How To Install The Sims 2 Package Files For Ps3
While a professional politician might have their hard-working American citizen cosplay down, us average Joes might not be as skilled when it comes to rolling up those. If you’ve ever wanted your little computer people of The Sims 3 to contemplate the dark corners of their lives, the Late Night expansion is your ticket to blood. The Sims 3 Expansion Pack Installation Order Expansion/Stuff Pack Install Order and Manual Uninstall of EPs/SPs. This page covers the install and uninstall process. Here is a redone port of Avoidance for PS3. I had released a PS3 port ages ago but it was busted and really just unplayable. So I completely rewrote everything to do.
Mod The Sims - Drinks For Your Sims. No changes needed for 1. File Name: ani. No changes except I accidentally uploaded the shorter values by default, so moodlet values are buzzed 3h, tipsy 6h, drunk/hangover 1.
The Sims 3 was so good that even with The Sims 4 released in the world, players all over still go back to the beloved game. That means that mods are essential to the. The first Sims 2 expansion pack. In The Sims 2 University, players for the first time will play through the new “young adult” life stage as their Sims head off to.
Remember you can always tune these if you want them longer. I do listen to the k. Juice. Keg. Pour. Juice but it doesn't seem to get activated. Changes: Quote: Originally Posted by JT`What I would suggest, if possible, is to create a . This at least gives them the opportunity to take a couple of sips and to chat with friends while drinking before they go nuts.
When that runs out, the drunk interactions happens. If you drink while you have the counter, the counter resets. Adobe Reader Mobile Free Download there. You can change the counter time out from the buffs xml in the mod. The moodlet doesn't have a name because I couldn't figure out what to call it, if you have good suggestion I'm all ears and can update the name the next time this mod needs updating. EA inherited the concession stand drinks from the same glass object as bar drinks. So my drunk mod treated them as booze and you could get drunk form coco The Seasons update fixes this.
The shorter file's moodlet values are buzzed 3h, tipsy 6h, drunk/hangover 1. Use only one of these. Bugs: The custom moodlets are still not saved when you exit and return to the game. Almost have it working, so hopefully by seasons it's fixed. I did this change because the ATS alcohol bottles are cloned from nectar, so now you can get drunk from them.
Note: Only use one version. If you download this, remove the older one from your mods folder.
Bugs: - Custom moodlets are not saved when restarting the game. Basically if you have a drunk moodlet, save exit, and re- load the game, the moodlet is not there. Next version- I want to find a better image for the hang- over moodlet. I know which one I want to use, but I couldn't find it- - -- -- -- -- -- -- -- -- -- -Drinks For Your Sims. Filename: ani. I cleaned up the description below, it was too long and talking about things no longer valid in the mod. Please note this is still experimental, I've tested this in my test hood and I've used it in my main hood, but I've not played excessivly with it since I did the custom moodlets. I'll keep the old version of this mod up, until SHT comes out.
Then hopefully all bugs in the new ones have been fixed. What's new in version 2: Quote: Originally Posted by JT`Would it be possible to disable the interaction popups?. It could probably be accomplished by three stages of custom moodlets - - . This pretty much summons it up. Now, the mod works as follow. From the first drink you get buzzed, from the second tipsy, from the third drunk.
When the drunk moodlet runs out, you get the hang- over moodlet which is nauceas from juice. If you have a drink while drunk, the drunk moodlet will reset. If you have a drink while having a hang- over, the hangover moodlet is removed and replaced with drunk. The buzzed, tipsy and drunk moodlets are custom, but I used already in the game exisitng moodlet images. The nauseas moodlet is the normal in- game moodlet, not custom. Modding the mod: You will need to open the mod up with S3.
PE. But you can turn them on via the xml. Special thanks to Twallan for answering my question about custom moodlets. Also for his mods, that I studied to figure out how do custom moodlets work. The code to reading the moodlet xml is copypaste code from Twallan's woohooer mod, so thank you for that also.
And of course to JT` for giving the idea for the changes. Bugs: None to my knowledge, but I'm sure there are some. Drunk meant you did one random interaction after that, running around naked was my favorite For the lack of creative powers of my own, I give you a ripped off version of that mod. Disable Just In Time Debugging Microsoft Script Editor Virus on this page.
How It Works. This mod listenst to the Event. Type. Id. k. Had. ADrink and when it is triggered, my custom code for making Sims drunk, will appear. Random interactions are split to two categories, done to yourself and done to others. When you select the drink, the game will select which interaction to choose the action from. The random interaction will always be done to yourself if- you are alone on the lot- if the other Sims on the lots are children or below (random interactions to others should only happen to teens and above)Random Interaction done to others. For this I use an in game method that returns all possible interactions for the Sim who's drunk to the Sim who's randomly chosen.
So this can be anything from innocent chatting, to flirting with your best friend's spouse to fighting. It's random. Random Interactions done to yourself- Sing: They will use the WA sing animations, but sing the song from the shower, it doesn't always sync up well, but what drunk singing does?- Pass Out- Wet Self- Get Naked (or if already naked, choose a random outfit)- Talk to Self- Bad Buzz (the animations from getting electrocuted)- Cry- Drunk Hysteria (a collection of three or four laughing animations). This is the only interaction I'm not happy with so I'll most likely change it to something different when I update this mod. Have fun - ani. Additional Credits: - For all the people who created the tools I used, s. For Kolipoki and his object modding tutorial- jazzem for testing, thank you tons, it was of great help to me- Darkpool/Lostaccount for her scrip modding tutorial- Twallan for answering my question about custom moodlets.
PS3 Homebrew - Brewology - PS3 PSP WII XBOXDOOM made it's first appearance back in 1. GT interactive. DOOM is well known for popularizing first person shooter games, pioneering immersive 3.
D graphics as well as being one of the first games to feature networked multiplayer support. I set the resolution info in PARAM. SFO correctly so that XMB will not even let you launch it unless you have 1.
The controls are also hard- coded and it has no music yet, but because this version is already quite playable (I just played through the whole shareware episode using it) I thought I'd upload it. Timing seems to work OK like this though. Then copy a supported DOOM IWAD to the game's directory (/dev. Then you just launch the game from the XMB icon and it should work. I am probably going to add fully customizable controls including USB keyboard/mouse support later when I get around to adding some kind of a launcher for the game.
The launcher will also allow you to put multiple IWADs in your WAD directory and select one of them, load PWADs, etc. Right now that's not possible. This will be fixed later when I get around to adding scaling using the RSX. I am also not interested at all in hardware accelerated DOOM. Just take a look at any of the accelerated DOOM ports for the PC or even Carmack's official i.
Phone port. The lighting is totally wrong in all of them (way too bright and uniform) unless perhaps you're playing a map specifically designed for them. However, if it turns out that prboom+'s software renderer can't run in 1. PPU alone, I don't think attempting to offload some of the work to the SPUs is totally of the question then. Otherwise Lv- 2 will crash and reboot. AFAIK this is a bug in PSL1. GHT and not my own fault, but feel free to tell me if I'm wrong. But that was the case even before I touched it at all.
Especially the earliest versions of DOOM 1 are problematic. Sound effects should work pretty much perfectly now, there's a simple launcher that will allow you to select an IWAD if you have multiple ones available (no PWADs yet, and the launcher menu only lists the first 1. IWADs it finds which can happen if you have duplicates of them on different storage devices) and in case an error happens after graphics have been initalized, you'll see the error message on screen.
I had no intention to not release sources anyway, and this allows me to use code from other GPL'd ports. The 7. 20p scaler in use now is from Chocolate Doom (though adapted to work with true transparencies instead of faking them with palette lookup tables) and 1. STILL DO NOT WORK. If you want to force 7.
TRIANGLE immediately after you select PS3. DOOM's icon from XMB and keep it held down until the launcher WAD menu appears. This is a workaround until I can figure out a way to query available video modes using PSL1. GHT. I don't just want to assume a particular mode is available, and PSL1.
GHT's video. Test example just selects the same mode XMB is running in, which is always the highest resolution available.