needs more arabsHi, I've uploaded a new pack. zot2 contains 11 new charactersYou must be registered to see the links
Enjoy![]()
needs more arabsHi, I've uploaded a new pack. zot2 contains 11 new charactersYou must be registered to see the links
Enjoy![]()
Yes, adding a ScheduledFunc will work, it's a bit tricky as you need to add it to an ScheduleList that already exists or create a new one, in which case you then need to add it to the Scheduler. But yes, that should work. And you can pick ids that are no longer used (either holes from earlier or higher than the highest one). The game is smart enough to find the highest one to tell where it left off. But yes, if you do that you can have some function execute shortly after the game starts. It won't be immediate as the functions for the current tick already ran when the save was made, so the earliest it can be will be the next period.(2) this whole py in tfl goes back to that:
what I'm thinking of is to have the option to change a persons job (or a jobs person) in my py, but since you said it's rather complicated, I want to defer the actual changes to your tfl-function &new_job_for_char and now I'm trying to figure out how to run your ingame code the next time the save is loaded.
since my py is already creating files (backup of save), my idea would be
(a) create a new file with the relevant items for a companionmod to run, but only once/when that specific save is loaded
or to
(b) modify the save in such a way that an already built in function does the work, such as through a scheduleFunc or a flag in world. I can collect all active IDs and find an unused pair to avoid overlap (either lowest unused or based on highest active ID +1/+2)
(b) would be less intrusive (and I don't have to make a companionmod), but my main concern is that I somehow fuck up the save/gamestate
but in general, I want the work to be on my end, not yours. I'm just trying to make sure I don't break shit
also, the same would eventually apply for relations, depending on how much I can fuck around with those, but I'm still testing what I can do manually there without breaking everything
There's no penalty for refusing to interview your sister's recommendation. But the best option usually is to go thru the interview and learn as much as you can from them. Just keep asking questions until they get tired and leave. That's a -4 which is not a big deal and usually worth finding out as much as you can from them.(S1) don't get me wrong, I understand why it's there. but I'm at a point in the game where I barely break even and she keeps suggesting these pretty faces and I can't quite afford them right now. but when I turn them down, at whichever point, suddenly they don't like me... and sis does feel like a headhunter I can't turn off
and also, without king tuts mod, there's no real way to go back to them and say "hey, I can afford you now, letsfuckhave an interview".
hence my request to either remove the malus when turning them down (maybe only when sis initially suggests them? keep malus when turning down during/after interview), make sis suggest fewer people or let us turn headhunter off (and on again, once needed)
Child is the only one that's missing from that list. Don't assume the order is fixed. In some cases I have changed it if it makes reading the data in easier.new:
(1) these are all entries I know so far (in order):
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are there any more that are to be expected (such as children)? if so, could you tell me where they will be?
well, I keep breaking the saves (for whatever reason, casting the wantschild/wantscondom fields from pregnancy to float and back to string for saving broke it. I remember it being the trailing .0, but now I can't recreate it manually... but anyway...), so being able to diff my creation vs original is quite helpful and since apparantly "small" changes brick saves, I'm vewy vewy careful :3Child is the only one that's missing from that list. Don't assume the order is fixed. In some cases I have changed it if it makes reading the data in easier.
Is there any reason why the files have different sizes on the two sites? Mega is showing 8.47GB while Pixeldrain shows 9..09GB.New megapack v6. Includes latest versions of all scw sets and community contributions (even the brand new zot2!)
Mega: Mega
Pixeldrain: Pixeldrain
I noticed that as well. It's the same file uploaded to both sites. Here's how the file looks on my computer:Is there any reason why the files have different sizes on the two sites? Mega is showing 8.47GB while Pixeldrain shows 9..09GB.
Thanks. I was just checking in case the files had been corrupted/infected.I noticed that as well. It's the same file uploaded to both sites. Here's how the file looks on my computer:
View attachment 5352948
So Mega is actually measuring in "gibibytes" (as is Windows) and pixeldrain is using true gigabytes.
I did what I could to keep the file size down, including resizing images that were larger than necessary. (I also recropped some, notably from the old and dstu sets, to fix aspect ratio issues while I was at it.)Thanks. I was just checking in case the files had been corrupted/infected.
I have some issues downloading these as they are over the "free" daily limit size, but I often get stuck at 34% and they go no higher no matter how long I keep trying to download them.
would you mind creating an incremental from mp5?New megapack v6. Includes latest versions of all scw sets and community contributions (even the brand new zot2!)
Mega: Mega
Pixeldrain: Pixeldrain
You add more employees rather than roomsIs it possible to have more than 53 employees, because when I try to add more Locker Rooms, it doesn't appear, I currently have 5
but I can't add more employees because I'm at maximum capacity.You add more employees rather than rooms![]()
but I can't add more employees because I'm at maximum capacity.
(2) this whole py in tfl goes back to that:2. Yeah that's going to be way too much work. I'm not sure what's involved in embedding a Python interpreter into C# or calling out to a shell script which then requires having to configure the location. This is the type of thing that also raises malware red flags. If you explain what you are trying to do maybe there's a way to do it within the TFL code.(2) idea to run mod-script from py: could I add a new flag to world, companion-mod checks on save_load() if the flag is there, checks a file written by py and executes if an item in that file matches? then I have the mod add a bogus transaction (or another persistant save-object) when it has run and the next time py is run, I remove the file and the bogus transaction... or would something like that create problems (mostly with your save-parser being unable to make sense of flag or bogus transaction)?
so, I tried testing shit in the console, but when I try to run any &-funcs, I getFor the job stuff, (like with relations) there's some complexity between various objects that will be hard to get right. For jobs it's better to call the built in &new_job_for_char function which will handle all these dependencies. So that's probably best done in game via the console rather than via save file editing.jobs:
making someone umemployed is easy (in person change jobID to -1), but replacing the jobID with a different one (eg changing to nurse) the new person doesn't show up at the job.
Kicking off callable whatever for MC
Can not run callable, invalid name whatever