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sHoNi's Vampire Overhaul - [Island Paradise Update! Please redownload! New functionalities added!]

by shoni89P Posted 21st Nov 2010 at 2:53 AM - Updated 25th Jun 2013 at 1:30 PM by shoni89P : Update for 1.55 & Island Paradise EP + added new functionalities
 
578 Comments / Replies (Who?) - 386 Feedback Posts, 191 Thanks Posts
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Instructor
THANKS POST
#76 Old 24th Nov 2010 at 9:42 AM
Nicht schlecht, also ein kleines Sprach Multitalent! Finde ich gut, so kann man sich mit mehreren Leuten aus anderen Ländern gut verständigen!

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Hm but if its a animation, I guess there must be a file for it right? But if so. It seems EA didnt put it into the gameplay.package. It must be on another place. I must find out where. Or maybe the name has nothing to do with run, walk or speed. But when I search for vampire only, I cant find the vampiric run neither. So I think EA put it on a totally different name. I guess the blur effect is an animation and the run style is the one from adults! If not why EA sayed the vampires can run really fast? I mean to run actually fast or let it look like they would is a big difference :-(
Lab Assistant
Original Poster
#77 Old 24th Nov 2010 at 10:01 AM Last edited by shoni89P : 24th Nov 2010 at 10:03 AM. Reason: Grammar mistake
Quote: Originally posted by Tanja1986
Nicht schlecht, also ein kleines Sprach Multitalent! Finde ich gut, so kann man sich mit mehreren Leuten aus anderen Ländern gut verständigen!

-------

Hm but if its a animation, I guess there must be a file for it right? But if so. It seems EA didnt put it into the gameplay.package. It must be on another place. I must find out where. Or maybe the name has nothing to do with run, walk or speed. But when I search for vampire only, I cant find the vampiric run neither. So I think EA put it on a totally different name. I guess the blur effect is an animation and the run style is the one from adults! If not why EA sayed the vampires can run really fast? I mean to run actually fast or let it look like they would is a big difference :-(

eheh stimmt, bin nicht klein aber :P

-----------

Hm I must say you're wrong with your last sentence Tanja
two days ago, I made up a "Race" xD between a Vampire, a normal sim, a normal sim with athletic maxed out and a simbot xD
the lot was 64x64 and I made them run from one point to the opposite on a painted race lane (1x64). Guess which one was the winner? the vampire.
the vampire arrived 5 seconds before everyone else. You may not notice the vampire speed because he accelerates the more he runs. every second a vampire runs, it gets more faster.
Pretty disappointed that the simbot arrived LAST! I thought those jets under their feet would have made them superfast, but... simbots have a good acceleration start, but then veeery slow indeed. the athletic guy arrived second (+5sec from the vamp) and the normal sim 3rd (about 7-8 secs from the vamp). simbot after 10 secs xD lol
I still think vampires should've run even faster, like speed 15

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

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Instructor
THANKS POST
#78 Old 24th Nov 2010 at 10:08 AM
okay war auch nur ein Wortspiel *gg* ich bin auch nicht unbedingt klein denke ich mal XD

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Ahh but that would mean there must be differences in the running styles, not only animations. Because the animation effect in this whole thing would be the blur of the vampiric run style! The running itself must be set to the setting it is now! Now we need only the file where every single sim, Occult or whatever is inside with a special setting of how fast they can run! Well I never had a simbot yet, I never had a sim with a high enough level to build one. I think for my next sim I will try it. I would love to see the bots in live action :D
Lab Assistant
Original Poster
#79 Old 24th Nov 2010 at 10:16 AM
Quote: Originally posted by Tanja1986
okay war auch nur ein Wortspiel *gg* ich bin auch nicht unbedingt klein denke ich mal XD

-------------

Ahh but that would mean there must be differences in the running styles, not only animations. Because the animation effect in this whole thing would be the blur of the vampiric run style! The running itself must be set to the setting it is now! Now we need only the file where every single sim, Occult or whatever is inside with a special setting of how fast they can run! Well I never had a simbot yet, I never had a sim with a high enough level to build one. I think for my next sim I will try it. I would love to see the bots in live action :D

I totally agree with you. Well you can buy a simbot with the aspiration reward thing (40000 points as far as I remember) or create one instantly using NRAAS/Twallan's Debug Enabler.
Anyway, I think all this speed values are located deep inside the main dlls and such I have to learn how to Core Mod.

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Instructor
THANKS POST
#80 Old 24th Nov 2010 at 11:13 AM
I found something in the JazzData.package. Its in the locomotion file

<Style name="VampireRun">
<Variant age="adult" gender="male" start="adult_turn_and_run" cycle="adult_male_run_fast" stop="adult_turn_and_stop_from_run" emergency_stop="a_EmergencyStopRun_0" turn="adult_turn_in_place" />
<Effect name="ep3VampireRun" slot="FXJoint_Root" />
</Style>

I think thats a animation, now we only need to find the modifying file for it.
Lab Assistant
Original Poster
#81 Old 24th Nov 2010 at 11:19 AM
Quote: Originally posted by Tanja1986
I found something in the JazzData.package. Its in the locomotion file

<Style name="VampireRun">
<Variant age="adult" gender="male" start="adult_turn_and_run" cycle="adult_male_run_fast" stop="adult_turn_and_stop_from_run" emergency_stop="a_EmergencyStopRun_0" turn="adult_turn_in_place" />
<Effect name="ep3VampireRun" slot="FXJoint_Root" />
</Style>

I think thats a animation, now we only need to find the modifying file for it.

Sorry to say this Tanja, but unfortunately that Locomotion file is useless to us (I have been looking in it already some days ago). The only purpose of that file is to swap walking styles between ages/occult editing the right string, but no more =(

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Instructor
THANKS POST
#82 Old 24th Nov 2010 at 11:26 AM
Hm but what say the line: Effect Name: "ep3VampireRun" ? Doesnt that mean that there must be somewhere a file where we could change the vampirerun thing? EP3vampireRun slot FXJoint_Root. I guess there must be a file and inside it there must be something that declares this walking styles. Hm I wish I would know which files can be edited for core mods, because I think it will be a core mod . also to push the vampires to drink from sims and turn them autonomous will be core modding I guess. :-(
Lab Assistant
Original Poster
#83 Old 24th Nov 2010 at 11:28 AM
yes, probably. i'm reading THIS PAGE now.
have to go now, will be back tomorrow morning (hopefully) to answer comments =)
happy biting

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Test Subject
THANKS POST
#84 Old 24th Nov 2010 at 3:07 PM
So far so good, enjoyed all the changes in full package and keen to try the update.
Also running the other Autonomous vampire mod, do you recommend mixing the two (Supposed 'overhaul compatible' version?)

Would love all vamps to be more autonomous in turning and drinking also, like the mod that had been in testing until yesterday by bluegenjutsu at Crazytown , in that mod I saw multiple times Vampires autonomously offering to turn sims, as well as autonomous sims asking to be turned (And not so often as to be annoying) but there was a problem with the turning animation not showing (Would appear they had been declined, three days later the person would turn despite decline animation in Autonomous situations).

So here's hoping you can crack the code to give them some free will to change and eat from the sims around them a little more.
Test Subject
#85 Old 24th Nov 2010 at 5:34 PM
Quote: Originally posted by shoni89P
Hi =)
Your issue is probably "Locomotion.XML" related. Do you use any mod that alter walkstyles (like my "Mummies and Simbots walk normally")? If you do, re-download them as you're probably using an outdated version. If you don't, well, my Overhaul does NOT alter any Locomotion strings, so your problem is not related to my mod.
Greetings


that actually was it. thanks. and i knew your mod didn't cause it i just needed help narrowing down the cause
Test Subject
#86 Old 25th Nov 2010 at 2:20 AM
I just tried to install it. How can I tell whether it worked or not?
Lab Assistant
Original Poster
#87 Old 25th Nov 2010 at 9:46 AM
Quote: Originally posted by ushneera
So far so good, enjoyed all the changes in full package and keen to try the update.
Also running the other Autonomous vampire mod, do you recommend mixing the two (Supposed 'overhaul compatible' version?)

Would love all vamps to be more autonomous in turning and drinking also, like the mod that had been in testing until yesterday by bluegenjutsu at Crazytown , in that mod I saw multiple times Vampires autonomously offering to turn sims, as well as autonomous sims asking to be turned (And not so often as to be annoying) but there was a problem with the turning animation not showing (Would appear they had been declined, three days later the person would turn despite decline animation in Autonomous situations).

So here's hoping you can crack the code to give them some free will to change and eat from the sims around them a little more.

Hi =)
Yeah, I am actually testing some CORE mod editing and as for now I tried succesfully to do this things: vamps burst into flames under the sun (but do not die, must find how to do this properly), victims pass out right after being bitten (success!), for the walkstyle I'm afraid it's not even a core mod thing...merely an animation =( I won't post the core mod anyway, not now. I must ensure no bugs are found and that the mod is 100% stable.

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
Original Poster
#88 Old 25th Nov 2010 at 9:46 AM
Quote: Originally posted by uglydemon
that actually was it. thanks. and i knew your mod didn't cause it i just needed help narrowing down the cause

You're welcome

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
Original Poster
#89 Old 25th Nov 2010 at 9:47 AM
Quote: Originally posted by Faktririjekt
I just tried to install it. How can I tell whether it worked or not?

Well, if you see the difference (read the changes in the main post) then it worked =) otherwise, post here your issues. =)

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Test Subject
THANKS POST
#90 Old 25th Nov 2010 at 10:10 AM
Hey there
Shoni, do you recommend running both your FullOverhaul AND PCexperts 'AutonomousVampiresOverhaul Compatible' together?

Will these two mods overlap in a good way, or perhaps a bad way?
I ask you because I can see, in the comments of the other mod, that you have taken some time to read through the details in PCexperts vampire Mod. You say there that it does not do exactly what PCexpert advertised, but does it do anything that yours does not? If so are these features you would add in upcoming versions.

It's a little confusing, because there is the Overhaul compatible version of other mod, suggests you'd worked together when that's clearly not the case.

Perhaps, Shoni, you could provide some details here or there as to exactly what that other mod does differently to yours, if anything.
Lab Assistant
#91 Old 25th Nov 2010 at 10:11 AM
Quote: Originally posted by shoni89P
Hi =)
victims pass out right after being bitten (success!),100% stable.


That's Cool!
Test Subject
#92 Old 25th Nov 2010 at 4:43 PM
Just thought I'd let you know that it conflicts with Discover Traits - Reenabled in Baxim's Extended Game Core Mod as well as Richdre (Crazytown) - Slower Motive Decay ... ultimately removing interactions between household family members. Of course, if someone removes Discover Traits and Slower Motive Decay, it works fine with the rest of the set up I just thought I'd report for you and let you know: this is a fantastic idea and a very brilliant mod.

Ángel Quebrado

You have the look of a fallen angel ... An angel
does not stop being an angel merely because they
fall from grace; their wings are not so easily taken
Test Subject
#93 Old 25th Nov 2010 at 10:25 PM
yeah this is what is the explanation they gave

Quote:
Shoni's Vampire Overhaul conflicts with Discover Traits. Both contain SocializingTuning.xml. You have four options now: Don't use DiscoverTraits, delete the SocializingTuning of the Vampire Overhaul, merge the two modifications or beg Shoni for rebuilding this part of his/her mod based on the EGC SocializingTuning. One site note: using the EGC SocializingTuning without the EGC Engine does not alter the gameplay in any way, neither good nor bad. This means a modified SocializingTuning based on the EGC one is compatible to both EGC and the EAxian game core.


too bad I was looking forward to using this mod
Test Subject
THANKS POST
#94 Old 26th Nov 2010 at 1:41 AM
This is awesome it really makes the vampire more fun to play. though, i wish they would age until old before becoming immortal. Evil vampires should not have to eat cake. But really fantastic job on this. Especially the NPC autonomy.
Test Subject
#95 Old 26th Nov 2010 at 2:40 AM
Love the mod, lots of great things in it. I downloaded them last night but seem to have a problem. I got the shoni's_vampire_overhaul_bite file, but both male and female sims are biting -everyone- on the neck, and not on the wrist of the same gender.
Lab Assistant
#96 Old 26th Nov 2010 at 8:13 AM
Bite is for bitting eveyone on the neck.
Shoni made three versions.
You´ll have to read the overview and choose the one version you want.
Test Subject
#97 Old 26th Nov 2010 at 10:25 AM
Quote: Originally posted by Aliera
Bite is for bitting eveyone on the neck.
Shoni made three versions.
You´ll have to read the overview and choose the one version you want.


nu uh

this is what is written:

Quote:
Vampire bite animation is now slightly different than default:
- always at wrist of non-lovers but same gender Sims
- always neck bite for different gender sims
- always neck bite for FLIRTING WITH A SIM BEFORE THE BITE: it bothers me that I seduce my victim and then I bite on the wrist just because I didn't confess my love first/haven't kissed the victim before; now if the atmosphere is "romantic" (such as flirting) with the victim (even on low LTR) if the flirt it's accepted the bite will be on the neck AS LONG AS the atmosphere stays romantic.


it is the bite_always_neck that you mean.
the regular bite one is for the description above..
Lab Assistant
Original Poster
#98 Old 26th Nov 2010 at 1:35 PM
Quote: Originally posted by kontekop
nu uh

this is what is written:



it is the bite_always_neck that you mean.
the regular bite one is for the description above..

Hi to you all =)
I see that there are some difficulties for pointing out the various "Bite" versions. I am writing right now a better explanation in the main post (in order to make things really clear ) so check the main post when you got time.
Greetings

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
Original Poster
#99 Old 26th Nov 2010 at 1:45 PM
Quote: Originally posted by ushneera
Hey there
Shoni, do you recommend running both your FullOverhaul AND PCexperts 'AutonomousVampiresOverhaul Compatible' together?

Will these two mods overlap in a good way, or perhaps a bad way?
I ask you because I can see, in the comments of the other mod, that you have taken some time to read through the details in PCexperts vampire Mod. You say there that it does not do exactly what PCexpert advertised, but does it do anything that yours does not? If so are these features you would add in upcoming versions.

It's a little confusing, because there is the Overhaul compatible version of other mod, suggests you'd worked together when that's clearly not the case.

Perhaps, Shoni, you could provide some details here or there as to exactly what that other mod does differently to yours, if anything.

Hi =)
PCexperts did this: he edited the mental powers tuning files making the "autonomous=false" to "true" but that's not sufficient in my opinion, and I'm going to tell you why. Just making an interaction "autonomous" without adding anything else it does NOT actually make it really autonomous: an interaction needs something to be triggered in order to take place ingame and PCexperts mod didn't add anything related to that matter. That is why he doesn't see so often NPC vampires use their mental powers (he writes that NPCs go totally random with interactions, that is not 100% true). My Overhaul does add some input to the mental powers ingame: NPC vampires use their powers more often than usual because they are pushed to use them whenever their social or fun need is mid-low. The only missing thing from my mod (as for now) that his mod has, is that he also made autonomous the "Hunt" interaction (just hunt, NOT an autonomous bite or increased biting ratio) but his mod lacks the trigger input as well. I could post right now an update for this "Hunt" interaction, triggered by a low-thirst bar input perhaps, but it would sound like I am saying that his mod is completely useless if you have mine, and I do not want to do that. Personally, I think that it is merely useless to make npc vamps go hunting and then not bite anyone :/ I hope you got the point on this =)

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
Lab Assistant
Original Poster
#100 Old 26th Nov 2010 at 1:47 PM
Quote: Originally posted by selindley
Just thought I'd let you know that it conflicts with Discover Traits - Reenabled in Baxim's Extended Game Core Mod as well as Richdre (Crazytown) - Slower Motive Decay ... ultimately removing interactions between household family members. Of course, if someone removes Discover Traits and Slower Motive Decay, it works fine with the rest of the set up I just thought I'd report for you and let you know: this is a fantastic idea and a very brilliant mod.

As I wrote in the main post, unfortunately my FULL mod is not compatible with certain mods that alter the same strings I edited.
Should there be many requests to do a compatible version, I will try my best to do it =) But I posted the split versions also for reasons like this one, no?

"If you wanna make the world a better place, take a look at yourself and then make the change" [Michael Jackson]

VISIT MY DEVIANTART GALLERY FOR VIDEOGAME-BASED ARTWORKS!
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