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- Game Guides - Mini Tutorials
#26
17th Sep 2017 at 11:00 PM
Posts: 2,054
Thanks: 3665 in 29 Posts
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#27
22nd Sep 2017 at 8:31 PM
#28
27th Sep 2017 at 10:22 PM
Translating objects/mods to your own language, by me, found here.
Creations can be found on my on tumblr.
Creations can be found on my on tumblr.
#30
10th Oct 2017 at 2:36 PM
I wrote a minitutorial for someone on how to check the polycount of a hair mesh. It's a pdf on simfileshare, would that fit here?
Creations can be found on my on tumblr.
Creations can be found on my on tumblr.
#31
10th Oct 2017 at 3:09 PM
Posts: 10,922
Thanks: 5469 in 47 Posts
If you didn't post it in the tutorials section then yeah you could attach it here.
#32
10th Oct 2017 at 3:29 PM
Okay, good Pdf tutorial of how to check hair mesh polycounts. Checking poly count is the same on all meshes, so you could use it for anything really, but the pictures are of a hair mesh and the explaining is based on a hair mesh.
Creations can be found on my on tumblr.
Creations can be found on my on tumblr.
Forum Resident
#33
6th Nov 2017 at 9:06 AM
Last edited by natboopsie : 7th Nov 2017 at 9:14 AM.
Reason: getting more of the text behind the spoiler button
Posts: 883
Since I've stolen away a little time to post, I am adding here a link to the very useful minitutorial by @maxon on fixing elevations of apartment sublots that end up sunken. Because it's great and should be kept easily accessible for others. (But because I have not asked her permission, I am tagging her to let her know I've done so. Maxon, I have no objection if you wish to remove my link for your own reasons.)
Also posting to add a citation and additional usage for the method mentioned in Jo's minitutorial earlier in the thread on stripping lots of sim references.
The citation: for more details about stripping, you may want to check out what Jawusa originally wrote. Jawusa is the one who developed the technique. (I've linked directly there to the post in which Jawusa gives her specific directions, though her overall thread is about the clean, empty templates that Jawusa made using the technique.)
And the additional/alternative usage: you can also strip lots that are already placed in a hood, without ever packaging them again before or after, as long as you know their lot number. However, I have only done this in unplayed lot-testing hoods (the kind I make only to place a few interesting downloaded lots, to see whether I want to keep any---then deleting the whole hood when done, never playing it). So I will err on the side of caution and not recommend that anyone strip a placed lot inside hoods that they care about. Working with a package, especially one you've made a backup of first, is surely always safer! (And if anyone out there knows for sure that my alternative method is also safe to use in actively played hoods, please let us know.)
To find a lot number for any lot in a hood, type in the cheat showlotpackage. It should work in hood view, though it's possible you've got to first use testingcheatsenabled; unfortunately, I can't say for sure because I play with showlotpackage in my userstartup file. (The whole showlotpackage thing is a tip I got from BoilingOil's own kindly shared userstartup file, in this thread on Leefish.)
Once you've got the cheat running...
Now every lot in every hood displays its lot number when you mouse over it, along with the natural-language (presumably!) lot name you gave it. Just note down the numbers of each lot you want to strip.
From here, the process continues to be a little different because you're stripping that unpackaged lot in place (again, I assume no responsibility if you are trying to do this in a non-throwaway hood). One advantage may be that you can actually put the stripped lot straight in the Lot Bin after; no packaging after the stripping seems ever to be needed, based on a conversation I had with Jawusa about it, much later in that same thread of hers that I've linked.
*Shut the game down and use SimPE to go into Documents, as in Jo's instructions.
*Open the Lots folder you want---it's the one *inside* the Neighborhood folder of the neighborhood that contains the lots you want to strip.
*Find the package numbers you want, and directly open them one by one in SimPE, deleting sim references in all the categories Jo mentioned, plus FamilyTree, as Jawusa mentions. (I agree with gazania in this thread that FamilyTree is really one you don't want to miss---I've only found entries in that category one time, but that lot had a ridiculous number of sim references in all the other areas too *and* was already glitching weirdly when I tested it in a different throwaway hood, so I believe that category of references can be associated with more serious potential problems if not stripped. I had no problems with that lot or my played hood in which I placed it after I stripped it, including that category.)
*Save each stripped package before opening and working on the next.
Now, when you open that test hood, all the lots whose packages you just stripped are clean. So you can *either* package them...or as I said, you can just put them in the Lot Bin at this point. Should be the same and not change the cleanliness of the file either way.
One further note about something I do personally at this point: I just make the actual price of the lot part of the lot name now (so it shows correctly for the package and when in the Lot Bin, like "Tiny Hovel CLEAN20K") rather than re-opening the lot in this throwaway hood again, making a change, then re-saving before packaging or binning. That's because I've seen myself that re-opening and saving re-adds some sim references to the lot, and if it's going to do that, I'd rather it only do it in the final destination hood I want the lot in---so I know they're the right references. But that may be overcautious on my part.
Whew! OK, urge to share knowledge, satisfied. For now, heh.
*Ongoing TS2 informational projects (come on by to contribute, get info, or spectate!): (1) the SimPE Preservation Project and (2) Conflict Tracking for the 3t2 Traits Project Mods
*Need a Pescado mod? Use his hack directory: in the first post, find the link for your latest EP, then go in hacks/
Also posting to add a citation and additional usage for the method mentioned in Jo's minitutorial earlier in the thread on stripping lots of sim references.
The citation: for more details about stripping, you may want to check out what Jawusa originally wrote. Jawusa is the one who developed the technique. (I've linked directly there to the post in which Jawusa gives her specific directions, though her overall thread is about the clean, empty templates that Jawusa made using the technique.)
And the additional/alternative usage: you can also strip lots that are already placed in a hood, without ever packaging them again before or after, as long as you know their lot number. However, I have only done this in unplayed lot-testing hoods (the kind I make only to place a few interesting downloaded lots, to see whether I want to keep any---then deleting the whole hood when done, never playing it). So I will err on the side of caution and not recommend that anyone strip a placed lot inside hoods that they care about. Working with a package, especially one you've made a backup of first, is surely always safer! (And if anyone out there knows for sure that my alternative method is also safe to use in actively played hoods, please let us know.)
To find a lot number for any lot in a hood, type in the cheat showlotpackage. It should work in hood view, though it's possible you've got to first use testingcheatsenabled; unfortunately, I can't say for sure because I play with showlotpackage in my userstartup file. (The whole showlotpackage thing is a tip I got from BoilingOil's own kindly shared userstartup file, in this thread on Leefish.)
Once you've got the cheat running...
Now every lot in every hood displays its lot number when you mouse over it, along with the natural-language (presumably!) lot name you gave it. Just note down the numbers of each lot you want to strip.
From here, the process continues to be a little different because you're stripping that unpackaged lot in place (again, I assume no responsibility if you are trying to do this in a non-throwaway hood). One advantage may be that you can actually put the stripped lot straight in the Lot Bin after; no packaging after the stripping seems ever to be needed, based on a conversation I had with Jawusa about it, much later in that same thread of hers that I've linked.
*Shut the game down and use SimPE to go into Documents, as in Jo's instructions.
*Open the Lots folder you want---it's the one *inside* the Neighborhood folder of the neighborhood that contains the lots you want to strip.
*Find the package numbers you want, and directly open them one by one in SimPE, deleting sim references in all the categories Jo mentioned, plus FamilyTree, as Jawusa mentions. (I agree with gazania in this thread that FamilyTree is really one you don't want to miss---I've only found entries in that category one time, but that lot had a ridiculous number of sim references in all the other areas too *and* was already glitching weirdly when I tested it in a different throwaway hood, so I believe that category of references can be associated with more serious potential problems if not stripped. I had no problems with that lot or my played hood in which I placed it after I stripped it, including that category.)
*Save each stripped package before opening and working on the next.
Now, when you open that test hood, all the lots whose packages you just stripped are clean. So you can *either* package them...or as I said, you can just put them in the Lot Bin at this point. Should be the same and not change the cleanliness of the file either way.
One further note about something I do personally at this point: I just make the actual price of the lot part of the lot name now (so it shows correctly for the package and when in the Lot Bin, like "Tiny Hovel CLEAN20K") rather than re-opening the lot in this throwaway hood again, making a change, then re-saving before packaging or binning. That's because I've seen myself that re-opening and saving re-adds some sim references to the lot, and if it's going to do that, I'd rather it only do it in the final destination hood I want the lot in---so I know they're the right references. But that may be overcautious on my part.
Whew! OK, urge to share knowledge, satisfied. For now, heh.
*Ongoing TS2 informational projects (come on by to contribute, get info, or spectate!): (1) the SimPE Preservation Project and (2) Conflict Tracking for the 3t2 Traits Project Mods
*Need a Pescado mod? Use his hack directory: in the first post, find the link for your latest EP, then go in hacks/
#34
7th Nov 2017 at 2:02 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Updated first post (wish you could sticky threads like this).
Inventor
#35
7th Nov 2017 at 5:45 AM
Last edited by Sketching : 7th Nov 2017 at 12:15 PM.
Posts: 978
Just wondering... Is it possible for me to write up a tutorial here on editing relationships in SimPE? I couldn't find one here or on google and I thought I might post one here instead.
#37
7th Nov 2017 at 6:50 AM
Quote: Originally posted by Charity
Updated first post (wish you could sticky threads like this). |
It's not that we can't but there are already 5 stickied in the sims 2 section.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
#38
7th Nov 2017 at 7:07 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Quote: Originally posted by joandsarah77
It's not that we can't but there are already 5 stickied in the sims 2 section. |
But none of them are tutorials.
Inventor
#39
7th Nov 2017 at 9:35 AM
Posts: 978
Editing Relationships in SimPE
There may be times that you wish to edit sims' relationships for storyline reasons. Maybe you want to fix a glitch wherein sims are suddenly flagged as engaged or married to sims they've never even met. Maybe you don't like some of the set relationships in premade hoods. If that's the case, then this tutorial can help you.Note: Do not attempt to use this tutorial to create relationships with unsafe NPCs.
Spoilered for pictures:
1) Enable Plug-in view (it should be at the bottom left). Go to Tools -> Neighborhood -> Neighborhood Browser and open the neighborhood you want to edit.
2) To the left, there should be a Resource Tree pane, and under that is a category called Sim Description. Click it. You will notice that the right pane, Resource List, will show a rundown of sims in the neigborhood. Find the sim whose relationships you want to edit. In this case, I'll erase Juliette Capp's relationship with Romeo Monty, so I'll select her entry.
4) Once you click them, their information should appear on the Plug-in panel below. There will be a row of large icons and there should be a Relationships icon among them. Click that one.
5) You may notice that a particular household shows up on the bottom left panel. If you click one of the sims that household, the bottom right panel will show 2 boxes. These are the relationship levels and flags your sim and that sim have with each other. These may not be reciprocal (one has an unrequited crush on the other). That's okay - that happens in-game as well. Now, just focus on the Plug-in view window.
6) Below the row of large icons, you'll find a drop-down bar. If you click it, a list of families in that neighborhood will show up. Click the household with the sims you want to edit. In this case, we want to find Romeo Monty and since he belongs in the Monty household, select Monty.
If you want to, you may use [All Households], which will show everyone your sim has had relationships with in the neighborhood. It may take a while to load everybody's entries, however, and you may find sims the active sim has never met before. This is because showing up on the same lot can create hidden relationships although they will still have never actually met - that's okay.
7) Like before, avatars of the sims belonging in the household will appear in the lower left box. Since we clicked Monty, every Monty household member Juliette has had contact with will now show up in the bottom left panel. This may take some time to load as a result, especially if you have several households with the same household name. Select the sim you're looking for, Romeo in this instance.
Notice that there are two relationship boxes on the right side - one depicting Juliette's relationship with Romeo and vice-versa. In the case of family members, the tags will also be different, which will be discussed later.
"Wait - I can't see anything in the boxes." - It could be your SimPE theme. Check below for instructions on how to change it.
8) There should be another drop down list on the top part of those relationship boxes. Clicking them will reveal a list of family relationship tags. If you want to don't want any specific family tags, set to "Not defined or Unknown," which is used for unrelated sims, like Romeo and Juliette. Adjust both drop down list choices to your preference accordingly.
9) The colored bars below the family relationship tags indicate strength of the relationship. Type in your desired value (anywhere between -100 and 100) in the boxes next to the bars to change them. You could also drag the colored bars to the sides, but sometimes the bar color won't immediately coincide with the negativity/positivity of the relationship.
10) At the bottom part of these boxes are tick boxes for relationship flags (Friend, Best Friend, etc.). Tick the tags you want and untick all of those you don't.
In this case, I edited the relationships so that it's as if Juliette and Romeo never met at all.
If you have any other of the active sim's relationships you want to change, you may do so, such as making Puck Summerdream Juliette's love interest instead. You can also make one-sided relationships this way as well, such as making Juliette have an unreciprocated crush on Mercutio Monty.
12) Once you're done, commit changes and save - in that order or none the changes will stick and you'll have to repeat all of this again.
Family Members:
Earlier, I mentioned that sims may have different family relationship tags. Here's an example:
According to this, Oberon Gossamer is considered Bottom Summerdream's parent.
If you wish to add/remove a sim's relationships with their family members, however, this tutorial might not be enough because their family trees are still stored in Family Ties. In that case, here is a tutorial for that: http://hullabaloo.sunsims.com/forum...opic.php?t=7085.
Wait - I can't see any of the relationship tags!
Is this what you see?
That may be because of the Office2003 theme, which keeps the black font on a black background. Change it under Extra -> Preferences -> SimPE Settings -> Theme.
Recommended tutorials related to the topic:
Editing memories: http://modthesims.info/t/228915
#40
5th Dec 2017 at 2:53 AM
I promised to give instructions on how to merge Squinge's Lecture mod with inteen. As there were two people who wanted it I decide to make it a written up tutorial instead, and since I thought there may be more people who want it I might as well share it. Too specific to make sense as a tutorial thread, so I am hoping it's okay if I attach it here. I forgot to mention in the tutorial that when the merge is done you only need the inteenimater_b package, Squinge's mod is not required because you add everything to the B-package. So only use the inteen one in your game.
@EmeraldFalcon @Sunbee Tutorial is done
It will work for any mod where it's the action string text list that conflicts, but depending on your skill set it may be hard to apply it to other situations, especially if there are multiple uses if action strings in the bhav.
Creations can be found on my on tumblr.
@EmeraldFalcon @Sunbee Tutorial is done
It will work for any mod where it's the action string text list that conflicts, but depending on your skill set it may be hard to apply it to other situations, especially if there are multiple uses if action strings in the bhav.
Attached files:
Tutorial_MergingInteenAndLecture.zip (1.52 MB, 22 downloads) - View custom content | ||
1649944 2017-12-05 03:48 Tutorial_MergingInteenAndLecture.pdf --------- ------- 1649944 1 file |
Creations can be found on my on tumblr.
#41
6th Dec 2017 at 9:32 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Updated the first post.
#42
10th Dec 2017 at 1:12 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Bumping this to add gdayars' post on the values for skills in SimPE.
Quote: Originally posted by gdayars
I copied this from some old thread in create some time ago, and I don't remember what thread it was in, sorry. Literal values (if you're changing the value in a BCON, or entering them as literals in a BHAV): 0x09 Cleaning 0x0A Cooking 0x0B Charisma 0x0C Mechanical 0x0F Creativity 0x11 Body 0x12 Logic BCON values (If you're changing an existing BHAV to point to a different line in the global skills BCON): 0x011B:0x00 Cleaning 0x011B:0x01 Cooking 0x011B:0x02 Charisma 0x011B:0x03 Mechanical 0x011B:0x04 Creativity 0x011B:0x05 Body 0x011B:0x06 Logic The skill flags are: Cleaning 0080 Cooking 0001 Charisma 0020 Mechanical 0002 Creativity 0010 Body 0008 Logic 0004 To get more than one to show up at the same time you have to add them together in hex. So "+Mechanical, +Body" would be 000A. "+Mechanical, +Body, +Creativity" would be 001A. |
#43
24th Jan 2018 at 4:52 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Bumping this again, because I had to search through Google to find it.
#44
24th Jan 2018 at 8:56 AM
Last edited by jain : 24th Jan 2018 at 10:45 AM.
Posts: 295
Quote: Originally posted by natboopsie
And the additional/alternative usage: you can also strip lots that are already placed in a hood, without ever packaging them again before or after, as long as you know their lot number. However, I have only done this in unplayed lot-testing hoods (the kind I make only to place a few interesting downloaded lots, to see whether I want to keep any---then deleting the whole hood when done, never playing it). So I will err on the side of caution and not recommend that anyone strip a placed lot inside hoods that they care about. Working with a package, especially one you've made a backup of first, is surely always safer! (And if anyone out there knows for sure that my alternative method is also safe to use in actively played hoods, please let us know. |
#45
24th Jan 2018 at 3:26 PM
Posts: 2,054
Thanks: 3665 in 29 Posts
Subscribe to it then you can find it in your subscribed threads.
Quote: Originally posted by Charity
Bumping this again, because I had to search through Google to find it. |
#46
25th Jan 2018 at 12:49 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
I can do that? How?
#47
25th Jan 2018 at 1:56 AM
Mini Tutorial on how to Subscribe to Threads on the Mini Tutorial Thread
Quote: Originally posted by Charity
I can do that? How? |
1. Click the subscribe button at top of thread page
2. Click 'Subscribed Threads' under 'User tools' at top left
3.
Visuals attached
Uh oh! My social bar is low - that's why I posted today.
My SIMBLER | SIM WHIM | SIM VIDS | SIMS 2 STORIES | SIM PICTURE-TAKING TIPS | MY HOOD | SIMSTAGRAM | TWITTER | TWITCH
#48
25th Jan 2018 at 2:18 AM
Posts: 10,922
Thanks: 5469 in 47 Posts
Thanks. Still will be a little hard to find as you're automatically subscribed to every thread you post in (and I post too much).
#49
25th Jan 2018 at 2:40 AM
Oooh good call. I forgot about that part since I don't start a lot of threads.
Uh oh! My social bar is low - that's why I posted today.
My SIMBLER | SIM WHIM | SIM VIDS | SIMS 2 STORIES | SIM PICTURE-TAKING TIPS | MY HOOD | SIMSTAGRAM | TWITTER | TWITCH
#50
25th Jan 2018 at 2:51 AM
Posts: 421
Well, here's another way to manage "Subscription Overload": arrange your thread subscriptions in folders. I currently have, aside from my main Subscriptions folder (reserved for threads I'm following very closely), extra folders for Sims 2-related threads, Sims 3-related threads, non-specific Sims-related threads, and just miscellaneous threads from the General Discussion areas (that one's my smallest folder, FWIW). If you ever want to see all of your subs, regardless of folder, there's also the " View all Subscribed Threads" link on your main Subs page.
WARNING: Professional Lurker Alert!
WARNING: Professional Lurker Alert!
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"Ew, trees [WooHoo-ing]." -- "Oral Pollination", Not Always Right |
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