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The SEP (Slot Enable Package) v. 1.2 *UPD 19may08*

by Numenor Posted 28th Mar 2006 at 11:51 PM - Updated 19th May 2008 at 2:18 AM by Numenor : Updated to "Kitchen & Bath" SP
413 Comments / replies (Who?) - 25 Feedback Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
The SEP (Slot Enable Package)
"COUNTERS" - v. 1.2 (19 may 08)

-------------------------------------------------

Pic1 Pic2


19 MAY 2008: UPDATE - Included counters and islands from H&M and Kitchen&Bath!
Read the details on Post #2




WARNING: this is a global mod, i.e. it affects all the lots in the game (but it's NOT a hack: it will NOT be included in exported lots).


WHAT IS THE SEP?
The Slot Enable Packages is module than enables additional slots in the Maxis counters (residential and commercial counters and islands).
Once installed, you'll be able to place objects in new spots, and in new positions, that previously weren't allowed by the game (see below for details).


MODULE 1 - *COUNTERS*
This module (currently the only one available EDIT: this one will forever be the only one available: I'm not going to add other modules ) will let you use the corner counters, allowing you to install on them espresso machines, mixers, telephones and anything else (all objects placeable on counters, of course); and the sims will correctly use the objects placed on the corners.

The "SEP-Counters" module will work with *ALL* the existing counters (including the commercial ones) and counter islands shipped with the base game, UNI, NL, OFB, PETS, SSN, H&M and K&B (the other packs don't contain any counter).
Obviously, if you have only the base game, you will NOT find new counters in your catalog! But if you have any of the mentioned EP, the SEP will automatically apply on the counters for that EP, enabling the diagonal objects for them.

BASE-GAME and UNI USERS: your game doesn't allow you to create corners using islands (this is a feature introduced with NL; or better, it's a bug that was corrected with Nightlife ). Therefore, base-game and UNI users can only use corners created with normal counters.

OFB USERS: the "SEP-Counters" works perfectly with OFB, and will allow you to put sellable objects (or even the cash register) on the corners, and your customer will have no problems in purchasing them; also, you will be able to correctly restock the sold objects (but remember that the game *has* some bugs related to the restocking function! So, don't blame me if your restock signs are misplaced )


INSTALLATION AND USAGE
Extract the package from the zip, and put it into your Downloads folder.
IMPORTANT: the SEP will automatically affect all the counters and islands placed in your lot after having installed the mod; the corners already existing in your lot at the moment of the installation will NOT be automatically "enabled"! You have to pick them, move them around a little, and put them down again (no need to re-buy them).


CREDITS AND ACKNOWLEDGMENTS
As always, credits go to Maxis for the game itself, and for the counters in particular.
Biggest thanks to MaryLou for her tireless beta-testing


LICENSE AGREEMENT
DO NOT repost the SEP, and any of its parts, on any site.
Please BE WARNED that when you clone a Maxis counter with the SEP installed, some parts of the SEP will be included in your clone. This is allowed; but be warned that all the Resource Nodes included in the SEP contain a copyright line: if this is a problem for you, please remove the SEP before cloning Maxis counters..
If your cloned counter or island has the usable corners thanks to the SEP, you MUST give credits to Numenor for that, and put a link to this very thread (in order to allow people to report bugs and receive support).


TECHNICAL EXPLANATION
The Maxis corner counters, basically, have the same slots as the straight counters (one main slot in the center and two decorative slots on the back); but they are all misplaced, so that the objects are not usable, and the routes to the slots are badly tweaked (the sims can't reach the interaction point).
I have moved and rotated the "std_0" slot, and adjusted all the related routes, editing each and every CRES for the Maxis counters, commercial counters and islands. I've also modified the footprint of each corner, to let the sim operate the object from both sides.
On the other hand there was no need to edit the SLOT files themselves; as a consequence, the SEP package(s) contain only Resource Nodes and nothing else.
One special mention is due for the "dec_2" slot. The corners have a third "decorative slot" that is missing in the straight counters; this caused the objects placed in that slot to "disappear" when the corner was moved and given a straight shape. This "dec_2" slot has been removed from all the corners, so that this problem is now fixed.

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
SlotEnablePackage_Counters.zip

Size: 8.9 KB · Downloads: 63,826 · 19th May 2008
8.9 KB 63,826 19th May 2008
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
413 Comments / Replies (Who?) - 383 Feedback Posts, 21 Thanks Posts
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Field Researcher
#251 Old 20th Oct 2006 at 2:08 AM
Huston.. we have a problem !!
during some test seems that hack have some conflich with pet :\
can you confirm it ?

with the boolProp cheat test enabled, when a cat jump on a surface, an error come out saing something about a constat..

"Object id: 175
name: N001_User00161 - Giumbo
Stack size: 8
Error: Invalid constant.
Iterations: 332"

Giubo are the cat
The ModFather
retired moderator
Original Poster
#252 Old 20th Oct 2006 at 10:23 AM
Thanks Max, but I need more info, because the SEP doesn't contain any BHAV or constant, and therefore it can't be the object that has the invalid constant (BCON).
If you post as attachment the entire error log, zipped, I will take a look.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Field Researcher
#253 Old 20th Oct 2006 at 10:29 AM
ok here you have it... it's a rar but i'm pretty sure that you can open it
Download - please read all instructions before downloading any files!
File Type: rar ObjectError_N001_t54606.rar (10.7 KB, 13 downloads)
Field Researcher
#254 Old 20th Oct 2006 at 2:41 PM
ok ... i think isn't SEP, i think, 'cause i've removed every Nume.hack and the problem remain <_<
sorry for the "fake allarm"


but the problem remain
The ModFather
retired moderator
Original Poster
#255 Old 20th Oct 2006 at 5:54 PM
Max, have you removed every "Nume.hack" or "every hack" at all?
The BHAV pointed out in your error log, at the moment the errors occurs, just reads a constant that should exist in a normal Pets installation (for anyone interested: a BCON from the Globals, Instance 0x017E, line 0x07; value: 0x014).

My only guess is that you have in your Downloads another hack that overrides the Globals: perhaps the creator used for his own purposes the BCON 0x017E, that was unused until Pets; and therefore such a hack now conflicts with Pets.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#256 Old 21st Oct 2006 at 1:10 PM
Hi Numenor,

I've noticed that when I have the slot enabler in my game that my cats and dogs sink into the ground or floor - removing the package corrects the problem so I've removed it from my play version of the game. Can anyone else confirm this? I know jfade's sleep on community lots hack does this, too, but I don't use that hack.

~Cindy
Tradewind Sims Designs

"Nothing is more difficult, and therefore more precious, than to be able to decide."
~ Napoleon Bonaparte
The ModFather
retired moderator
Original Poster
#257 Old 21st Oct 2006 at 3:56 PM
They sink into the floor at random, or when they are interacting (or are trying to interact) with the counters? When they sink, at least they are near the counters?

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#258 Old 21st Oct 2006 at 8:03 PM
Quote:
Originally Posted by Numenor
They sink into the floor at random, or when they are interacting (or are trying to interact) with the counters? When they sink, at least they are near the counters?


I thought that might be the case, too - that there might be a problem with the cats trying to jump up onto the counters with the slot enabler in-game.

But no, the animals do not need to be interacting with the counters or near them, they simply sink into the ground or floor automatically when the package file is in the game. I've tested this with 2 families so far and both times as soon as I entered the lot, all animals present (cats and dogs) were sunk into the ground/floor. I exited the lots (saved in one, didn't save in the other - makes no difference, in my experience), exited the game and when the package file was removed the animals functioned properly again in these same households.

~Cindy
Tradewind Sims Designs

"Nothing is more difficult, and therefore more precious, than to be able to decide."
~ Napoleon Bonaparte
The ModFather
retired moderator
Original Poster
#259 Old 22nd Oct 2006 at 10:45 PM
Wildstar, I've played half an hour in a lot containing any type of pets (cats, small dogs, large dogs); I had no errors at all: my cats climbed on and off the furniture, and did whatever they usually do, and never sunk into the floor.

Please create an error log, as explained HERE, and post it here (zipped, as an attachment).

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#260 Old 23rd Oct 2006 at 8:39 PM
Numenor you're brilliant!

Check Out my new sim-web-site it's FREE and ALL my downloads can you find there: www.simcare.piczo.com if there's password, we working on the page.
Test Subject
#261 Old 24th Oct 2006 at 3:33 PM
Quote:
Originally Posted by Numenor
Wildstar, I've played half an hour in a lot containing any type of pets (cats, small dogs, large dogs); I had no errors at all: my cats climbed on and off the furniture, and did whatever they usually do, and never sunk into the floor.

Please create an error log, as explained HERE, and post it here (zipped, as an attachment).


Hi Numenor,

I'm so sorry, I think this turned out to be a false alarm. I've been playing around with the package and households and can't find anything wrong afterall. Seems that the sinking was just an initial 'blip' of loading the pre-existing Maxis Pets households and it seems to correct itself and doesn't repeat thereafter.

I'm happy that the package doesn't need updating afterall - I love this creation. Sorry to have caused you any distress.

~Cindy
Tradewind Sims Designs

"Nothing is more difficult, and therefore more precious, than to be able to decide."
~ Napoleon Bonaparte
The ModFather
retired moderator
Original Poster
#262 Old 24th Oct 2006 at 9:18 PM
Thanks for the good news. But nevertheless the SEP needs to be updated: the new counters that come with Pets still do not have the slots in the right position: Maxis "forgot" again to fix them.
So, I will include them in the next update of the SEP.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#263 Old 24th Oct 2006 at 11:11 PM
Quote:
Originally Posted by Numenor
Thanks for the good news. But nevertheless the SEP needs to be updated: the new counters that come with Pets still do not have the slots in the right position: Maxis "forgot" again to fix them.
So, I will include them in the next update of the SEP.


Well, I will eagerly download whatever updates you make. Drives me nuts that Sims can't use objects in corner spaces.

Thanks again!

~Cindy
Tradewind Sims Designs

"Nothing is more difficult, and therefore more precious, than to be able to decide."
~ Napoleon Bonaparte
Lab Assistant
#264 Old 25th Oct 2006 at 6:53 PM
Fab idea! Way to go! Thanks!
Lab Assistant
#265 Old 4th Nov 2006 at 3:11 AM
Thanks so much Numenor, you certainly are a genius! :D
Test Subject
#266 Old 6th Nov 2006 at 8:09 AM
hey thanx Numenor......

has this been tested for PETS?

I'll let you know if there's any bugs with it in Pets... but Pets is so bug-riddled anyway, anything I do find is probably NOT due to SEP!
The ModFather
retired moderator
Original Poster
#267 Old 6th Nov 2006 at 9:30 AM
Yes, it has been extensively tested with Pets: no problems at all. Of course, the new counters that came with PETS are not included (yet) in the SEP, and therefore will not accept objects in diagonal. But I will add the new counters soon.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Lab Assistant
#268 Old 9th Nov 2006 at 3:35 AM
Fabulous mod that I've used happily for a long time. I've looked through this thread and found some mention of the fact that only Maxis and Maxis-recolored objects can use this, and I've been frustrated, too, by not being able to always use the SEP with custom counters. Is this something you can fix in the update you're planning for the Pets EP?

Something strange I'd like to report: Sometimes (not always), if I've got a custom counter that the SEP isn't working on, I've been able to create a corner counter in another area with Maxis counters, put a coffee machine or phone or whatever in the corner successfully, and then move the object to the custom counters and have it retain its 45-degree angle and playability. This doesn't always work but since it works sometimes, I thought it might be useful information for you. Also, I always have the moveobjects on cheat going at the time. I don't believe I've ever gotten this to work without that cheat on.

Thanks again for all your brilliant mods.

The universe lies before you on the floor, in the air, in the mysterious bodies of your dancers, in your mind. From this voyage no one returns poor or weary.

- Agnes De Mille
The ModFather
retired moderator
Original Poster
#269 Old 10th Nov 2006 at 2:16 AM
The basic functioning of this mod is the following: one "piece" from each and every Maxis counters and island has been extracted from the game files, has been edited and included in the SEP package.

It's not a "global mod", it doesn't affect automatically all the counters: I need to extract and edit a piece from each counter I want to include in the SEP. I can't download and edit all the existing counters, one by one...

Also, there is another technical problem (that I won't discuss here: too technical) that make absolutely impossible to include custom counters in the SEP.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Lab Assistant
#270 Old 12th Nov 2006 at 9:37 PM
OMG, Thanks!
Quote:
Originally Posted by triplea
You are a god.

You are a god to me too! Your the best!
Test Subject
#271 Old 15th Nov 2006 at 7:57 PM
Wonderful!
Test Subject
#272 Old 20th Nov 2006 at 11:20 PM
"...And the great modder/mesher Numenor led a rebellion against the Iron-fisted rule of Maxis, bringing in to the game USABLE CORNER COUNTERS!!!"

Awesome Numenor, your stuff rocks. Finally I can use that dead space. You must either be a genius, or... hmm... no other options :P. You are a genius!

P.S. So THAT'S why you are called "The ModFather"

"I reject your reality, and substitute my own."
~Adam Savage, Mythbusters.

"How many Sims does it take to change a lightbulb?
None. I can't find the BHAV or Anim :("
~darylmarkloc, an awesome MTS2 creator!
Test Subject
#273 Old 24th Nov 2006 at 6:35 PM
Great Work, very great work!

One question
Does it work with Sims 2 Pets?
The ModFather
retired moderator
Original Poster
#274 Old 24th Nov 2006 at 8:46 PM
Yes, it works, but only for the older Maxis counters: the counters that came with Pets have not been "SEP-enabled" yet

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Lab Assistant
#275 Old 28th Nov 2006 at 12:00 PM
Numenor, you've been my supply-and-demand reliever since the beginning from your objects, to your fixes!! You rock!! More love sent your way for this one!!
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