GoHere vs Unenclosed Rooms

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banque11
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GoHere vs Unenclosed Rooms

Post by banque11 » December 24th, 2017, 10:14 am

I built an open-air food kiosk with walls on three sides and a flat roof. The remaining side is a row of counters with a cash register on the inside and bar stools on the outside where patrons can eat. There's a door in one of the walls that I would like to lock for everyone except the register role sim, since inactives would swarm the inside of the kiosk (which is basically a kitchen) to admire the deco objects.

There's a "lock" interaction in build/buy, but it locks out the role sim too, so it cannot be used. I figured I'd try Nona's Lock Community Doors and Gates, which is also installed, but its interaction does not appear on the door in live mode. It does appear on other doors in the game, so the mod is working. The only difference is that the other doors are part of fully enclosed rooms. So it seems like Lock Community Doors and Gates only works with room that have walls on all sides. Does GoHere have this limitation too, or would it work in this case?

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igazor
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Post by igazor » December 24th, 2017, 10:47 am

GoHere locking would work, provided you have the version currently in beta testing (v44). You can use it to lock any door (gate, etc.) even if the door is in a single wall in the middle of nowhere that the sim can just walk around -- which as you've described it of course they can't in this case. There are also features to create one way doors and charge for entry if you want to get even fancier about it.

The other way to allow only Role Sims into the staff only area is to use the Barrier to Entry store set doors or turnstiles. But the GoHere way is much more flexible.

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Post by banque11 » December 26th, 2017, 3:42 pm

Tthe Barrier to Entry doors don't have a filter for allowing role/service sims. Just checked in game in case my memory was faulty. In fact, the official EA forums have posts complaining about this oversight. I guess the solution would be to give the assigned sim a ticket. This would get tedious, though, as the tickets do expire.

Seems like GoHere is a better option. Thanks for letting me know that it would work for incomplete rooms and that it also works for gates. Should Nona's mod be removed to avoid conflicts or redundancy?

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Post by Chain_Reaction » December 26th, 2017, 5:03 pm

Sims inventories get destroyed when they are hibernated so that wouldn't work either. You'd be giving them tickets daily.

And yes, GoHere is not compatible with nona's mod.

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Post by igazor » December 26th, 2017, 5:20 pm

That's odd, I could have sworn I had a way to keep my Role Sims at their assigned stations by putting up Barrier to Entry doors (the ones that look like security doors with the little red light on them) while not allowing anyone else "behind the counter" before the GoHere mod came along to do this better. And manual management of tickets was not part of that, inactive sims are provided with their own tickets automatically anyway when they need to go through a ticket based door/gate; Role/Service sims who are homeless have access to unlimited funds so this doesn't hurt them even if they were essentially being charged to go to work.

Maybe I had to do fancier things with those security doors and those sims than I am remembering right now, but if you can get GoHere to do what it should then that's typically going to be a much simpler solution.

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Post by banque11 » January 2nd, 2018, 1:59 pm

So I finally got a chance to install 44n today and was very excited to see the food kiosks I spent way too much time building be functional at last. Removed Nona's door-locking mod and cleared the script cache. Unfortunately, the same issue occurs: there's no "Lock..." or "Door Options" on the kiosk door. I then built a single, freestanding wall with a door, and an enclosed room with a door on the same lot. The locking interaction only appears on the door of the enclosed room, not on the door set into the freestanding wall. Interestingly, the interaction *does* appear on a door set into a freestanding wall if the that wall is inside an enclosed room. So the problem seems to occur when one side of the door is facing outside (as in outdoors). Is it possible to add the interaction to outside-facing doors too?

@Chain_Reaction

Thanks for the heads-up about the tickets being destroyed on hibernation and the compatibility issue with Nona's mod.

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Post by Chain_Reaction » January 2nd, 2018, 7:40 pm

The interactions are applied to all doors, doesn't matter where they are. Very odd if they aren't showing. Are these cc doors?

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Post by banque11 » January 2nd, 2018, 8:02 pm

@Chain_Reaction

I've tried basegame doors, CC doors, and Sims 3 Store doors. The interaction is missing on all of them as long as the wall is outside of an enclosed room.

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Post by igazor » January 3rd, 2018, 12:37 am

I'm afraid that I was able to reproduce this just now by plopping a wall down outside on a commercial lot with a door in it. Banque11 is correct, there are no Lock or Door Options on the door. If I extend the wall so that it makes three sides, still no options. They appear on the door when I close things off with the fourth side to make a "room" and disappear if I remove one of the four walls.

Never saw this until now.

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Post by Chain_Reaction » January 3rd, 2018, 3:36 am

I should have read what you were trying to do in the original post but I failed to as I was busy and on mobile at the time. What you're trying to do is not possible. The doors need to be fully enclosed for the core to consider it a room and know how to calculate routing. That would be why the core isn't adding the interactions. If it did allow that the door would still be considered outside and blocking anyone from it would block them from the lot entirely.

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