hiddink

Active Member
Jul 20, 2017
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939
Thanks! Is it safe to just let it overwrite whatever it wants? Got a bit uncertain when i saw it wants to overwrite newer files (though only rarely)

Edit: I just realized it probably wasnt meant to do that, I just unpacked it in the wrong way
yeah you have to overwrite all, but if you didn t play the game yet without mods you may do it to see if you are missing some content modified by the mods , that's a dilma i was in too , and solved it just installing whatever i want, but you normally download the mod and overwrite all
 
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Orphanus

Well-Known Member
Oct 25, 2019
1,289
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yeah you have to overwrite all, but if you didn t play the game yet without mods you may do it to see if you are missing some content modified by the mods , that's a dilma i was in too , and solved it just installing whatever i want, but you normally download the mod and overwrite all
Thanks again, I put it in the modules folder now, but from what I understand it doesn't work that way for that specific mod and I should unpack the files from the Ravenger folder directly into the Modules folder & just override what the mod wants to override?

Definitely gonna take a look at the game as it is before overwriting stuff, though, haven't really done that so far. (y)
 

ianskman

Member
Mar 12, 2021
213
278
Thanks again, I put it in the modules folder now, but from what I understand it doesn't work that way for that specific mod and I should unpack the files from the Ravenger folder directly into the Modules folder & just override what the mod wants to override?

Definitely gonna take a look at the game as it is before overwriting stuff, though, haven't really done that so far. (y)
Dont you just copy the Ravenger folder into the Modules folder and the enable via the Mod screen in lifeplay? Ravengers Mod doesn't need to overwrite anything when enabled from within lifeplay.
 

Orphanus

Well-Known Member
Oct 25, 2019
1,289
2,081
Dont you just copy the Ravenger folder into the Modules folder and the enable via the Mod screen in lifeplay? Ravengers Mod doesn't need to overwrite anything when enabled from within lifeplay.
Oh, I see, I gonna give that a try then before overwriting stuff (and having to download everything again). Thank you!
 

ianskman

Member
Mar 12, 2021
213
278
Does anyone know how to edit the maps?Bath has no hospital or uni? Also in the age groups in Vin Base/Presets /age groups ,How would I go about adding some variation to NPC height when they are generated ,I know it can be done in game but I would for immersion reasons not have to make edits to contacts. that way we could have women and men with a slight difference.
 
Last edited:
Nov 1, 2019
177
69
More Modding question: is there a way for me to make/get a specific person who works at a particular place (not your own business, if I assign business somehow my poly's mvoes there as employees)? GetPersonHere() may get guests and I don't seem to be able to find in Docs anything to assign people's place of work (and then I have to figure out assigning work at current location if available)
 

Icebird

Member
Sep 22, 2017
397
284
More Modding question: is there a way for me to make/get a specific person who works at a particular place (not your own business, if I assign business somehow my poly's mvoes there as employees)? GetPersonHere() may get guests and I don't seem to be able to find in Docs anything to assign people's place of work (and then I have to figure out assigning work at current location if available)
There isn't any documents for your problem. Because only the AI distributes the npcs 1. current location, 2. work location, 3. and where's living (home). (And the ai will fill nearby places with permanent npcs. It happens too when you visit far places at first time).
If you take the ownership of a business after that you can hire contacts to work there (fixing they 'work' loc), so that npc workplace changing to your business (addEmployee(Salary) cmd will do anything) until you fire them and the AI begin redistribute to elsewhere (same way if you reset the npc's location in the contacts, that's what is undocumented).
The "GetPersonHere()" is working without optional bool (true/false for the permanent/temp npcs) and the only really usable purpose is to count the ai distributed npc number at the current location. If you read through the command description in the Mods folder, you can find this in the example.

But if it work:
workerworkloc = worker.getBuilding(work)

...then maybe this one too (it's a fiction):
currentloc = Player.getBuilding(current)
"DEBUG: currentloc value is <currentloc>"
Actor.setBuilding(work, currentloc)
or Actor.setActorVar(work, currentloc)
 
Last edited:

ianskman

Member
Mar 12, 2021
213
278
gowaypest.jpg
over and over in a loop ..ive had no interaction with the name,this loop blocks all pregs from giving birth that are in contacts ,290 day pregs and over as a result..update had a 790 day pregnancy when the game was tripping on me.. would have had to call it elephantplay
 
Last edited:
Nov 1, 2019
177
69
There isn't any documents for your problem. Because only the AI distributes the npcs 1. current location, 2. work location, 3. and where's living (home). (And the ai will fill nearby places with permanent npcs. It happens too when you visit far places at first time).
If you take the ownership of a business after that you can hire contacts to work there (fixing they 'work' loc), so that npc workplace changing to your business (addEmployee(Salary) cmd will do anything) until you fire them and the AI begin redistribute to elsewhere (same way if you reset the npc's location in the contacts, that's what is undocumented).
The "GetPersonHere()" is working without optional bool (true/false for the permanent/temp npcs) and the only really usable purpose is to count the ai distributed npc number at the current location. If you read through the command description in the Mods folder, you can find this in the example.

But if it work:
workerworkloc = worker.getBuilding(work)

...then maybe this one too (it's a fiction):
currentloc = Player.getBuilding(current)
"DEBUG: currentloc value is <currentloc>"
Actor.setBuilding(work, currentloc)
or Actor.setActorVar(work, currentloc)
Ah, Actor.setBuilding(work, currentloc) should be what I am looking for. It isn't in the Docs though so I will need to make test runs to see if it works :/
 

Icebird

Member
Sep 22, 2017
397
284
Ah, Actor.setBuilding(work, currentloc) should be what I am looking for. It isn't in the Docs though so I will need to make test runs to see if it works :/
On second thought that cmd won't work.
The game changing player work location with 'moveJobs()', the home location with the 'moveHome()' command.
Also the AI use moving npcs with the 'Actor.setCurrentLocation(BuildingVariable)' (this is documented in the Docs folder, and you can see it in the lpai files).
This should work for you if you call in the desired npc with getPerson() or getSpecific() (or if you interact the getTarget()) command and you can try assign the current location to be that actor workplace ( Actor.setCurrentLocation(work)).
So two things can happen: Actor will be a worker at the current location, or actor went to his/her current work location elsewhere. Sadly I hasn't find any different command either in the AI files too, and there isn't any trace how the ai assign these variables and values.
 
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