Can I Move the House?
notovny:
Quote from: J. M. Pescado on 2005 July 25, 20:57:02
That's not really true: If nobody's lived there ever, the controllers should all still be intact, and I'm not sure they'd actually be destroyed even if someone has lived there. The controllers should still either be present, or immediately respawn themselves, even if they are deleted, and when they see it's no longer in the Uni neighborhood, the lot should function correctly.
I just tested it, actually. Took 80 Crumplebottom Lane from Sim State U, moved it ino a regular neighborhood, threw a couple Sims in, and waited until 6 PM. No aging. Made sure to use the aging on cheat for good measure. No aging at 6PM Monday. No Aging at 6PM Tuesday. It's still running in the background.
J. M. Pescado:
Hmm, interesting. So the aging controller is buggered? Have you tried evicting them and moving them back in?
notovny:
Looks like moving them out and moving them back in did fix it. I sim corrected.
lechapeau:
I think I've initially kind of solved my problem, but would appreciate any input from someone 'who knows'.
I'll keep it as short as possible, but I may go on hopefully to make myself clear....I'll apologise now for that.
Basicly, a group of us are building our own neighborhood, hopefully to share.
We have each made houses and community lots. The guy who's idea it was has done some SimPE work to make relationships and circumstances that mean they are not all 'fresh' and give it a story. It was then distributed between the creators to try out.
We found a few bugs, and have tried to sort those, mostly successfully.
My new problem started when someone reported it to me on the EA site that in one house the sims didn't age at all.
(I know, it was easier to upload/download our lots between us on there)
It was one of the houses I'd taken from inside this neighborhood and adapted, with permission, either with regards to the decor or with slight building requirements.
Because the neighborhood was 'in place', I took out the people, moved the house out of that game and into another clean one and redid them, then packaged them to replace the originals.
The lot in question was a changed lot of my own, but I later found the problem affected the other lots not originally done by me as well and only from this neighborhood.
I never realised that the house would continue to contain anything, though I suppose with hindsight I shouldn't be really surprised.
They were built in a normal neighborhood, not in a Uni.
My input was a clean EA building account. I do not use or understand SimPE, and only use boolprop to build, and not on these houses.
My question is really why would a lot behave like this, and would it relate to anything I've mentioned ?
I'm rebuilding them all cleanly now anyway, but is this just normal ?
I have never seen this before, and although I don't do it all the time, moving someone out of a house and someone else in has never done this before.
I only posted here as it seemed to be similarly related.
J. M. Pescado:
I'm not sure I understand what you're trying to do, but here's a quick list that may help.
DO:
Evict families from an OCCUPIED lot to create an UNOCCUPIED lot.
Install UNOCCUPIED, lots that are clean of hacks.
Package UNOCCUPIED lots in a clean, hack-free environment.
Move an UNOCCUPIED lot to your Lot Bin.
Move an UNOCCUPIED lot from your Lot Bin to your neighborhood.
Install Bodyshop packaged template sims.
Extract To A Bodyshop package, an existing sim via SimSurgery in SimPE.
DO NOT:
Install OCCUPIED lots.
Package an OCCUPIED lot.
Move an OCCUPIED lot to your Lot Bin.
Move an OCCUPIED lot from your Lot Bin to your neighborhood.
This should be simple enough: Occupado = Bad! There are basically no exceptions, unless you consider both your source and destination neighborhoods disposable.
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