Now that is good news. Now I just need to work out why my bite animations don't run at all. Apparently it's a bug or something?
Search found 168 matches
- December 7th, 2019, 4:59 am
- Forum: Retuner Discussion
- Topic: Social Interactions tunable?
- Replies: 17
- Views: 1813
Social Interactions tunable?
- December 7th, 2019, 4:35 am
- Forum: Retuner Discussion
- Topic: Social Interactions tunable?
- Replies: 17
- Views: 1813
Social Interactions tunable?
Would that enable vampires to drink from other vampires? Something I've been wanting for ages!Chain_Reaction wrote: ↑December 6th, 2019, 5:27 pmThe autonomy for this is core blocked if they are an active Sim. You'd have to remove the proc test from the socialdata XML which will also allow them to drink from other occults.
- December 7th, 2019, 4:21 am
- Forum: Woohooer Discussion
- Topic: Woohooer Script Error With Tuning Mod
- Replies: 7
- Views: 1079
Woohooer Script Error With Tuning Mod
Okay, with Woohooer taken out, there's no error and for the user-directed interaction, no jump either. It's definitely the <ProcTest key="TargetIsVampire" /> that's having a problem with Woohooer. :huh: With that line taken out, it runs fine. This mod's for my own use anyway so I don't mind this so ...
- December 7th, 2019, 4:00 am
- Forum: Woohooer Discussion
- Topic: Woohooer Script Error With Tuning Mod
- Replies: 7
- Views: 1079
Woohooer Script Error With Tuning Mod
This is odd. It's safe to assume you didn't modify woohooer to do this right? Is there a script error produced when they jump? Does the jump still happen without woohooer? It turns out it was a bout of stupidity on my part. :oops: I'd put "AmorousReaction" instead of "Amorous" for the state and tha...
- December 7th, 2019, 3:16 am
- Forum: Woohooer Discussion
- Topic: Woohooer Script Error With Tuning Mod
- Replies: 7
- Views: 1079
Woohooer Script Error With Tuning Mod
Never touched Woohooer. Nope, this was a simple tweak to change the interaction from friendly to flirty. No script error produced when they jump. I haven't tested without Woohooer, so I'll give that a try later. Thanks Chain!
- December 6th, 2019, 12:11 pm
- Forum: Woohooer Discussion
- Topic: Woohooer Script Error With Tuning Mod
- Replies: 7
- Views: 1079
Woohooer Script Error With Tuning Mod
Amendment: Well, it was working fine last night. Apparently today it isn't. They jump straight out of the interaction, both autonomous and user-directed. Just thought I'd mention in case it helped.
- December 5th, 2019, 2:17 pm
- Forum: Woohooer Discussion
- Topic: Woohooer Script Error With Tuning Mod
- Replies: 7
- Views: 1079
Woohooer Script Error With Tuning Mod
Right, so I'm working on a little mod to make the 'Compliment Dental Hygiene' a romantic interaction instead of friendly. It shows up fine, works as intended. Except Woohooer doesn't seem to like the idea much and tossed this up: -- Messages -- Try: BuffBooter Reference: NRaas.Woohooer.Buffs Listing...
- December 5th, 2019, 1:38 pm
- Forum: Careers Discussion
- Topic: Using Store Content for Opportunities
- Replies: 22
- Views: 4960
Using Store Content for Opportunities
In the end, this might be better. All I've got to do is re-design the wording for the opportunities, so it's no hardship at all.
And not a problem. I usually like to try this stuff out myself. It's only once the game explodes in my face that I need help
And not a problem. I usually like to try this stuff out myself. It's only once the game explodes in my face that I need help
- December 5th, 2019, 6:12 am
- Forum: Careers Discussion
- Topic: Using Store Content for Opportunities
- Replies: 22
- Views: 4960
Using Store Content for Opportunities
Bad news. I think you're getting that because those two interactions don't have a standard instance like most interactions do. If you want to test my theory, use the 'PlayTogether' interaction instead and see if it works. That's done it! They both complete properly now! Thank you, you're a genius! <3
- December 5th, 2019, 4:40 am
- Forum: Chatterbox
- Topic: Problem with NPC's
- Replies: 40
- Views: 3671
Problem with NPC's
I'm reasonable sure the R is Resident and the RE is Resident, Employed. No idea what the AR is though