on the options menu. Is that what you mean?
ak45umezo
27th Sep 2011, 06:10 PM
thank u for trying to get my poor English. :D
i mean when i disable Debugs at Grim's option menu, still some Menus appear.
for example *Set color Tint, *Add Ability or Set Level, *Murder By.
any way to turn them Not Appear?
DarthKitsune
27th Sep 2011, 08:06 PM
I think that might require the total removal of Grim's core Mod.
ForumZombie
27th Sep 2011, 08:50 PM
DarthKitsune, I think you know that ak45umezo means is there an invisible mode that hides the all tweaky menu changes during play, but maintains their background functioning (like debug hide does). Which is a really good idea, btw.
DarthKitsune
27th Sep 2011, 09:09 PM
Ah, no, ForumZombie, I did not. My Apologies, I interpreted ak45umezo's question as wanting the extra menu options to be gone as well when the debug interactions were removed.
grimreefer24601
27th Sep 2011, 09:55 PM
The interactions I made aren't removable at the moment. I only made the DEBUG ones removable because they cluttered up the menus too much. I may add it in the future, but right now I'm kind of taking a break from code before I get burned out. I need some time to play the game, and mess with different things. When I get back to coding hardcore I'll look into making all new interactions removable.
ak45umezo
28th Sep 2011, 12:02 AM
ForumZombie, yes that's what i mean exactly! Thank u for translating my poor English to Correct English!
DarthKitsune, thank u trying to understand me.
Grim, please have a good rest! see ya
Verworren
30th Sep 2011, 08:11 PM
Okay... now I feel stupid. My Problem solved itself by re-reading the entire threat, not just half of it. ^^°
Anyways, great asset to the game!
Outfit_Planner
4th Oct 2011, 09:24 PM
I changed the dll file to the one Shimrod suggested and now its working.
LilyXSeto
7th Oct 2011, 02:09 AM
Is there a way to get this mod without the debug enabler? I already have debug enabled since I went into the file system and enabled it to be on already. I would like to thank you for taking the time to make this mod though Grimreefer. Thank you so much. ^^
LilyXSeto
7th Oct 2011, 02:27 AM
Nvm I saw the selection for turning on the debug. XD sorry about that. I hadn't noticed it in the screen shot I'm sorry.
grim667
12th Oct 2011, 08:32 AM
Im having a BIG problem I have PnN and the latest patch I also got the 2.0 DL and when I try to go into a save it pops up "A serous error has occured you may have to restart your aplucation"
grimreefer24601
13th Oct 2011, 12:31 AM
I have never seen my core do anything more severe than stalling out on a loading screen. Does this happen with my mod removed? Are you able to run any other script mods?
grim667
13th Oct 2011, 07:49 AM
I have never seen my core do anything more severe than stalling out on a loading screen. Does this happen with my mod removed? Are you able to run any other script mods?
I found out the problem I had the wrong one installed but IO am having a new problem
I canlt start a new land when I click on it the button cliks but it does nothing
happyopi
13th Oct 2011, 03:31 PM
It says clearly in the P&N Unlocker thread:
After the items have been unlocked and you save and quit that playing session, remove the mod
[...]Leaving the mod installed after it's worked prevents the starting of a new game for some reason.
You only need it when you're about to unlock the first watcher level.
Love this mod btw <3 extremely useful.
grimreefer24601
13th Oct 2011, 11:16 PM
Thank's for helping out. I knew I had heard of this issue before, but was unsure of the solution.
grim667
16th Oct 2011, 03:00 AM
yea found that out after a few houers of tinkering ,and having to uninstall my game and reinstall :(
ShadowTek
16th Oct 2011, 04:49 AM
Thanks for your cool mod Grim. I have a question, do the triplet baby function.. do they actually ever hatch? How long do you have to wait for the babys to become children? Thanks again for cool mod :)
grimreefer24601
16th Oct 2011, 05:17 AM
I truely cannot say how any of the functions exposed with my DEBUG interactions works. These were all functions written by EA. I add these things only to give you options, and have not tested them all. I encourage you to post any results you get
Eyravianna
16th Oct 2011, 08:27 PM
I have encountered an interesting glitch. When adding attributes to a hero sim (blacksmithing, swordplay, etc), sometimes the sims will lose autonomy and the AI will disappear. I checked to see if I'd just turned the switch off, but it was on as per usual.
slpc04
18th Oct 2011, 08:20 AM
Hi, was just wondering with this mod, since all doors can be locked / unlocked to all sims, is it possible to have it unlock/lock for all sims except current hero cos when I lock my sim's bedroom door, she can't get in. Im trying to enforce privacy in the castle but it seems her servant will still go into her room even though I set privacy to only owner. When I lock the door, neither one can enter. I have to teleport my sim into her room!
Thanks so much for your mods.
grimreefer24601
19th Oct 2011, 12:46 AM
Any door locked with my core must be unlocked before anyone can use it. I couldn't make it work for certain people. Just think of it like having to lock and unlock your own house door.
blackhepsibah
24th Oct 2011, 02:21 AM
I am not sure if I am doing something wrong or not, but my game isn't loading after launch when I use this mod. It'll get up to the first loading screen before it goes to where you can load saves, but just sits there. I've tried it with just this mod, with and without the d3dx9_31.dll and it does nothing, but when I remove the file from the folder it goes back to working just fine.
Would you have any idea what could be causing this? Thanks in advance.
I had the same problem. What I ended up doing is removing my mods folder, starting a new game and then saving and quiting before I selected a monarch. Then I reinstall the mods folder and restart the game and it starts up. For some reason I can only play already created games with this mod if I try to select new game it doesn't do anything. It can be a bit tedious, but it's worth it for this mod. Hope that helps.
P.S. you might want to be careful with what outfit you pick out. If I use the dresser to change a sims outfit or hairstyle they can no longer get pregnant or impregnant other sims even using the well. Not good when on a quest to give the monarch an heir. I just figured I'd mention it since you're the only one I've found in the comments so far who seems to be having the same problem I have during loading so that might crop up for you too.
ShadowTek
29th Oct 2011, 10:02 PM
The only problem with the uncensored part is that as there are no skins for children (maybe make them dress in nightclothes or make some kind of skin for them) as they look like spiders when they sleep..
http://img202.imageshack.us/img202/9456/image1ddq.th.jpg (http://imageshack.us/photo/my-images/202/image1ddq.jpg/)
grimreefer24601
29th Oct 2011, 11:01 PM
It seems EA never intended nude children in TSM. Truely, I think the only in game nudity is when adults bathe. Children never bathe, so EA obvously never added something. I say something, because I've looked at the meshes and stuff, and they seem fine. I'm not sure why they get messed up.
ShadowTek
29th Oct 2011, 11:17 PM
OK, I was just wondering as its kinda strange to have the spider thing.
EDIT: To be clear, I wasn't asking for a nude child skin.. just something to stop the spider thing.. I know Grim understood, but wanted to be clear.
DarthKitsune
30th Oct 2011, 12:26 AM
I simply turned off naked sleep, since the sim i'm controlling never sleeps, it seemed a little superfluous.
grimreefer24601
30th Oct 2011, 12:40 AM
I understand, and will add an exemption for child nudity when I release a new version of this mod.
At this point I have a lot of requests for this mod, and I would like to get to them all. I, however, am only one person, and I have a real job. Plus, I'm trying to get some more people into modding this game before everyone gives up. That's why lately I've been putting my attention to my CASP Cloner, because I hope to see some more custom content for this game. I'd love to get back to my quest editor too.
ShadowTek
30th Oct 2011, 02:49 AM
I understand, Im trying to get into modding the game as well :).. Thanks for all you do Grim :) you make great and fun stuff for us to use.. and thanks to DarthKitsune who always helps everyone :D
I like naked sex! so I have on!
EDIT: just saw post.. how do you never sleep?
DarthKitsune
30th Oct 2011, 03:10 AM
I keep dragging the energy and hunger bars to full, it lets me get a whole lot done in a short amount of time.
grimreefer24601
30th Oct 2011, 03:34 AM
Yeah, I need real life TestingCheatsEnabled.
DarthKitsune
30th Oct 2011, 03:38 AM
i hear drugs are good for that, but i don't recommend it, rehab is a total mind f*ck.
grimreefer24601
30th Oct 2011, 04:16 AM
Yeah, not really into anything mother nature doesn't create anyway.
DarthKitsune
30th Oct 2011, 06:57 AM
0.o
well that's no fun. . .
LittleBird64
30th Oct 2011, 04:16 PM
Not sure if this is a result of your mod or not, but I thought I'd mention it since I only recently started aging up my heroes children and discovered the problem.
In my current kingdom, I have 5 female heroes and 5 male heroes, so I had them all marry each other. I had them all begin having children. But before I'd gotten all the hero families to three kids each, I had begun aging them up. Now with my Physician and Spy, they can not seem to have another child since I aged up their one and only son. I tested things out with my other heroes, and if I let them go ahead and have all three of their children and THEN age them up, everything's fine. But since I aged up the Physician/Spy kid, it seems they are rendered sterile. LOL
I tried to have them adopt a child because I really needed more girl children, but then I did not get the "age child" interaction on the adopted girl. When I "assigned profession" without aging her up, she got really deformed. Luckily I hadn't saved my game yet, so I was able to back out of it and get rid of the deformed child spy.
Also, regarding the "blue-eyed bug," it seems that if you keep the blood lines clean, (meaning no marrying and editing NPCs) then your sims will retain their original eye colors and keep looking good. ;) That's why I'm having my hero children also marry each other. Unfortunately, I don't have enough girls, so a couple of the guys married princesses from other territories, but I'm just not going to edit them.
EDITED TO ADD: I was finally able to get my Physician pregnant! For some odd reason, I had to turn back on the DEBUG options, then Woohoo in the normal manner with her husband, the Spy, and she became pregnant. I usually keep the DEBUG turned off unless I need it, and since the other heroes weren't having any trouble getting pregnant, it didn't occur to me that could be the problem. Still though, I say that if you want to age up your children, it's much easier to go ahead and have all 3 kids first, THEN age them up. (as opposed to having one child- aging up- and then trying to have another child) Otherwise, you'll need to turn on DEBUG to get the sim pregnant again.
And the BEST NEWS of all---she had two GIRLS! Woohoo! :rofl: (needed wives for two of my monarch's boys)
LittleBird64
30th Oct 2011, 07:30 PM
Did anyone ever figure out how to KEEP your sims thin after editing them in CAS? They keep reverting back to fat almost immediately.
grimreefer24601
30th Oct 2011, 09:20 PM
I'm glad you figured out a workaround for the infertility problem.
As for the adopted child not having the age up interaction, a save and reload should add any missing interactions to sims. Not all interaction are added when a new sim is created, my fault, but since it can be worked around easily I haven't fixed it.
As for making modifications to a sims fitness in CAS, I believe it only changes the physical apearance, not the underlying factors that make the game decide your sim is fat. So as soon as the game recalculates your sims fitness any change made in CAS will disappear. It may be possible to make a mod to set fitness levels, but I'll make no promises.
MrRoc
1st Nov 2011, 04:16 AM
I'd love to use this fantastic looking mod, but I am having troubles.
1) I installed it where I thought it should go (started with the highest number release and worked my way back by the way - all had the same problem) and the game hangs on the loading screen. The circular icon just turns with no progress bar movement. With the last release (I think), I got the P&N screen with "Grim's Core" on the P&N logo, so it saw it there.
2) Troubleshooting things like latest patch etc., I find that because I have a digital download from Steam (it was a gift from my son who lives on the bottom of the country and thought it would be nice... which it was huh? :) ), I can't tell what version of the game I have as I cannot see a version number ANYWHERE during the loading and play.
3) Even checking file locations I find that everything is different to EA's version it seems. e.g: I will read things like "the dll goes in your Program Files/Electronic Arts/The Sims Medieval/Game/Bin. The resource.cfg goes in the Sims Medieval folder." I don't have such folders, I have things like Program Files/Steam/Steam aps/????something in here???/Bin and no Sims Medieval folder. Actually, that is half true - I have a Sims Medieval folder somewhere in one of the steam files (I searched for it) but all it has in it is a pair of shortcuts, one for TSM and P&N.
4) I have the No Censor mod up and running just fine (where I put the Core mod both with and without the no censor mod in my troubleshooting) and I removed the core and replaced the no censor which is still working away. Mind you, there were two other mods I have tried to run since but do not show in game even when the game loads (a female nude skin and a male nude skin).
happyopi
1st Nov 2011, 03:21 PM
2) Steam automatically updates your game to the latest patch, so you basically always have the most recent one.
3) The game folders for me are in Steam/SteamApps/common/the sims medieval
That's about how far as I can help sorry !
grimreefer24601
2nd Nov 2011, 01:32 AM
Most likely, the problem you're having with my mod is due to a missing/misplaced/currupt d3dx9_31.dll. This file needs to be in the same folder as the game executable. In Windows, if you right click on the programs shortcut, and choose properties, there should be an option to find the target of the shortcut. Make sure that d3dx9_31.dll is in this directory, and that it is the one listed in the sticky How to Mod for Beginners, because I'm sure this one works.
ladyskye
2nd Nov 2011, 11:27 AM
I'd love to use this fantastic looking mod, but I am having troubles.
1) I installed it where I thought it should go (started with the highest number release and worked my way back by the way - all had the same problem) and the game hangs on the loading screen. The circular icon just turns with no progress bar movement. With the last release (I think), I got the P&N screen with "Grim's Core" on the P&N logo, so it saw it there.
2) Troubleshooting things like latest patch etc., I find that because I have a digital download from Steam (it was a gift from my son who lives on the bottom of the country and thought it would be nice... which it was huh? :) ), I can't tell what version of the game I have as I cannot see a version number ANYWHERE during the loading and play.
3) Even checking file locations I find that everything is different to EA's version it seems. e.g: I will read things like "the dll goes in your Program Files/Electronic Arts/The Sims Medieval/Game/Bin. The resource.cfg goes in the Sims Medieval folder." I don't have such folders, I have things like Program Files/Steam/Steam aps/????something in here???/Bin and no Sims Medieval folder. Actually, that is half true - I have a Sims Medieval folder somewhere in one of the steam files (I searched for it) but all it has in it is a pair of shortcuts, one for TSM and P&N.
4) I have the No Censor mod up and running just fine (where I put the Core mod both with and without the no censor mod in my troubleshooting) and I removed the core and replaced the no censor which is still working away. Mind you, there were two other mods I have tried to run since but do not show in game even when the game loads (a female nude skin and a male nude skin).
I had problems with two really beautiful male and female nude skins when I updated to V2 that I had to pull because all I got was the loading screen. Don't know what the problem was. Don't know if it will help you at all, but I do know my problem stopped when I pulled out those 2 skin mods.
MrRoc
3rd Nov 2011, 06:46 AM
Thanks for the replies, I'll follow Grim's advice on it. I didn't have the skins in the first place LadySkye, I tried them after Core wouldn't work so I could have something neat other than the no censor - which I removed to see if that made any difference.
Thanks Happyopi, that is pretty much what I found. As general info about the shortcut; the only thing I get is that it is a link to steam://rungameid/<sting-of-numbers-here> and no option to find the target. But I shall keep poking about. Every other Sim product I own is on disk and are all heavily modded, the file structure of Steam has me a little perplexed.
Do you have this mod Happyopi? In what folder(s) did you stick it if you do??
Again, thanks ladies and gentlemen for your kind replies.
-- Roc
P.S: My son only bought them for me because they were ridiculously cheap at less than $AU30.00 each as opposed to in-store at $AU89.95 and $AU49.95. I would much prefer having the disks in my hands but hey, he does love his old dad. :)
TotallyNewHere
12th Nov 2011, 08:39 PM
can someone illuminate me as to why my male hetero sim has become pregnant...
well i guess a core mod had to cost me a 30 hour kingdom eventually...
DarthKitsune
12th Nov 2011, 10:03 PM
if you're using grim's mod, you'll have to uncheck the female/male pregnancy option which allows for females to impregnate male sims. it happened to me once when i thought to have my gay sim experiment with heterosexuality.
ShadowTek
12th Nov 2011, 11:01 PM
Me thinks your Hero is Gay, what taverns exactly have you been visiting lol?
Just kidding, as DarthKitsune said, freaked me out as well first time as well.. I did the well thing and had a invisible body for awhile as my dude was prego lol
DarthKitsune
12th Nov 2011, 11:09 PM
thankfully, now your sim either puts on strange clothes or gets full on nekkid when he gets knocked up. nothing like sitting your royal arse on the throne and flashing everyone who comes to beg for something.
ShadowTek
12th Nov 2011, 11:31 PM
thankfully, now your sim either puts on strange clothes or gets full on nekkid when he gets knocked up. nothing like sitting your royal arse on the throne and flashing everyone who comes to beg for something.
How? I still have a invisible body when my dude goes to the well and wishes for a child?
grimreefer24601
13th Nov 2011, 12:49 AM
Actually, with the stuff I've figured out, making "other" mesh changes, I'm fairly confidant that I could create an actualy 3D male pregnant mesh for some clothing.
The invisible bodies should befixed by adding the male maternity clothing posted along with this thread.
DarthKitsune
13th Nov 2011, 01:17 AM
or having the male nude mod, which makes your sim go naked when pregnant.
conversely, you can use Grim's mod to make your guy give birth nearly instantly after conception, even before the nauseous buff shows up.
ShadowTek
13th Nov 2011, 01:22 AM
Thanks, I havent looked at the first post here since I first downloaded it, Ill grap that, thanks again for all your hard work grim!! Now make us more cool stuff!! lol (J/K buddy)
TotallyNewHere
13th Nov 2011, 02:52 PM
if you're using grim's mod, you'll have to uncheck the female/male pregnancy option
I thought that option meant a female NPC would become pregnant...
male pregnancy... i can't even comment on that.
thanks for the info.
DarthKitsune
14th Nov 2011, 01:12 AM
I love male pregnancy, it allows me to have a purely male dominated society.
TotallyNewHere
14th Nov 2011, 02:42 PM
I love male pregnancy, it allows me to have a purely male dominated society.
:wtf: :!:
DarthKitsune
14th Nov 2011, 09:27 PM
what can I say, I'm not a fan of women. :D
TotallyNewHere
15th Nov 2011, 12:33 PM
i do. i wish the world was populated only by lesbians...
hmm that gives me an idea...
DarthKitsune
15th Nov 2011, 09:55 PM
our worlds will then be mirror opposites. one, a world ruled by men who love men and anyone without a penis is automatically fodder for the pit beast. the other, a land ruled by women, where having a penis is punishable by death.
The Angel of Death will be busy, Muhahahahahaha
*Side note, how can you disagree that *I* am not a fan of women? It's a fact.*
LittleBird64
16th Nov 2011, 12:49 AM
LMAO....ya'll are cracking me up! :lol:
rothn
16th Nov 2011, 06:22 AM
Um, my game also hangs at the loading screen, and I have a decent amount of experience when it comes to installing core mods.
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