Technical Fixes: Making Deco Cars Drivable
# Legacy Vehicle Drivable Patch How-To ## Goal Make a legacy vehicle: – stay on the lot after placement– expose vehicle key management– appear as a real active vehicle instead of `None`– support lot departure and arrival without route loops ## Important Files – `TSOClient/tso.content/WorldObjectProvider.cs`– `TSOClient/Newso.Guides/README.md` The current loader-side patch lives in `WorldObjectProvider.cs`. Avoid editing […]
Technical Fixes: Gnome table not crafting physical gnome
The fix had two parts: the behavior fix, then the “actually load the new DLL” fix. The workbench object script was still using the small gnome-style completion value: 100. That means the object sim reached “done” almost immediately. I changed the Crafting Gnome Workbench runtime patch in WorldObjectProvider.cs (line 165) so this specific workbench now […]
Technical Fixes: Discord RPC
The problem was that Discord RPC presence was never being sent because the Active flag was never set to true. Here’s how it works: Before the FixGame starts → DiscordRpcEngine.Init() is calledInit creates event handlers and calls DiscordRpc.Initialize()The code expects Discord to call back with a Ready() event, which sets Active = trueBut if that […]
Technical Fixes: Spotlight Fix
The spotlight object data was fine. spotlight.iff still had TTAB 0x0081 with Turn On, Turn Off, Power Status, and Recharge. The bug was in runtime TTAB selection for multitile subobjects. The spotlight is a multitile object. The clicked in-world entity is one of the subtiles, and those subtiles have TreeTableID = FFFF, meaning they rely […]
Technical Fixes: Carnival Rides
The placement logic was mostly fine by the end. The object “disappearing” had two different causes: First, the ride’s own BHAV scripts were deleting the group after placement. The traces showed VMRemoveObjectInstance coming from routines like Main – Bats, then every tile in the 25-tile group got DeleteQueued/DeleteNow. I patched those Haunted House BHAV branches […]
Emojis
NewSO Emoji Reference Type :emoji_name: in chat or messages to use an emoji. Autocomplete suggestions appear as you type. There are 1,881 emojis total: 11 custom NewSO emojis and 1,870 standard Unicode emojis. ★ Custom NewSO Emojis Command Keywords :rip: NewSO death, sims, tombstone :rel_plus: NewSO sims, relationship, friendship, positive :rel_minus: NewSO sims, relationship, friendship, […]
FAQ: Launcher Won’t Launch Game After Update
User: Launcher won’t run the game Fix: Reinstall NewSo from the launcher, if you’re on Mac or Linux Reinstall NewSo & Mac Extras (if you’re on Mac), Reinstall Linux Extras if you’re on Linux. Why does this happen? Sometimes we release major updates that require a full reinstall of the game to ensure all of […]
Technical Fixes: Midnight Mystery Canopy Bed
BedMagic.iff itself already had a valid Sleep interaction: text Sleep -> Action 4106, Test 4107 But at runtime, BedMagic_sleep_fix.piff was applied on top of it. That PIFF was stale and was re-adding a fifth interaction: text Wisp – Sleep -> Action 4167, Test 4166 That was wrong because 4167 is the test tree and 4166 […]
Technical Fixes: Gargoyle
IssueThe gnome/gargoyle workbench family had several overlapping problems from mixed TS1/TSO behavior data: ggworkbench.iff could loop forever and never create a real gnome.A temporary invisible/held “gnome” suit could remain instead of a real object.The Sim could create the gnome, but then loop the finish animation forever.ggworkbenchgargoyle.iff was awarding Mechanical skill points almost immediately.VS also showed […]
Technical Fixes: Gnome Issue
Great. The issue was not the animation itself; it was BHAV control flow. There are two relevant workbench files. I initially fixed GGWorkBench.iff, but the object we were actually using was CraftingGnomeWorkbench.iff. In that file, the Finish Carving tree had this bad path: Make Gnome Object succeeded, the real Odd_Gnome was created, then the BHAV […]
