GoHere and NPC Subway mod conflict?
- Chain_Reaction
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@deesim; Yeah, there are doors quite a lot of them. I was just in time to grab them all before the site where these replacements RH went off the web. Since Jinx didn't hosted them anywhere else, I put them on my mediafire account till he resurface somewhere.
I just tried the doors and they work with TFM route fixes, Gohere and Subway Pay mod.
Building notes:
Door requires to be placed on the wall, the room needs a minimum space of 5x3. The door itself is (3x1) in the Door Catalog shown with a blue button icon within it a white subway (it showed in my list as the first item in the door catalog).
Put the door in the middle of the 5 tiles wall where you have 1 tile free on each side on the edges.
I just tried the doors and they work with TFM route fixes, Gohere and Subway Pay mod.
Building notes:
Door requires to be placed on the wall, the room needs a minimum space of 5x3. The door itself is (3x1) in the Door Catalog shown with a blue button icon within it a white subway (it showed in my list as the first item in the door catalog).
Put the door in the middle of the 5 tiles wall where you have 1 tile free on each side on the edges.
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I felt I had to rebuild the subways again, only because the doors called for a completely different size and style from my previous ones, and I have to say I actually prefer the doors, they're much more versatile and better looking! Thanks again for mentioning these, J4Ks
My active sim uses them fine, no route fails. Strangely, I had to place the doors with the arrows pointing outwards for the sims to walk IN (they wouldn't do it otherwise, I didn't think the arrows on doors made any difference)
I have no script errors - but then, NPC sims aren't using the subways lol. I edited Retuner to make them (kDistanceMustSaveInOrderToUseSubway set at 100 and kNPCSubwayUseChance aet at 1) but the settings don't seem to take, even after restating the game. Any ideas? Should I use a tuning mod instead? (I've noticed some of my other settings I made in Retuner don't always take either, but that's for another thread lol)
@Chain, no worries I really thought the rugs would be alright as I use the other rugs for grocery stores, offices etc. I'm glad to know that it wasn't anything I was doing in particular to cause the errors.
@ brappl, I made sure I had the testing version installed but it kept showing V44
@ Chain, Ah, that's why lol.
My active sim uses them fine, no route fails. Strangely, I had to place the doors with the arrows pointing outwards for the sims to walk IN (they wouldn't do it otherwise, I didn't think the arrows on doors made any difference)
I have no script errors - but then, NPC sims aren't using the subways lol. I edited Retuner to make them (kDistanceMustSaveInOrderToUseSubway set at 100 and kNPCSubwayUseChance aet at 1) but the settings don't seem to take, even after restating the game. Any ideas? Should I use a tuning mod instead? (I've noticed some of my other settings I made in Retuner don't always take either, but that's for another thread lol)
@Chain, no worries I really thought the rugs would be alright as I use the other rugs for grocery stores, offices etc. I'm glad to know that it wasn't anything I was doing in particular to cause the errors.
@ brappl, I made sure I had the testing version installed but it kept showing V44
@ Chain, Ah, that's why lol.
- icarus_allsorts
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@deesim: When you say your active sim uses the subways fine, are you testing that by clicking on the subway itself and using "Travel to..." or "Travel Here"? The problem I described before doesn't happen with these interactions since the interactions themselves will memorize the destination subway and not just the exit slot location so almost never fails, regardless of the subway object (rabbithole/rug/door).
To check if the subways you've set up are compatible with the routing system, click on a point near a subway but NOT the actual subway itself (choose a subway that isn't the closest to your sim at the time) and use the "Go Here" interaction. The routing system will attempt to find the subway closest to your sim and the subway closest to the destination point and then check if
a) is it possible to route the sim to the first subway's entry slot
b) is it possible to route the sim from the 2nd subway's exit slot to the destination point
If either a) or b) fails, the sim will decide not to take the subways, which is the behavior your NPCs are exhibiting at the moment.
You might have to tweak which ways the subway doors are pointing again, and maybe experiment with the doors on just a flat wall without actually pointing in or out of a room, or conversely pointing in or out of a fully enclosed room
To check if the subways you've set up are compatible with the routing system, click on a point near a subway but NOT the actual subway itself (choose a subway that isn't the closest to your sim at the time) and use the "Go Here" interaction. The routing system will attempt to find the subway closest to your sim and the subway closest to the destination point and then check if
a) is it possible to route the sim to the first subway's entry slot
b) is it possible to route the sim from the 2nd subway's exit slot to the destination point
If either a) or b) fails, the sim will decide not to take the subways, which is the behavior your NPCs are exhibiting at the moment.
You might have to tweak which ways the subway doors are pointing again, and maybe experiment with the doors on just a flat wall without actually pointing in or out of a room, or conversely pointing in or out of a fully enclosed room
Testing results following instructions from Icarus
Very interesting results if I say so myself lol.
Using: Subway Rabbithole Doors
A. Subway 1 with doors in enclosed space - sim travelled from here to Subway 2, user directed - successful.
B. Subway 1 with doors in enclosed space - clicked 'Go Here' by Subway 2, sim started to walk to the Subway 2, no attempt to travel from Subway 1 - fail
C. Test Subway Flat Wall 1, (no enclosed space) - clicked 'Go Here' by Test Subway Flat Wall 2 (n.e.s). Sim routed to subway doors and travelled to Subway 2! - Successful
D. Test Subway Flat Wall 1, (no enclosed space) - directed sim to 'travel to' Subway 2 in enclosed space - successful. (So, as you said, userdirected orders always seem to work, regardless of object. I also tested this with a rabbithole rug and EA subway (all successful). But in my main game I won't mix the types).
So to answer your questions, a) and/or b), there was a fail - the sim just started walking to the destination with an enclosed spaced subway, but not when they were placed on flat walls, they travelled freely between stations with no problems. So does that mean I have to now make subways with only one wall of 5 tiles and a door? lol. That would look so funny )
Changing direction of arrows of doors were abit hit and miss in enclosed spaces, not always consistent, sometimes they worked, sometimes not.
They always worked on flat walls, no enclosed space. The sim would just walk around the wall to go through the other side lol.
Very interesting results if I say so myself lol.
Using: Subway Rabbithole Doors
A. Subway 1 with doors in enclosed space - sim travelled from here to Subway 2, user directed - successful.
B. Subway 1 with doors in enclosed space - clicked 'Go Here' by Subway 2, sim started to walk to the Subway 2, no attempt to travel from Subway 1 - fail
C. Test Subway Flat Wall 1, (no enclosed space) - clicked 'Go Here' by Test Subway Flat Wall 2 (n.e.s). Sim routed to subway doors and travelled to Subway 2! - Successful
D. Test Subway Flat Wall 1, (no enclosed space) - directed sim to 'travel to' Subway 2 in enclosed space - successful. (So, as you said, userdirected orders always seem to work, regardless of object. I also tested this with a rabbithole rug and EA subway (all successful). But in my main game I won't mix the types).
So to answer your questions, a) and/or b), there was a fail - the sim just started walking to the destination with an enclosed spaced subway, but not when they were placed on flat walls, they travelled freely between stations with no problems. So does that mean I have to now make subways with only one wall of 5 tiles and a door? lol. That would look so funny )
Changing direction of arrows of doors were abit hit and miss in enclosed spaces, not always consistent, sometimes they worked, sometimes not.
They always worked on flat walls, no enclosed space. The sim would just walk around the wall to go through the other side lol.
I think I managed a workable solution, that is to place the subway door on a 3-tile wall and enclose it in a room of 10x10 - as long as the wall that the doors are on do not touch the edges of the room, it seems to work (on a test world with 2 subway stations). I'll test more on a bigger world with 10 stations