A new one can be made in but a few minutes, or an hour depending on the capacity of teleport locations through SAI and Gossip Menus. Which includes fancy images and colors if they so desire..
Product: The Sims 4
Platform:PC
Which language are you playing the game in? Русский язык
How often does the bug occur? Every time (100%)
What is your current game version number? 1.59.73.1020
What expansions, game packs, and stuff packs do you have installed? All of them
Steps: How can we find the bug ourselves? Have a spellcaster sim with the Transportalate spell. Try to teleport to some unreachable place - roof or basement with no stairs. UPDATE: "Always Transportalate" should be on for this bug to occur.
What happens when the bug occurs? The sim cannot teleport, as the Transportalate spell is not teleporting, but just fast-travelling like vampiric abilities.
What do you expect to see? Transportalate spell should be actual teleporting, just like teleportation ability gained from wellness skill. UPDATE: Transportalate spell should be actual teleporting REGARDLESS if "Always Transportalate" option is on or off.
Have you installed any customization with the game, e.g. Custom Content or Mods? Not now. I've removed them.
Did this issue appear after a specific patch or change you made to your system? Yes
Please describe the patch or change you made. 1.58.69.1010
Transportalate spell used to be actual teleporting, same as we can gain from the wellness skill, but faster and more convenient. I have designed several of my mages houses in a way only mages with the Transportalate spell could reach some parts of these houses (basements with no stairs, for example). Rebuilding everything is not an option, so now I have to play with a slow teleportation from wellness, please, fix this ASAP.
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@crinrict Yes, but I have never considered the case with the vamps as a bug, I believe it is by design. Vampires NEVER could do that, even in the Sims 2 - only mages could teleport anywhere, vampires couldn't.
Well, in case this is a basement (not a roof), you can't fly underground if there is no real entrance I believe the game's engine is not that perfect to be able to recognize if flying is possible to a specific place, so they just have put a limitation for everything.
But actual teleporting should work, and in fact - for spellcasters it worked before the patch. For vampires it never worked, not even in previous games, so for me this is not an issue. But I am not against removing the limitations for "Teleport as the Mist" option.
The TeleportHereInteraction is a Debug Interaction to teleport a Sim to a selected terrain position (TDESC). This interaction can be used outside of debug usage such as the Wellness Teleport introduced in GP02: Spa Day.
The Interaction Tuning can be specified to have an animation should it be needed, it is advised that set_visibility_state in basic_extras be used along with a VFX (if needed) to show the transition of the teleport.
The GoHereSuperInteraction is a Test and interaction function for the Go Here Interaction (TDESC). It is predominantly used as the basis for a Sim to walk from point A to point B. The interaction can be tuned with a teleport_style_liabilities in basic_liabilities to make a teleport that is referenced from teleport.teleport-tuning and teleport.teleport-enums.
The TeleportStyleSuperInteraction is a SuperInteraction that implements GoHere, which utilizes teleport styles to get a Sim from one point to another, while implementing other space- reserving utilities, such as jigs (TDESC). The interaction can be tuned with a specified teleport_style_tuning and setting allow_teleport_style_injection to True (if needed). This interaction requires a regular SuperInteraction to call this interaction.
Example of the tunings used for the TeleportStyleSuperInteraction.The interaction also needs a TestSet that test the distance of the Sim and the picked terrain in order to prevent an issue with certain objects (mainly the cauldron). In regards the this issue, you can look at this Answers HQ issue that is regarding Cauldron Issues for Potion Making (TwelfthDoctor1 Posts).
Arguably, this teleport system is slower compared to a tuned GoHereSuperInteraction as this Teleport System uses an interaction to call another interaction, which slows down the running of interactions and the time for the teleport to commence.
This update has a fair few more "Upgrade notes" than usual, so please take care to read through them carefully before upgrading - particularly if you rely on custom scripting. The usual precaution of backing up your projects should also be taken.
The main aim of this update is to ease the workflow when creating puzzles as prefabs - i.e. prefabs that contain "self contained" game logic and can be dropped into a scene without having to merge it into your variables, cutscenes etc. Much of this comes in the form of the following new components:
A new, third way to define variables (aside from Global / Local) is to attach them directly to a GameObject via the new Variables component. While these can exist on prefabs, they must still be present within the scene to function correctly - but they can be accessed in ActionList assets, unlike Local variables. Attaching the new Remember Variables component will also save their values. For convenience, a new "Variables" logic type is available in the Scnee Manager.
This component allows you to have an ActionList run when a scene starts or loads, without having to reference it in the Scene Manager. This is useful if you need to run some Actions to initialise some settings when the scene begins. If the ActionList makes use of parameters, all parameter values can also be set here.
A simple solution to a commonly-raised problem: how to set all parameter values for a Hotspot's Interaction ActionList. Within the Hotspot component, only the Hotspot itself can be auto-assigned to an Interaction's GameObject parameter. With this component, you can set all parameters based on the exact interaction that was run - even if the ActionList itself is shared amongst multiple interactions.
VideoClip assets can now be used to display animated backgrounds in 2.5D games. A separate "placeholder" graphic, that represents the first frame of the clip, should also be assigned - as this will be used to mask any loading times while the video is prepared.
This'll only be useful for specific cases, but if your game makes use of Player-switching, this Action can be used to "move" an inactive Player to the current scene. While this'll only have an immediate visible effect if they have an Associated NPC (which'll get spawned in their place), this Player will then appear in the scene when switching back to them.
The Remember Animator component can now be used to set default values for its Animator parameters. This is useful if a scene has multiple Animators that share the same Animator Controller, since each Controller's parameter values can be individually set.
A number of new events are provided, including one to set the replacement text of a speech event token - which by default is simply removed from speech text. This paves the way for dynamically-generated speech, since part - or all of - the speech text can now be set at the moment it is spoken.
With 1.68 all the bugs are fixed, system is very reliable and the new approach to variables opens interesting new possibilities. At this stage AC is really mature. All the problems I had with previous versions are gone.
It's slightly off topic, but I am really happy with Adventure Creator v 1.68. It makes realistically possible for just one dude to create quite an advanced adventure game. It takes time, obviously, but Unity + AC guarantee that the project will be manageable no matter how big it grows.
Gameobjects with variables attached to them is an amazing thing that I could finally use to make important non-classic adventure game mechanics without bloating the global variables and without resorting a lot to playmaker integration, amazing news.
Is anyone familiar with Teleport? It is software that allows one mouse and keyboard to control other computers as well. I am finding that especially after restart, it goes away on both my iMacs, one running Sierra and the other El Capitan. I have to go back to the downloads folder on both iMacs each time and click on the app (which doesn't live in the applications folder but in the privacy tab in the Security System Preference. It does remain in SP, but for some reason I have to keep clicking the app and then click to trust some other app even though I have set both to trust everything always. This is annoying.
Wondered if anyone knows how to fix this. Or maybe knows of better software to do the same thing and maybe even have the ability to drag windows, too, not only files and folders. I tried ShareMouse--terrible--and not free for dragging files. There's SynergyKM, but its website is so old I doubt it's compatible with Sierra. There are lots for PCs, but few for Macs. Teleport does not seem to have a website, so it's free but no support available.
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