overloaded neighborhood
linolino:
So, all neighborhoods are doomed to explode in a gigantic fiery fire ball visible from wherever you are because of the ever-increasing number of character files that will never be erased by the game.
We are all aware of that. We also know that the number of supported chars files before the game starts to melt has been increased with nighlife, and that we have some mods made by some great modders in the community that will delay the self-destruction. However someday the worst will happen.
Myself have 530 chars files in my neighboorhood right now, nothing serious, however i was thinking about creating a brand new neighborhood, deleteAllCharactes to have a fresh start, with different NPC than those we always have the first time (also i dowloaded a mod that adds lots of names, so i wanted to test it). However I wanted to keep playing my favorite families, so i'm thingking about something and i wanted you guys to give your oppinion on this, if it will work or not..
First, i create a new neighborhood and delete all characters. then i go to my custom neighborhood and package my 2 favorite families by moving their lots to the lot bin. I know that everyone they know will be packed with them. no problem.
Then I go to the new neighboorhood and without generating any NPC, I place those lots in it.
Now every character that was packed with the lot will have a file in the character folder.
I go there and check how many files were created: 150!
Now I go in SimPe and take note of the files belonging to the family (everyone that is on the family tree). Now i go to explorer and delete all the other files. So I will have only the files belonging to sim of the family.
There is no problem deleting those files, because when a lot is moved to the bin, the relationship pannel for everysim in that lot will be erased. so they will know no one execpt for other sims in that lot. However they will still have memories of "Met $Subjuect", but this shouldn't be a issue, since these memories aren't actually used for nothing. And you can use simPe to delete those memories.
this is a good solution, for startina a new neighborhood with only the sims i want, isn't it?
Hook:
The cleanest way would be to use SimPE's sim surgery option to export your favorite Sims to package files, then use these in your new neighborhood. If you want them to have specific attributes, testingCheatsEnabled will let you change almost anything by dragging the sliders once you have used CAS to get them back into the game and set up various family ties.
Hook
Regina:
I would definitely recommend going with the way Hook advised. You'll have to do a lot of tweaking to get everything set back up the way it is now, but it should end up being a lot less problem-free.
You may also find that you don't want to use all of your current sims as playable sims, but perhaps make some of them into Townies using Inge's Teleporter-Plus shrub. I use sims from other neighborhoods that way because all of the Townies generated in the game are still off the same templates, and these are sims that were created through families so are completely unique.
Basically, to make Townies you make a family in CAS and move them into a house. Buy the shrub, click on it and choose 'Make me a Townie'. At that point that sim is no longer selected although they still show up in the family bar. Then click on the shrub again and choose the option for clearing away non-residents and that sim disappears. At the point they're made into a Townie they get skills and a job. You just repeat until the last one is gone at which point the game goes into Buy Mode. Save the house and leave it and you've got eight brand new, unique Townies!
I use the notownieregen and have been using the teleporter-plus shrub for the Townies, then generating Downtownies with the NPC maker that's available in-game using the testing cheats code. Unfortunately you'll end up with duplicates of ones in other neighborhoods, but there are many in that pool and I figure I don't have to use all of them in every neighborhood so at least a few things are unique. One thing I will mention, though, is that this is a very painstaking and time consuming process. If you generate a sim you don't want, you don't want to use the 'kill' option because its character file will be left in the game. You want to exit the lot without saving and go back in and generate another and keep repeating as necessary. That NPC maker also lets you generate Grand Vampires, Mr. Big, the Diva and the Slobs in addition to most of the other service workers. I ran into problems trying to generate cops, though. I kept getting an error message. Later on I tried again, this time generating burglars first. Once they were in the game I could generate cops.
linolino:
ok thanks guys. i also must say that I tested what i posted, and it dosn't work propely.
I did it and it worked, however when i entered the house of my sims i messed with, They would jump when interacting with others, and they would also have sometimes a lot of bubbles going out of their buts.
Just a couple of questions: Instead of Inges shrub, can i use the dead tree debug object that comes with nighlife?
and how do i do the sliding bar thing for changing personalities and skills? i can't find out
DrBeast:
Quote from: linolino on 2005 October 18, 10:51:25
and how do i do the sliding bar thing for changing personalities and skills? i can't find out
I've found out that sliding the bars (all bars, from Relations to needs to skills to interests) only works when testingCheatsEnabled runs from the userStartup.cheat file, not when you type it in-game. The rest of your questions I cannot answer, as I don't have NL.
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