Is antiredundancy necessary for AL?
BrokenRobot:
If I understand it correctly, antiredundancy is not necessary if you don't mind having multiple sims of each NPC type. Unless you get seriously crazy with marrying them into your families, the extra files shouldn't be enough to cause any problems. However, more files always means longer load times, so it's a trade off.
I personally like having a bit of variety with my NPCs. I wouldn't want everyone in my neighborhood to have the same maid, gardener, butler, etc.
Zazazu:
Quote from: parrot on 2008 October 05, 00:01:38
Provided there is no continuous spawning of NPC's like with townies, I do not mind multiples of each NPC. So I probably should have rephrased it to "Do NPC's spawn in AL like townies?" As long as there is no endless spawning, I will not use antiredundancy.
BTW, do you mean three everytime one dies/becomes playable, or three every time you first make a hood?
Three every time you make a 'hood. Then the game recreates one each time you kill one/marry one in.
When in doubt, download the hack to see what it does (by reading the RTFM). Your question would have been answered.
J. M. Pescado:
Quote from: BrokenRobot on 2008 October 05, 00:34:03
If I understand it correctly, antiredundancy is not necessary if you don't mind having multiple sims of each NPC type. Unless you get seriously crazy with marrying them into your families, the extra files shouldn't be enough to cause any problems. However, more files always means longer load times, so it's a trade off.
The kicker with the redundancy factor is that it will ALSO duplicate multiple copies of the many "nameless" NPCs: Ninjas, Social Workers, Repo Mans, Social Bunnies, etc. This tends to add a bunch of utter crap to your files. If you're fine with having a whole load of crap thrown in, then this is nothing to worry about. But just remember that every pile of crap thrown in will slow down your game, which can be quite annoying if your game is already stressing your computer.
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