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Post by blackcat on Jul 11, 2010 6:35:44 GMT -5
Following on from here: valleysunsims.proboards.com/index.cgi?action=gotopost&board=babble&thread=88&post=3346 (sorry I haven't figured out how to have a single word appear in place of a long url on here yet) - I had a play with the hospital mod today. I installed it in a copy of my EA Games folder - I have all EPs/SPs and major mods include ACR and community lot time (which I thought might conflict with this), along with about 2gb of other stuff. First problem = every time I tried to load my hospital to modify it as needed, the game crashed. I finally figured out that it was because I had a decorative ambulance on the hospital lot, it must have clashed with the one in the mod. Removed mod from downloads folder. Loaded game. Removed ambulance, saved. Exited game, returned hospital mod to downloads folder. All ok, but this took a looong time! Have since removed other ambulance from download folder. Redecorated hospital roughly since its only a test copy, to meet the needs of the mod. Also added essential cc like lot debugger, sim blender, etc, in case buy/build wouldn't work. Added special ambulance and left the lot. I loaded the home lot of a sick sim, made the emergency call. A taxi turned up and off he went. So far so good. It was only when he got to the hospital that things went wrong. No doctors/nurses/townie patients appeared. I had a few cash registers around and they generated npcs, as did the gift shop cash register that came with the mod, but that was all. Tried various options on the ambulance menu - no change. Finally gave up and exited without saving - my sim arrived home in the taxi, still sick. Good things: I noticed that buy and build WERE enabled, which was a good thing as I forgot to leave a gap in the U-shaped gift shop bench for the npc to get to the cash register. So that was good. Also was able to teleport in a visitor from another household. Fixable things that might have made it go wrong: My 'normal' cash registers might have clashed with the one from the mod - there must be a reason for the special one. Or, maybe there were too many and therefore already a maximum of sims on the lot (I downloaded this hospital ages ago, it has 4 floors and at least a couple of cash registers on each one, I got rid of some but not all). I might not have all the necessary files for the mod, or I might have two where you only should have one or the other - I found it a bit complicated to work out which I should include. If all else fails, I might take out all my cc except things I wouldn't be willing to give up - ACR, community lot time, etc... then if it works, I'll put the other stuff back gradually. Wouldn't want to give up on it for the sake of some random piece of cc that I could take or leave... More experimenting to come!
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Post by thelunarfox on Jul 11, 2010 10:59:21 GMT -5
I have to admit I'm very curious about this mod, so I thank you for this! It looks like a very complicated mod.
I'm assuming that the hospital is a community lot? And do you absolutely need all of the hospital employees? Like could you only have a doctor if you wanted a doctor?
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Post by blackcat on Jul 11, 2010 16:49:56 GMT -5
It is a complicated mod - but so is ACR and I was terrified of that for ages before I finally installed it, now I wouldn't be without it so I want to give this one a chance, too If you download just the HospitalInfo.zip file, it gives a lot more details on how it works. Once you place the special ambulance, the hospital is neither a community lot or a residential one - it becomes its own type of lot somewhere in between, and that is where some of the problems come from. As for the other employees, you need at least one NPC doctor and two NPC nurses. If you add the gift shop cash register you get a sales person, too. Other patients are drawn from your existing townies, and other staff, from your playables - at least one sim in the medical career should turn up, a security guard from the law enforcement career and a cafe worker from the culinary career. Autonomous visitors will be your sick sim's family and best friends. I love the part about using your sims as staff - I always wanted one of my law enforcement sims to turn up to catch the burgler or bring home the sneaking out teen! Anyway, only 3-4 new NPC's, or there will be when I get rid of my extra cash registers... Add: I just remembered, I read last night that the hospital mod can also clash with visitor controller hacked objects (it has its own visitor controller) on the lot, so will search my formally-community-lot hospital as most of my community lots have one of them somewhere. That actually sounds like the most likely cause of the expected sims not arriving.
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Post by laura on Jul 12, 2010 7:00:58 GMT -5
Oh good, I'm glad you're giving this a try! That was one of the neat things I was really looking forward to too, how it pulls in your existing doctors and security guards and cooks. Yes, that very long list of mods was very confusing, lol! As for the things I was curious about, if you test it out again - - Do you have to use the hospital doctors? Because I'd probably want to stage the scenes with my own doctors from my story, for the most part. It might be useful to have a few extra nurses running around. - Have you been able to edit the lot? (It sounds like you were from your first post, so did the changes stick when you revisited?) I remember reading in that info file that you should have the hospital how you want it before you place the ambulance, because when you do, it might not be editable ever again. That would probably be the biggest drawback for me, as I'm pretty big on editing/decorating as I go. I'm glad you were able to teleport, because that's a biggie for me too!
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Post by blackcat on Jul 12, 2010 17:59:55 GMT -5
I'm going to be having another try with this tonight, if I can finish the blog post I'm working on and some other r/l stuff... good incentive to actually get stuff done You could teleport in your own doctors for staging scenes, but you need at least one NPC doctor as they have a gameplay function in the hospital... from what I understand, they do 'rounds' every couple of hours and cure your sick sims by interacting with them... interacting with the doctor has a similar effect to rest in an unmodded game, only more effective. Not sure what the doctor does with maternity patients but the hospital spawns at least one when its working properly so he/she will be there. The nurses also do rounds, interacting with them appears to boost your sims mood, also contributing to curing their illness. I'm not sure if the edits stuck, because I finished playing after sending the sick sim home last time. In the mod documents I downloaded, the creator says that the ability to save/edit the lot appears dependant on the EPs you have... he had the most problems with only EPs up to Nightlife (not just with the save/edit function, but with other things too), less problems with more recent ones. I also have a small mod that enables save/edit on community lots, and that may also be the reason it works for me. I got it ages ago and I can't remember what its called... lol... I will find it and take it out, to see what happens, when/if I get the thing running properly. If that's all it takes to make it work... As I said, (hopefully!) more testing tonight... will keep you posted.
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Post by blackcat on Aug 3, 2010 6:05:15 GMT -5
Well, I FINALLY got it working, and so far, its awesome! Its like a new EP or something I'm testing it on a copy of my hood, but I'm 99% sure I'll be putting it in my real game now. Here is what happened (Part One): I cleared out all the extra cash registers from my hospital, removed the visitor controller and double-checked that I had the correct hospital files in my downloads folder. For anyone who reads my Richmond blog, I used Remus and Kyla Bonaccord as my test-sims. At the time I copied the hood, he was sick and she was pregnant. Perfect. I had Kyla make an emergency call for Remus. The taxi came, and Remus arrived at the hospital. The ambulance immediately spawned two identical-looking nurses in sexy but far from realistic nurse uniforms, who became controllable but acted autonomously. At this point Remus was their only patient, and they both gravitated to him and started fawning over him. Remus appeared to be enjoying himself immensely. I played around a little with the ambulance settings, set shifts for the nurses and spawned a pregnant townie. So now we have two patients. One of my usually-playable doctor-sims turned up in work clothes and started going from room to room. The ambulance spawned another NPC doctor, who went to find Remus, who was at this time in the cafe with his fan club nurses. The doctor diagnosed Remus' condition (apparently using the same numbers as the lot debugger) and advised him to get more rest. Remus responded to this news by running to the nearest bathroom to vomit. The nurses followed him. So far, we don't seem to have any more townie patients, but I'm not too worried about that. I could do with or without them - I can always 'port in townies if I want more patients. A nurse announced visiting hours. Kyla, Roman and the guys' sister all turned up autonomously and all went straight to the gift shop. The nurses went to Remus' room, where he was reading on the bed and ignoring them (well, the doctor said to rest..). Things got a bit crazy here, because ACR had assigned one of them as gay and the other as straight. The gay one started hitting on the other one and they ended up really mad at each other... (I kinda figured Roman would like to be in on this one, especially with those uniforms, but he was still down in the gift shop). I decided to give at least one of the nurses a makeover so I could tell them apart, and try to do something about some more practical clothes. It took several different hacked objects to make a clothing change for the nurses stick... Sim Blender wouldn't do it, InSim wouldn't do it... finally the 'Pick New Clothes' function on the FSS Clothing Tool got them into some more sensible scrubs. Visiting hours eventually ended. One nurse went to sit at the computer, and the the other watched tv with the pregnant townie. Remus vomitted some more. My (usually) playable doctor helpfully cleaned the toilet. Remus went to get some sleep. The doctor reported that he was actually getting worse and needed more rest. I wanted to tell him that he would, if the nurses would just leave him alone! I teleported Kyla in and made her selectable. She autonomously went to Remus and worried a bit, but then she was fully controllable. I played around a little as if I was staging pictures there. Everything seemed to work fine. Visiting hours started again before I had the chance to teleport her off, and then I found I didn't have the option to teleport her off (with Sim Blender) even when I made her unselectable. It was close to dinner time and one of my (usually) playable cooking career sims turned up and started making chilli. She soon announced that dinner was served in the hospital dining room, so I woke Remus up and sent him down there. At this point, the nurses' shift changed, and my the ambulance spawned two more identical nurses in sexy uniforms... *sigh*. Also my (playable) doctor went home and was replaced by a different one, who washed all the dinner dishes. Roman also arrived to visit, but got distracted when he ran into the second shift nurses. He never made it out of the gift shop this time! . Kyla left with the other visitors at the end of visiting time. I also enabled buy and build around this time (with Insim) and made some minor changes, then saved the lot, so I could see if they stick when I exit. Night fell. A couple of (playable) law enforcement sims came and did security checks. Some time during the night, Remus recovered. I waited to see what would happen. I also discovered that a townie patient had turned up at some stage in another room and I hadn't even noticed him arrive! I only found him when I heard someone coughing. Early in the morning the nursing shift changed - my first two nurses came back (*whew!) and their makeovers and uniform changes had stuck. Good. So I guess for two shifts you get four nurses and, if I'd picked three shifts, I'd have six. Penny Tarro came and made breakfast. The townie patients went to eat autonomously. I sent Remus down to join them. Sick Townie sneezed all over everyone's pancakes. A nurse put the leftovers away. The NPC doctor arrived and deemed Remus healthy, discharged him and told him he could leave whenever he wanted. He called a taxi and went home. I noticed that community lot time doesn't work with this hack - as in the unmodded game, he came home at the same time that he left, if you know what I mean. Some things I need to check before putting this in my 'real' game: -Now that the taxi has this hospital function, does it still work ok to travel between lots in other circumstances? -Can you leave the hospital while a playable sim is a patient there? Can you play their house while they're away? Anything else anyone can think of???
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Post by blackcat on Aug 3, 2010 6:16:00 GMT -5
Part two - Hospital Births: I sent the now-well Remus home and (after they celebrated his recovery in the hot tub) I accelerated Kyla's pregnancy to trimester 3, and she called the taxi to the hospital. She arrived, and the first thing I noticed was that the buy/build changes I made while Remus was there HAVE stuck. Yay!!! That was an important one. So have the makeovers/clothing changes I gave the nurses. Visiting hours started. She got a lot of visitors!! For anyone who reads my blog, they were Remus, Roman, both her parents, all three of her siblings, and... Dee?? I didn't even know she knew Kyla that well! Maybe she just tagged along with Roman... Good thing a lot of people came because Remus pretty much ignored his wife to catch up with his new friends the nurses. Visitors eventually left. One of the nurses took Kyla off to toss a football (can this be good nursing practice? ). Meals in the hospital aren't frequent enough for pregnant sims - Kyla made repeated trips to the vending machine (glad I put one in!). The doctor came and told her that she and the baby were fine. The nurses played football together. I sent Kyla to rest. Only two visitors in the afternoon, Remus and Rose. Everything else in the evening happened pretty much the way it did when Remus was a patient, except that, sheesh, I forgot to put any toilets on the maternity floor!! Ack! Built some quickly while Kyla stood with her knees together and (rightfully!) complained. Around midnight, I discovered that Remus was back. When did that happen? Have to watch the entrance more closely. Maybe they have 'open visiting' for the baby's father The next morning Kyla gave birth, just as visiting hours started. She had the option to adopt the baby out, either to the orphanage (I assume, the in-game adoption pool), or to a playable family. I picked for her to keep the baby, and she got a $1000 bonus 'from the city' - you can turn this option on or off. Everyone in the hospital - including the townie patients - came to see the baby. The poor kid got passed around everyone before visiting hours ended. Kyla got the taxi home. She appeared to leave the baby behind, but I had read that this would happen. When she got out of the taxi at home, the baby kind of materialised in her arms. That was cool because then you could see her carry it into the house. Part 3 tomorrow (its late here, too tired to mess with this any more) - I'll try some 'normal' non-hospital gameplay in the hospital hood (visiting community lots etc) to check that nothing else is affected. Also make someone else sick so I can see what happens if you leave the hospital while there's a patient there. BTW - one other thing that was kind of cool - when I made building changes to the hospital, they were paid for from the family funds of the sick sim. You could use that to make them pay a hospital bill - just have them decorate or buy stuff for the hospital while they're there, to the amount that you want them to pay.
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Post by blackcat on Aug 3, 2010 18:32:32 GMT -5
Finished my final testing this morning, this is definitely going in my real game. I loaded and sent random sick playable sim to hospital. The changes from yesterday have stuck, so it appears that if you have all EP's, you can definately edit the hospital after you add the ambulance. Yay! You can change the nurses' appearance via SimBlender plastic surgery, and change their names, and it sticks. Yay, again! I didn't want my hospital staffed by clones! If you try to play the hospitalised sim's house while they're away, the taxi pulls up immediately and they come home. Sims who have been hospitalised get a memory of it. It seems that, once a sim is hospitalised, you have to play out their whole stay in one session. You can't re-load the hospital from the neighborhood screen in 'live' mode, although you CAN reload to edit it (like with a standard community lot) and the edits stick. Playing out the whole hospital stay isn't too not too bad as they are apparently always cured in less than two sim-days (Remus took about 20 sim-hours, and Kyla gave birth at the time you would have expected her to if she'd stayed home), so I just won't send anyone to hospital if I don't have time to play out the illness. I thought this could be a problem if I want to stage a scene at the hospital that doesn't involve someone being ill (for example, a scene with my medical staff at work). Got around it by making a random playable sim ill via Insim, then sending him to hospital. While there, I teleported in the sims for my staged scene, made them selectable and took the pictures as I usually would, then exited without saving. Loaded random sick sim's home lot, and he arrived back in the taxi. Cured his illness, saved & exited. Adds one more step, but you could always make the sick sim someone who would appear in the staged scene or a household you were playing next anyway. All of the other non-hospital things I tried (sending sims to other community lots via taxi or walking; making other emergency calls; giving birth at home) appear unaffected. I'm now backing up my real game ready to put the mod in. That way, if there is some major drawback or bug I didn't find, I can just go back to the 'clean' backup. Looking forward to using it in 'real' gameplay
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Post by laura on Aug 3, 2010 19:07:33 GMT -5
Wow, this all looks very cool! I can't wait to see it in action!... in your hood, lol!
It does sound awesome though. If I had more time for gameplay, this would be an awesome thing to add.
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Post by blackcat on Aug 7, 2010 18:41:10 GMT -5
Yeah, its definitely a gameplay thing more than a storytelling thing... but that works for me since most of my storytelling ideas are sparked by something in gameplay... I've been sending random sims to hospital just to see who turns up to visit them, for example, and I'm sure some of the more unexpected choices could turn into a storyline point if this were 'real' gameplay. It's full of other little funny touches, too - visitors give the sick sims get well cards from the gift shop, and I just discovered they can autonomously give gifts, too! Apparently random stuff from the buy catalog... one of my sick sims just scored an espresso machine, strange choice for someone in hospital Now I almost want someone to get sick in-game!
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Post by sparki on Jul 8, 2011 15:09:46 GMT -5
So where are you going to put it up for download? It sounds amazing!
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Post by Help on Jul 9, 2011 5:31:14 GMT -5
Try getting two sims to taxi somewhere... Whenever i do that, the other sim just cant get in! and the first gets in all weird...
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Post by jackcullenmega on Feb 13, 2013 17:56:00 GMT -5
where can i find the hospital mod at
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Post by Remi on Aug 4, 2014 0:22:57 GMT -5
Do you need a specific hospital, or does it just work for the ones that come with the world you're on? It seems really cool, and I want to download it, but I need to know the details first.
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