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Post by Finn Quill on Nov 16, 2015 4:52:39 GMT -5
So, an old SourceFed TableTalk and this video got me thinking it would be kind of a fun game to describe porn as done by famous directors. First, because it's too hilarious not to: Michael Bay. Alright, so for my own 'entry' into this game: Spielberg - Directs a very classy, well-written porno, but then decides to update it years later so the 'porn stud' whips out his phone instead of his duck. George Lucas is similar, except he digitally edits in a younger guy. Also 'something something lightsabers' and 'I am your father', make of those what you will. Also, by all means, do the same directors more than once, or follow up other peoples' jokes, as long as you add something to the joke.
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Post by Finn Quill on Nov 16, 2015 3:10:28 GMT -5
Thank you for your reply, Ryu. I will just ask at MTS then. Maybe it will be helpful to me. Another idea... (hi Ryu! <wave> I think this is my first post here... your fault! haha!) if you're going to MTS anyway, look at MC's Description page too. Especially under the blue buttons for Population and Pregnancy, but I'd say at least open them all up and peek at what they can tell you. Settings defaults, options, there's a LOT of info there. Protip on the forum number of pages... 2.2.0 is current, anything before 2.0.0 is going to be interesting reading for background, but not really helpful for the mod's new UI-based menu workings. Basically, anything before October, you can skip in comments. High points are in the Change Logs on the description page, anyway. You can find me on either MTS or officials... just landed here while I was chasing some of Ryu's blog links, so, I can't say I'm exactly "resident" here. Yet. Although I did Login, not Register... so I'm not totally new, I just have a lousy memory. ::Wave:: EG is a good source of info regarding what MC Command can and can't do, if she can't answer it, it's likely only Deaderpool will know.
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Post by Finn Quill on Nov 15, 2015 1:20:12 GMT -5
It might help to note that in Step 13, it's easiest to delete those lines backwards, otherwise the lower lines get moved up and they're no longer the numbers you mentioned.
EDIT: Oh wait, looks like you already took that into account...
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Post by Finn Quill on Nov 14, 2015 22:11:08 GMT -5
Awesome.
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Post by Finn Quill on Nov 14, 2015 21:36:35 GMT -5
Do you mind if I post this new item? With credits to you and D0rkysimmer, of course. I'll even link back to this tutorial so people can see how it was done.
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Post by Finn Quill on Nov 14, 2015 21:22:06 GMT -5
I was curious if anyone knows of any fantasy plant mods, particularly trees. Something that doesn't look like any of the trees currently in the game, preferably.
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Post by Finn Quill on Nov 14, 2015 19:21:40 GMT -5
MC Command CenterSorry, stevenssimsstuff, I have to remind myself that, unlike for Sims 2, people haven't been playing their games for almost a decade and therefore, recognize all the major mods off-hand by even just their acronyms or who made them. *lol* Even if not familiar with the mod, maybe someone knows the answer to the question of which households the game considers to be played. If I knew that I'd have a lot more information than I do now. I've skimmed through many pages of the comments section for the mod, but have not found the info I want and there are 217 pages of comments total! Deaderpool will often just answer questions, he knows the comments section is long. If he isn't available, egwarhammer and I are often flitting about too and we are pretty familiar with it and a lot of other mods. Ultimately, with flags, you can do a lot of micromanaging through MC Command. It really all depends on what you want. If you put an NC flag on a Sim, they won't couple (at least not without your input, possibly not even then, but I don't know for sure). There's a difference between active households and played households, but right now I'm not doing rotational play so I don't really know how everything interacts with played households. Still, there's a decent amount of nuance to what you can tell MC Command to do, and with a little extra micromanaging (through flags) you can control a lot of details and create a lot of exceptions.
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Post by Finn Quill on Nov 13, 2015 22:29:44 GMT -5
I don't hive time tonight hubby and I are going to a friends to play cards against humanity. But I can take some pics and write up how I did it sometime tomorrow, at the latest I can have it all done by monday. Awesome. Do it in your own time, I just appreciate you doing it at all.
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Post by Finn Quill on Nov 13, 2015 22:18:45 GMT -5
Very awesome. If you've got the time to show me, it'd probably do me some good to learn to tune items. At the very least I might be able to help other modders and mod users better that way.
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Post by Finn Quill on Nov 13, 2015 20:13:03 GMT -5
First here is a tutorial on basic tuning look over that to get an idea on how to do basic tuning change. I downloaded his object and opened it in Studio. The tuning he uses already has the <T>31586<!--object_Insane_TalkToObjects--></T> I am seeing if I can add just the talk to tuning from a plant. I will let you know how it turns out and if it works how to do it yourself. Thanks, I appreciate the help.
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Post by Finn Quill on Nov 13, 2015 19:41:02 GMT -5
You can but that is a lot more tuning you would have to add. Do you have permission to change the tuning of his object? Just looked at his site. He has no TOU. So you can do what you want. "I have no TOU/Policy for EA conversions. Do whatever you want with them! I would love for you to tag me if you recolor them." I'm totally up for trying to do it myself, but I have no clue how. I'm not remotely a programmer, my brain goes wonk when I try to look at stuff like that, but I can work it out if someone can point me in the right direction. And yeah, I'd totally credit the original modder (and Maxis too, since it's their object). I don't really know how talking to plants works, exactly. I haven't done a lot of gardening, so I don't know if it's got moodlets that might not make sense or how it's supposed to effect the object itself (and whether that would do anything at all if the tuning were on a non-growing object). Could I emulate the 'Talk to Objects' tuning without the limiter of it only allowing Insane Sims? Also, how would I go about adding the tuning to just allow insane Sims to do it? That way if the more complex modding is out of my scope, I can at least make that little change.
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Post by Finn Quill on Nov 13, 2015 19:05:35 GMT -5
All that needs to be added to the tuning is <T>31586<!--object_Insane_TalkToObjects--></T> But that will only work for sims with the Insane trait. Better than nothing, though I'm still not sure how to do that. Is there no way to make it work like talking to plants?
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Post by Finn Quill on Nov 13, 2015 7:32:57 GMT -5
Thanks for trying anyway.
Oh, and regarding the copyright thing, it shouldn't be an issue with this, since the item in question is a parody/reference item that was in Sims 3.
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Post by Finn Quill on Nov 13, 2015 5:55:09 GMT -5
you want a functioning Weighted Companion Cube That's the idea, to some degree. I don't really want it to do anything, just allow Sims to talk to it, like they do plants, or themselves (when Insane). I just think it's a nice touch.
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Post by Finn Quill on Nov 12, 2015 23:06:20 GMT -5
I'd be pretty surprised to find that any coder over at EA is even aware of player dissatisfaction with the game. My bet is that to them this is a job and they write the code they're paid to write and then go home and do their own thing. I'm sure they're not quite that insular, but still, coders, devs, gurus, whoever it is, I guarantee it's not the investors and producers and business moguls who have to deal with the vitriol up close and personal. Sure, it hurts their bottom line, but at the end of the day, it's never going to hurt them as much as it hurts the people who work for them. If Sims 4 doesn't do well, they'll just amputate what they consider dead weight, and go 'At least we still own a thousand sports games we can churn out every year with minimal effort!'
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