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Author Topic: Fix - BV+, Attraction Traits (v1.06) with "Alienism"  (Read 3732 times)
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tunaisafish
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« on: January 31, 2009, 12:13:11 PM »

Attraction Traits Fix (v1.06) for BV+
Attraction Traits Fix (Alien) (V2.01) for BV+
By tunaisafish & Simlover

Alien edition contains the same fixes as the standard version, plus a new turn on/off "Alienism".
This replaces the broken EAxis "Custom Hair" trait.


DESCRIPTION:

  Ever wondered why trying to fiddle with your sims turn on/off's did not always have the results you expected?
  They didn't work.  Now they will work better.

  Fixes bugs related to the attraction system.
  These bugs remain present in all games since Bon Voyage (even if you patched)


BUGS/ANNOYANCES FIXED:
  - Wearing Glasses or Jewelry no longer sets the Lycanthropy trait.
  - Jewelry now correcty sets the Jewelry trait.
  - OFB business owners no longer have the unemployed trait
  - Managers employed in the OFB ownable jobs now have the hardworker trait.
  - Robots no longer have a random hair trait.
 Minor fixes.
  - Plantsim detect code fix - Incorrect flag unset when EP not present.
  - Witch detect code fix - as above.  Same bug was cloned.


NOTES:

  Some bugs remain in the EA engine and are too deep to fix...

    Custom Hair
    Impossible to detect as the property is never set.
    You'll notice that when you go to the mirror to change appearance.  When you choose a custom hair they
    highlighted icon will be one of the black/blond/red/brown icons.  It is the latter that is actually set
    in your sims properties.  So when choosing custom hair, you can decide which trait to exibit.

    Glasses
    Although glasses and jewelry are two different traits, wearing glasses also sets the jewelry property.
    So if you have a sim that has a turn on for glasses and a turn off for jewelry, you might want to change these.
    Wearing jewelry alone does not set the glasses property.

    Beards
    While a sim sports any facial hair, from the lightest of stubble to the bushiest of beards, the following
    properties will not be updated when you add them in the mirror; glasses, jewelry, makeup and full-face-makeup.
    As soon as you remove the facial hair the properties are set, and therefore the correct traits.
    If you then add facial hair, the properties will remain set.  The properties will unset though without the
    need to remove the facial hair.  Weird huh?

    Full Face Makeup
    Plantsims and witches will always exibit this trait.
    I think it's due to how EA create their costumes.


  Legacy Custom Content
  Some old CC accessories were made, and are still classed, as glasses.
  You can fix these with the Wardrobe Wrangler.


COMPATIBILITY:
  You must have at least one of these expansions to use (or need) this fix.
  Bon Voyage, Freetime, Apartment Life, Mansion & Garden.


TRANSLATIONS:
  The Alien version contains my internet-translations of the word "Aliens".
  I'm sure that had translated as 'foreigners' in some cases.
  Apologies in advance and your corrections are welcome.


INSTALLATION:
  Download only one of the files below.
  Unzip into your "Downloads" folder.

* tunaisafish_fix_attractiontraits_alien_v2_01.zip (16.01 KB - downloaded 403 times.)
* tunaisafish_fix_attractiontraits_v1_06.zip (3.57 KB - downloaded 176 times.)
« Last Edit: February 12, 2009, 06:26:49 PM by tunaisafish » Logged
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« Reply #1 on: January 31, 2009, 12:16:20 PM »

I had no idea this was an issue.  The things you learn.  I'm grabbing this now!
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tunaisafish
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« Reply #2 on: January 31, 2009, 12:17:41 PM »

I didn't either until Doren did all the detective work.

ETA: http://www.simbology.com/smf/index.php/topic,2902.0.html
« Last Edit: January 31, 2009, 12:24:55 PM by tunaisafish » Logged
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« Reply #3 on: January 31, 2009, 03:58:49 PM »

 Yay!

Thank you!  Love
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« Reply #4 on: January 31, 2009, 04:24:25 PM »

Live and learn, I guess.

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« Reply #5 on: February 22, 2009, 07:24:20 AM »

So, does the alien attraction trait check if the target has the default alien skin?
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« Reply #6 on: February 22, 2009, 01:27:22 PM »

Yes.  That's it exactly.
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« Reply #7 on: March 07, 2009, 05:46:02 AM »

Alien? You managed to detect the alien skin using LUA?

Tip: You should probably have overridden the Clownpaint turn-onff instead. While it DOES get set, it has the problem that it has so many false-positive triggers that it is worthless. The Custom Hair turn-on DOES function, only there are a lot of caveats: The hair in question MUST be color-6, NOT a gibberish string. It should work under those conditions. As it DOES function, it can be used to detect a very specific case, namely, tie-dyed hair. The clownpaint turn-on, on the other hand, cannot distinguish actual clownpaint from any number of totally unrelated traits, and is thus useless.
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« Reply #8 on: March 07, 2009, 08:19:34 AM »

Yes the skin colour is detectable in lua, unless the alien is also a zombie.  Zombie is implemented as a skin colour, and a sim can have only one at a time.

I found that all the EA hair I tried that shows in the custom category is broken, so that seemed the ideal candidate.
I didn't have any custom hair downloaded, but grabbed some from Nouk.  That was broke too.
Not only did the wrong hair colour property show up, but it also destroyed the hat property.
I'm sure I'd tried all combo's to get them to show through.  Have you got a link to some working custom hair?
Or is there a tye-dyed hair in-game that works?  I already found that the tye-dyed one with the hat doesn't.

Plantsims and witches always show the full-face makeup trait (as I mention in the doc). Do you have other examples?
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« Reply #9 on: March 07, 2009, 10:28:33 PM »

Shortly after the above post, I chatted with Pescado in #grah about the issue.
His post above was not based on any recent data, but how the game USED to work before EAxis broke it.
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« Reply #10 on: March 07, 2009, 11:59:07 PM »

Which time (that they broke it) was that?

Edited:- for clarification because my husband didn't understand me, being that I am dead and all it is no wonder  Roll Eyes
« Last Edit: March 08, 2009, 12:46:19 AM by Simlover » Logged

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« Reply #11 on: March 15, 2009, 02:37:26 PM »

Hi, tuna,

I've had this mod installed for some time now. I just took a brand new CAS Sim DT, he has facial hair, and jewelry (applied in CAS while he was being created, not in the mirror in game), but no make up at all. He just asked a townie if she liked what she saw and she replied that she was turned on by his full face make up. Which he doesn't have. He is not a plantsim or a witch.
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« Reply #12 on: March 15, 2009, 05:21:32 PM »

Thanks. Can you check what traits he has set?

It sounds like the facial hair weirdness.  No way that can be fixed as far as I can tell.
You could try removing the facial hair and then putting it back.
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« Reply #13 on: March 15, 2009, 06:36:56 PM »

Sure,
 He's got job +5, beefy arm, beard, facepaint, logic, and red hair according to the attactances on Pescado's lot debugger. Jewelry is not set, even though he wears an earring. All the other, except for facepaint, are correct.
As soon as he's finished training his cat to shake hands, I'll go remove & reapply his facial hair & report back to you.

ETA: Okay, first I removed his facial hair (both stubble & side burns), then checked the attractences. Jewelry was still not set, and face paint was still set.
I then removed his earring. Face paint was still set.
I then put back his facial hair, and then his earring. Jewelry is now set, and the face paint hasn't gone away.

I'm not overly worried about this, I don't even use the face paint, and this particular Sim has already married someone else, who was attracted to his logic skills. I just wanted to report to you what is going on.

ETA2: Hey tuna, I was just rereading your info about the beard/face paint bugginess, and it said that when a bear is applied first, adding things like jewelry and face paint won't be flagged. My Sim has facepaint flagged even though he's never had facepaint on him.
But that Sim is made from a clone of a Sim who is a witch. He isn't flagged as having the witch trait, but I wonder if it's possible that he retained the facepaint flag from the witch I cloned him from?
« Last Edit: March 16, 2009, 06:55:42 AM by caterpillar » Logged
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« Reply #14 on: March 19, 2009, 07:08:39 AM »

I don't know if this will work, but have you tried to apply an actual facepaint and then remove it? if that solves the problem, then I would guess it is, in fact, left over from cloning a witch.
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« Reply #15 on: March 20, 2009, 02:41:04 AM »

Sorry for not seeing this earlier caterpillar.  This forum doesn't mark the posts as 'new' again when you edit them, so I won't spork anyone for double-posting here Smiley

Yes, you could be onto something there if he was a clone from a witch.  Even the 'good witches' in the game have the facepaint flags set and they don't have the green faces.  I don't know offhand where that flag would be set in the skinfiles though.
I'd try what tamha suggested first to see if it can be cleared up that way as it would save a lot of bother if it does work Smiley
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« Reply #16 on: March 20, 2009, 03:47:57 AM »

Okay, next time I will double post, lol. I admit I was concerned about being dogpiled for the offense if I did, so it's good to know you won't do that here.  Cheesy

I'll try adding & removing facepaint today to see if that changes anything, and get back to you.
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« Reply #17 on: March 20, 2009, 11:32:36 AM »

Hi, tuna,
I tried applying and then removing facepaint, but he still has facepaint flagged, so it seems to be a permanent condition.
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« Reply #18 on: March 22, 2009, 12:31:14 AM »

Thanks caterpillar.

I don't know what it is about those skins.  If it was a downloaded skin then you could probably remove the flag with the wrangler.
I'm not sure that would help here.  He might still linked to an ingame resource that has the flag.  I don't know why the flag is so important for these sims either.  As far as I know the vampires use overlays too but they don't have the trait set.
I've not checked yet ingame but I think the electric shock and burnt overlay types will also show through as having facepaint, but at least those are temporary.

I'm just guessing, I don't know much about that side of modding.  I do know now though that if I ever clone a sim I'll avoid the witches and plantsims Smiley
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« Reply #19 on: March 23, 2009, 04:18:28 AM »

Thanks, tuna, I'm not really all that concerned about this guy having the facepaint flagged. For him it just means one townie finds him attractive for the wrong reason, lol. And yeah, in the future I will avoid cloning witches to make new non-witchy Sims from.
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« Reply #20 on: April 14, 2009, 10:31:07 AM »

How does the alienism trait work?  Is it based on the sim's family tree somehow, or is it based on thier skin and/or eyes?  If I have a default replcement alien skintone installed, will it still work?  What if a sim has the skin but not the eyes or vice versa?  I like the idea, but I would like to know more about how it works.  Thanks.  Smiley
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« Reply #21 on: April 15, 2009, 02:17:58 AM »

It's the skin, so a default replacement should work just fine.  It doesn't check family.
Install my other mod WTHRU to get a simple menu to display the skin details.  Needs the cheat mentioned for that menu to appear.
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« Reply #22 on: April 15, 2009, 11:25:40 AM »

Alright.  Good to know.  Grin
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« Reply #23 on: May 22, 2009, 08:38:48 AM »

Okay.....I have a question.....I'm using the adult version of your Attraction Traits mod....does it include the "Alienism" feature as well?  As you've indicated, you can only use one.  You really don't make it easy to choose....Hmmmm....
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« Reply #24 on: May 22, 2009, 05:58:27 PM »

Yes, you can only choose one.  Sad

It was impossible to add more traits otherwise I would have.  Some people were upset that I replaced the custom hair trait to implement these options.  Custom hair did not work and was unfixable though.
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