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Mad Poster
#27426 Old 21st Jun 2021 at 2:17 PM Last edited by marka93 : 21st Jun 2021 at 5:03 PM.
Quote:
Originally Posted by Peni Griffin
Okay, I distinctly remember being able to use the Tombstone of L&D to make a sim pregnant, yet when I attempted it just now I got no such option! I also tried the batbox and the mailbox, and no joy.

Ginger and Gavin Newson are both gay, and have partners. Both couples live on the same lot and are friends - although neither spouse is best friends yet with their in-law. Everybody wants a baby. The plan is to go for the old turkey baster method and get Ginger pregnant by Gavin's husband, and Ginger's wife pregnant by Gavin. Do they have to have a high enough relationship for woohoo to be a possibility in order to generate the option? Are there mod conflicts that affect the function of cheat objects? Or am I overlooking something?




Both the Sim Blender and the Sim Manipulator can make them pregnant.

As for the Tombstone of L&D its on the "more" page "simulate genetic merger with". (I think this does it but have never used it myself.)
Screenshots

All my Beginning Hoods here at MTS. http://www.modthesims.info/member.php?u=7749491
All my Beginning Hoods as Shopping Districts plus Old Town. http://www.modthesims.info/download.php?t=523417
MooVille, a tribute to Mootilda and her fabulous lots http://www.modthesims.info/download.php?t=534158
Mad Poster
#27427 Old 21st Jun 2021 at 8:47 PM
@Marka93 Are you sure you've got the aspect ratio right in your game? Compared to mine your Sims look (to me) too thin and too tall. The windows, and indeed the pictures in the UI all look too tall too. It looks to me as if the whole picture is vertically stretched.

Of course you may like it that way, but I'm just saying that to me it doesn't look right.

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The Veronaville kids are alright.
Scholar
#27428 Old 21st Jun 2021 at 9:16 PM
Quote:
Originally Posted by AndrewGloria
The windows, and indeed the pictures in the UI all look too tall too. It looks to me as if the whole picture is vertically stretched.
Not sure if marka prefers it that way or just didn't know, but the Use Square Pixels graphics option fixes the ratio.
Mad Poster
#27429 Old 22nd Jun 2021 at 3:07 AM Last edited by marka93 : 22nd Jun 2021 at 3:18 AM.
Quote:
Originally Posted by AndrewGloria
@Marka93 Are you sure you've got the aspect ratio right in your game? Compared to mine your Sims look (to me) too thin and too tall. The windows, and indeed the pictures in the UI all look too tall too. It looks to me as if the whole picture is vertically stretched.

Of course you may like it that way, but I'm just saying that to me it doesn't look right.


Quick pics like that one are off but only for the pic.
My game looks like the 2nd pic when I have square pixels off and it looks like the 1st pic when its on for square pixels.
Do you understand that?

I play with square pixels off for the best look but if I take pics that way it looks like crap.

Added 2 more pics, I play with square pixels off and it looks like the 4th pic and when I turn square pixels on it looks like the 3rd pic.
But pic 3 was taken with square pixels off but my game looks like the 4th pic when I play with square pixels off.
Screenshots

All my Beginning Hoods here at MTS. http://www.modthesims.info/member.php?u=7749491
All my Beginning Hoods as Shopping Districts plus Old Town. http://www.modthesims.info/download.php?t=523417
MooVille, a tribute to Mootilda and her fabulous lots http://www.modthesims.info/download.php?t=534158
Mad Poster
#27430 Old 22nd Jun 2021 at 3:28 AM
I tried again and sure enough, there it was, right where you said it would be, Mark! Thanks. I don't know if my brain was so busy looking for "pregnancy" or "baby" that it didn't register, or if something really was weird (the former is the more parsimonious explanation) yesterday that wasn't today, but Ginger and her wife Priscilla are both now pregnant, and all four members of the household will get their "have baby" wants fulfilled when the time rolls around.

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Mad Poster
#27431 Old 22nd Jun 2021 at 8:06 PM
Okay in Sims 1 Michael Bachelor just got out of UNI and Bella Goth (Bachelor) has a daughter named Cassandra who is of child age.
In Sims 3 Bella is younger than Michael.

So here is my question.
Who would you say is older Michael or Bella in Sims 2.
Yes I know Bella in Sims 2 is just at the beginning of adult age but she is also suppose to be dead.
Cassandra is adult age with 2 promotions in her job so Bella should be an elder with Mort.
So in going with both Sims 2 and Sims 1 Bella could be older than Michael.

This is all pertaining to The Beginning of Pleasantview hood. https://modthesims.info/download.php?t=521653

All my Beginning Hoods here at MTS. http://www.modthesims.info/member.php?u=7749491
All my Beginning Hoods as Shopping Districts plus Old Town. http://www.modthesims.info/download.php?t=523417
MooVille, a tribute to Mootilda and her fabulous lots http://www.modthesims.info/download.php?t=534158
Mad Poster
#27432 Old 22nd Jun 2021 at 10:22 PM
Quote:
Originally Posted by marka93
Okay in Sims 1 Michael Bachelor just got out of UNI and Bella Goth (Bachelor) has a daughter named Cassandra who is of child age.
In Sims 3 Bella is younger than Michael.

So here is my question.
Who would you say is older Michael or Bella in Sims 2.
Yes I know Bella in Sims 2 is just at the beginning of adult age but she is also suppose to be dead.
Cassandra is adult age with 2 promotions in her job so Bella should be an elder with Mort.
So in going with both Sims 2 and Sims 1 Bella could be older than Michael.

This is all pertaining to The Beginning of Pleasantview hood. https://modthesims.info/download.php?t=521653


In my present game, I'm playing Old Town (thank you, Marka!) that has Michael as being just out of college and Bella is married to Mortimer and had Cassandra who's a kid. Michael's younger than Bella is.

In the original Sims 2 he was already dead of old age, and Bella was still alive.

In fact I've played a version of the Bachelor family in Sims 2 that has both of them the same age. (a downloaded family)

So you can peg them at any age in order for it to work.

But as for my perferences, I'm using him as being younger so that he has a more fulfilling life and actual children. In Sims 2 as shipped , he didn't have any with Dina, who by the way, was far younger than he was.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
My downloads of various stuff: https://www.mediafire.com/#myfiles (including funerals!)
Top Secret Researcher
#27433 Old 22nd Jun 2021 at 11:24 PM
When I played the Beginning of Pleasantview neighbourhood I had Michael Older. But I didn't recreate the whole"Michael marries Dina the Gold Digger and Bella disappears" angle. Instead I recreated Chris Roomies and Michael married her (after going steady with Coral Ruggybyrne/Oldies as a teenager) Iirc it was actually Michael Jr., Michael and Chris' son who married Dina (at least he was one of her husbands)

I did try to recreate the Sims 1/Old Town situation on the way to Sims 2 Pleasantview, but throughout the ages were oftens lightly off (since, if I'm not mistaken, you can't really recreate the Sims 2 Pleasantview through normal gameplay, since a lot of the ages are "off") so Michael was already married and had kids by the time Cassandra was born, Alexander Goth was older than the Pleasant Twins (which iirc he should be anyway, if he was a Toddler while Cassandra was a teen) etc. etc. etc.

Avatar by MasterRed
Taking an extended break from Sims stuff. Might be around, might not.
Mad Poster
#27434 Old 22nd Jun 2021 at 11:40 PM
Quote:
Originally Posted by Orphalesion
When I played the Beginning of Pleasantview neighbourhood I had Michael Older. But I didn't recreate the whole"Michael marries Dina the Gold Digger and Bella disappears" angle. Instead I recreated Chris Roomies and Michael married her (after going steady with Coral Ruggybyrne/Oldies as a teenager) Iirc it was actually Michael Jr., Michael and Chris' son who married Dina (at least he was one of her husbands)

I did try to recreate the Sims 1/Old Town situation on the way to Sims 2 Pleasantview, but throughout the ages were oftens lightly off (since, if I'm not mistaken, you can't really recreate the Sims 2 Pleasantview through normal gameplay, since a lot of the ages are "off") so Michael was already married and had kids by the time Cassandra was born, Alexander Goth was older than the Pleasant Twins (which iirc he should be anyway, if he was a Toddler while Cassandra was a teen) etc. etc. etc.


I agree to all of this and there is so many different plotholes in the Sims 2 I will just have to go with what we got.

Michael will marry Dina to keep her away from the "Gold Digging" and make a better women out of her.
Cassy will marry one of the secondary name families to help carry there name through the 10 gen challenge.
Nina and Don will carry the Lothario name forward.

EA screwed up a lot of things and we as players is just one of the reasons why I made the Beginning Hoods.

I guess "cheesecake" is in order here to have them as twins.

All my Beginning Hoods here at MTS. http://www.modthesims.info/member.php?u=7749491
All my Beginning Hoods as Shopping Districts plus Old Town. http://www.modthesims.info/download.php?t=523417
MooVille, a tribute to Mootilda and her fabulous lots http://www.modthesims.info/download.php?t=534158
Mad Poster
#27435 Old Yesterday at 12:15 PM
Before I try "mods I'd like to see", or "where can I find", let me try here: FIRE!
Has Maxis coded WHAT can burn, and how it happens, in a way that mod creators can NOT access it? It seems like fires can burn, but not destroy, terrains, flooring, and some plants. It can't burn or pass through any "build" item, like walls - even a thin strip of "fence" can keep a fire from spreading to another room in a house.
Since I haven't seen any mod that deals with this, I suspect this can't be modded.

But I sure would like more realistic fires: terrains shouldn't burn, but plants should - and should become a pile of ash. When a FLOORING burns it should be destroyed. Every other build item should be burnable, even to the point of destruction: floors, foundations, walls, roofs. And total fantasy: if foundation or walls burn up, everything collapses.

Namaste... or "go"
Top Secret Researcher
#27436 Old Yesterday at 2:41 PM
I guess walls burning and houses collapsing would have been too difficult to program (how much of the upper floor(s) collapse? How much of the roof collapses?. The fire in Sims 2 is a very simplistic object when it comes down to it.

Avatar by MasterRed
Taking an extended break from Sims stuff. Might be around, might not.
Mad Poster
#27437 Old Yesterday at 3:00 PM Last edited by FranH : Yesterday at 3:14 PM.
I would dare to put it this way-Will Wright lived through a firestorm that leveled an entire neighborhood, and he was lucky to survive.
I think he probably drew from that experience the fire thing, and that he didn't want anyone to have that kind of experience while playing a game.

Even as he was not directly involved with the development of Sims 2, I would think that kind of thing probably was passed down to the developers-who some of them possibly had been in one themselves. Not a good thing to live through..
Screenshots

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
My downloads of various stuff: https://www.mediafire.com/#myfiles (including funerals!)
Top Secret Researcher
#27438 Old Yesterday at 4:16 PM
He talks about it in this video.
Top Secret Researcher
#27439 Old Yesterday at 5:19 PM
No, I still think it was a technical issue.
If you look at it from a programming standpoint then the idea of collapsing walls or roofs would have been incredibly difficult to program, especially during the Sims 1+2 days, because there aren't any physics for it.
Think about it, the upper floors don't need any support in the games, you can create houses that are floating, with nothing under them. So Suddenly making them collapsible would have been hell.

Avatar by MasterRed
Taking an extended break from Sims stuff. Might be around, might not.
Scholar
#27440 Old Yesterday at 6:56 PM
It's not very pleasant to drown to death or starve to death or what have you, either. So I don't think real life experiences is the reason fires can't destroy houses.

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Alchemist
#27441 Old Yesterday at 7:44 PM
I don't think it would be hard to set the game up to destroy the whole home. It doesn't have to be realistic, only burning a certain portion of the walls or the roof. You could just have the game turn the entire thing to rubble. But I think players would be angry if their entire lot was demolished and they lost all their hard work.
Scholar
#27442 Old Yesterday at 8:38 PM
Quote:
Originally Posted by Orphalesion
No, I still think it was a technical issue.
If you look at it from a programming standpoint then the idea of collapsing walls or roofs would have been incredibly difficult to program, especially during the Sims 1+2 days, because there aren't any physics for it.
Think about it, the upper floors don't need any support in the games, you can create houses that are floating, with nothing under them. So Suddenly making them collapsible would have been hell.

Agreed.
I don't think collapsing walls and floors would be plausible.

But even so I agree wit OP that fire could destroy way more than it does without any technical issues. All buyable objects could burn down (and become a pile of ash) and that would not cause any problem at all.
Let's keep walls and floors - but maybe have a "burned" state which must be "cleaned" or replaced with a new wallpaper/floortile.
Fences don't support any other structure, so yeah, they could burn just as any other item.
And the roof! The roof could burn down and let the rain come in!!!
Scholar
#27443 Old Yesterday at 11:24 PM
Quote:
Originally Posted by Amura
Fences don't support any other structure, so yeah, they could burn just as any other item.
A fence can be a divider between an apartment unit and the common area.
Quote:
Originally Posted by Amura
And the roof! The roof could burn down and let the rain come in!!!
A bit extreme to have the whole roof go "poof" (rubbles - maybe) just because a fire has started at a corner of the house. At least a part of the roof should survive, if we're going for realism anyway.
Mad Poster
#27444 Old Today at 9:22 AM
Gee! I'm surprised at all the replies. I couldn't mod my way out of a paper bag...with holes...but does it sound like people think it would be POSSIBLE to mod? As to what collapses or burns, wouldn't that just be some tweeks to the fire program?? Maxis wrote fire to move and burn in different ways, and create different piles of "broke" things, and different sorts of "burned" things.
PS: "fences" are also those strips that you can use to separate different types of flooring; amazingly, it behaves like a WALL. Around a crib, the baby won't be awakened by noise. and fire can't cross it. That's got to be very specific programming ...which could be changed. So that fire that started when your dumb sim put pastries in the oven & went to work...flooring gone, most walls gone.. Roofing above a room with more that 2 "supporting" walls burned down = roof deleted over that area. There are mods that have very complex parameters (if THIS, not That, unless X% of A is less than B). But I know that the particular part of the program/sequence has to be accessible. So does anyone know, or know where/who I can ask?

Namaste... or "go"
Top Secret Researcher
#27445 Old Today at 11:55 AM
Quote:
Originally Posted by grammapat
Gee! I'm surprised at all the replies. I couldn't mod my way out of a paper bag...with holes...but does it sound like people think it would be POSSIBLE to mod? As to what collapses or burns, wouldn't that just be some tweeks to the fire program?? Maxis wrote fire to move and burn in different ways, and create different piles of "broke" things, and different sorts of "burned" things.


No the collapsing of upper floors or the roof still wouldn't work, even if you got the game to burn walls. since the game is missing the physics for that (the upper floor would just float).

As with walls, I guess the way rooms are made prevents it, can fire even move to another room?

Avatar by MasterRed
Taking an extended break from Sims stuff. Might be around, might not.
1001001
retired moderator
#27446 Old Today at 11:58 AM
Quote:
Originally Posted by Orphalesion
can fire even move to another room?

It can when your cleanbot catches fire!

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Alchemist
#27447 Old Today at 12:58 PM
Quote:
Originally Posted by grammapat
Gee! I'm surprised at all the replies. I couldn't mod my way out of a paper bag...with holes...but does it sound like people think it would be POSSIBLE to mod? As to what collapses or burns, wouldn't that just be some tweeks to the fire program?? Maxis wrote fire to move and burn in different ways, and create different piles of "broke" things, and different sorts of "burned" things.
PS: "fences" are also those strips that you can use to separate different types of flooring; amazingly, it behaves like a WALL. Around a crib, the baby won't be awakened by noise. and fire can't cross it. That's got to be very specific programming ...which could be changed. So that fire that started when your dumb sim put pastries in the oven & went to work...flooring gone, most walls gone.. Roofing above a room with more that 2 "supporting" walls burned down = roof deleted over that area. There are mods that have very complex parameters (if THIS, not That, unless X% of A is less than B). But I know that the particular part of the program/sequence has to be accessible. So does anyone know, or know where/who I can ask?

In my opinion, the only reason we can't do it is that nobody ever cracked the build mode tools, so it's still not very moddable. That's why we don't have new roof types, or heavily modded walls.

Other than that, the game is already simplistic when it comes to destruction. When a cat scratches a couch long enough, the whole thing falls apart even though that's not how it'd really happen. I'm surprised people don't think they could've done the same for a wall if they wanted to.
Mad Poster
#27448 Old Today at 2:46 PM
This is how I look at it.


All my Beginning Hoods here at MTS. http://www.modthesims.info/member.php?u=7749491
All my Beginning Hoods as Shopping Districts plus Old Town. http://www.modthesims.info/download.php?t=523417
MooVille, a tribute to Mootilda and her fabulous lots http://www.modthesims.info/download.php?t=534158
Scholar
#27449 Old Today at 2:56 PM
Quote:
Originally Posted by omglo
heavily modded walls
This got me thinking - would anyone want to test if the fire can pass through Numenor's walls?
Mad Poster
#27450 Old Today at 3:10 PM
Quote:
Originally Posted by marka93
This is how I look at it.



Asbestos!

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
My downloads of various stuff: https://www.mediafire.com/#myfiles (including funerals!)
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