About DebugEnabler and its features

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Sara_Darkees
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About DebugEnabler and its features

Post by Sara_Darkees » April 24th, 2019, 4:25 pm

No complaints, just thanks. DebugEnabler - an indispensable mod. It corrects the strange preferences of sims in choosing a door on the public lot, opens doors (literally or visually, I don't know how to explain it better), helps in decorating objects, raising them to a given height, and also allows to give the lot a normal name. Seriously, I was surprised and upset that EA was able to call their buildings long names, and I could only write three short words. Now this strict restrictions don't limit my flight of fancy. And I'm pretty sure I haven't discovered all the advantages of a mod that I might like. Can someone else share how and what this mod can be used for? What if I find out something else unusual?

Anomymous_User999
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About DebugEnabler and its features

Post by Anomymous_User999 » April 24th, 2019, 5:02 pm

=12pxThere's only too many things I can name. One of them, I know you can open closed public areas on your map, like the Bistro, the shopping store, your workplace or whatever location they host performances! You can spawn meteors on whatever lot you please--my personal favorite! And there's a similar command where you can kind of summon group servings or single serving meals without being a genie!

But there's many helpful things you can do. Like use your mailbox to fix invisible sims or upgrade all electric items on your lot. Oh, and it can purge your items in your inventory, if you feel like you feel like it's too much to carry.

The list goes on and on. The possibilities are endless.

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Sarah_Sims
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About DebugEnabler and its features

Post by Sarah_Sims » April 24th, 2019, 5:13 pm

Sara_Darkees,
You may find the Debug Enabler Interactions page on the Wayback Machine helpful. :-)

https://web.archive.org/web/20180227063 ... teractions

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Sara_Darkees
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About DebugEnabler and its features

Post by Sara_Darkees » April 24th, 2019, 6:45 pm

Anomymous_User999 wrote:
April 24th, 2019, 5:02 pm
You can spawn meteors on whatever lot you please--my personal favorite!
Please, tell me more about how to do this. This is exactly what I need to be happy!

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Sara_Darkees
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About DebugEnabler and its features

Post by Sara_Darkees » April 24th, 2019, 6:49 pm

Thank you, Sarah_Sims, because in my case this page wasn't available to me, although I am aware of the existence of Wayback. I there usually check the version of the previous mods.

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About DebugEnabler and its features

Post by Anomymous_User999 » April 24th, 2019, 7:57 pm

Sara_Darkees wrote:
April 24th, 2019, 6:45 pm
Please, tell me more about how to do this. This is exactly what I need to be happy!
[/quote]


=12pxOK. So what you do is you just click on the ground of any lot, >>>Nraas>>>>DebugEnabler>>>>then scroll down on the bottom to see two options that say something like "Spawn Meteor". I've tested both options. One actually notifies you that there is going to be a meteor, and then Sims actually notice right away. The other option is when the meteors just spawn, and then the sims only know it's coming when it's landing on them. Pretty cool option. You can also trigger a fire on your lot...I'm not sure if you have to click on the mailbox or the ground to do that, though.

Oh, and I know that you can actually force a challenge on your lot. Have you ever started playing as a household but there's a mission where there's bugs everywhere or there's a rodent fathom of some sort? Well, you can trigger those missions by also clicking on the ground on Nraas>>>DebugEnabler>>>(something that says force a challenge or mission...so yeah!)

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Sara_Darkees
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About DebugEnabler and its features

Post by Sara_Darkees » April 25th, 2019, 12:26 am

Anomymous_User999 wrote:
April 24th, 2019, 7:57 pm
So what you do is you just click on the ground of any lot, >>>Nraas>>>>DebugEnabler>>>>then scroll down on the bottom to see two options that say something like "Spawn Meteor". I've tested both options. One actually notifies you that there is going to be a meteor, and then Sims actually notice right away. The other option is when the meteors just spawn, and then the sims only know it's coming when it's landing on them. Pretty cool option. You can also trigger a fire on your lot...I'm not sure if you have to click on the mailbox or the ground to do that, though.
Thank you, good sir. I didn't see two options, but the only one that was on my list, works as expected. Now I'm playing without any story progression, and that's why similar catastrophes that would reduce the number of characters is what I need. I didn't want to remove anyone, I wanted the population reduction to be relatively realistic. I know about the existence of some household disasters when you move into a cheap house. But so far there is no need for me, as well as in the case of fires. Although maybe if I experiment, I'll find something that blocks the arson in the other houses. This problem has ruined my favorite career as a firefighter in new town.

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About DebugEnabler and its features

Post by sittingbear » April 25th, 2019, 1:46 am

Be careful with DebugEnabler there are a quite a few interactions that shouldn't be touched as they can really screw up your game. It gives access to the game Debugging options and some we have no idea what they really do.

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About DebugEnabler and its features

Post by Anomymous_User999 » April 25th, 2019, 8:56 am

=14pxThat goes for all the Nraas mods. One time I messed up my Traveler options by enabling a debug option for that mod. I don't remember what the option was necessarily called but it seemed to have purged all the possible neighborhoods I could travel to. So I was stuck with the three default traveling places.

Lesson learned, never enable debug for your Nraas mods...as they're already debugged.

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About DebugEnabler and its features

Post by sittingbear » April 25th, 2019, 1:04 pm

Anomymous_User999 wrote:
April 25th, 2019, 8:56 am
=14pxThat goes for all the Nraas mods. One time I messed up my Traveler options by enabling a debug option for that mod. I don't remember what the option was necessarily called but it seemed to have purged all the possible neighborhoods I could travel to. So I was stuck with the three default traveling places.

Lesson learned, never enable debug for your Nraas mods...as they're already debugged.
Traveler doesn't purge the neighborhoods but it can hide them and hiding them in the Debugging options makes very difficult to unhide them if you don't remember what you did.
But as for the Debugging options in Traveler or any of the other mods never turn it on unless told to by Chain or you know what your doing.

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