override files for EA packs vehicles don't work

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Chain_Reaction
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override files for EA packs vehicles don't work

Post by Chain_Reaction » February 5th, 2023, 12:58 am

Turjan wrote:
December 29th, 2022, 9:53 pm
One of the hover scooters was missing from the list in SP, the other one needed a reflag.
Does this resolve the outstanding issues or are there still scooters missing from the list?
indignantgirl wrote:
January 22nd, 2023, 9:31 am
I, too, have the issue of everyone buying the Hover Scooter no matter what I do (even with the newest test versions of all the SP mods). I rarely see them around town because I think the sims prefer to use cars if they have them (and most sims buy a car at some point). But yeah, I really dislike it.

I have no ideas other than what C-Dark has recommended, but I really wish the game classed them as cars instead of bikes so we could "disallow" them like the other ITF vehicles. As it is, I just use MC to flush them all every now and then.
Have you tried the tuning file Turjan linked and see if they show up in the list then?

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override files for EA packs vehicles don't work

Post by Turjan » February 5th, 2023, 7:24 am

Chain_Reaction wrote:
February 5th, 2023, 12:58 am
Does this resolve the outstanding issues or are there still scooters missing from the list?
It's been years since I've added that file, which means I don't remember all details, but the file fixed all my scooter issues at that point. I think you added the tractor and the gondola to the excluded list later than that, which were two of the - then - remaining issues that seem to be fixed nowadays.

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override files for EA packs vehicles don't work

Post by indignantgirl » February 5th, 2023, 12:15 pm

Chain_Reaction post_id=93204 time=1675576695 user_id=2 wrote:
Turjan post_id=92538 time=1672368838 user_id=20191 wrote: One of the hover scooters was missing from the list in SP, the other one needed a reflag.
Does this resolve the outstanding issues or are there still scooters missing from the list?
indignantgirl post_id=92896 time=1674397900 user_id=20577 wrote: I, too, have the issue of everyone buying the Hover Scooter no matter what I do (even with the newest test versions of all the SP mods). I rarely see them around town because I think the sims prefer to use cars if they have them (and most sims buy a car at some point). But yeah, I really dislike it.

I have no ideas other than what C-Dark has recommended, but I really wish the game classed them as cars instead of bikes so we could "disallow" them like the other ITF vehicles. As it is, I just use MC to flush them all every now and then.
Have you tried the tuning file Turjan linked and see if they show up in the list then?


Thank you to Turjan for linking the file and thank you Chain for pointing it out! I confused it with the post about making a Blacklisting Override Thingy (which continues to confound me).

So there are supposed to be TWO Hover Scooters on the list in SP? I always just saw one and figured that was the One. I'm gonna pop in that tuning package now and give it a whirl. :D

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override files for EA packs vehicles don't work

Post by indignantgirl » February 5th, 2023, 12:47 pm

Okay, I misspoke. I did already have 2 Hover Scooters on the list, (X-75 for adults and Ragin' Avian for the kids), but the kids version was never an issue so I forgot it was there. The X-75 is the one that keeps getting purchased regardless of it being disallowed in SP.

Is the tuning file unnecessary since both scooters show up on the list, or does the file have some other function?

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override files for EA packs vehicles don't work

Post by Chain_Reaction » February 6th, 2023, 2:16 am

indignantgirl wrote:
February 5th, 2023, 12:47 pm
Is the tuning file unnecessary since both scooters show up on the list, or does the file have some other function?
The scooter being classified as a bike is the issue. The tuning changes that. See if they still purchase them with it installed.

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override files for EA packs vehicles don't work

Post by indignantgirl » February 6th, 2023, 12:20 pm

Chain_Reaction wrote:
February 6th, 2023, 2:16 am
The scooter being classified as a bike is the issue. The tuning changes that. See if they still purchase them with it installed.

Well, it's lookin' good so far! My current save has gone through 2 purchasing cycles since I added the tuning and the only bikes sims bought were actual bikes. I suppose it could be a fluke but I typically get at least 1 (and up to 4!) hover scooters per cycle so I'm very, very happy with this. :D

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override files for EA packs vehicles don't work

Post by Chain_Reaction » February 6th, 2023, 4:39 pm

It should work but asking users to install a tuning file is not an acceptable solution overall. After researching more it's not the purchase cars scenario doing it, it's the bike one which doesn't honor the disallowed vehicles setting and would be a pain to make do so. I could just hard block the scooters in it easily or maybe I should gate it by the future world so they will still buy the things there.

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override files for EA packs vehicles don't work

Post by Turjan » February 6th, 2023, 7:23 pm

Yeah, it's mostly teenagers that use that thing in Oasis Landing.

I wonder whether motorbikes are yet another category? I ask because teenagers can use those without driver's license.

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override files for EA packs vehicles don't work

Post by Chain_Reaction » February 6th, 2023, 8:18 pm

Turjan wrote:
February 6th, 2023, 7:23 pm
I wonder whether motorbikes are yet another category? I ask because teenagers can use those without driver's license.
As in another thing you'd like to be blocked? Or should it check for drivers license? I'm not in game atm, are those also under bikes vs vehicles?

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override files for EA packs vehicles don't work

Post by Turjan » February 6th, 2023, 9:00 pm

No, it doesn't really bother me much. I usually just buy them bikes and assign those to teens as preferred vehicles. I'm not in the game, either, so I don't know the answer to the question.

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