Question about adoption, dominance and graveyard ownage.

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Zazazu:
Quote from: SnootCB on 2008 October 24, 16:38:58

I thought that it was best to have owned graveyards if you didn't want the ghosts to all reset to hunger-type ghosts upon being moved to the unowned community lot. 
I've never had that issue, and I've had huge cemetaries before, which I always have as unowned (except for the one that I had placed portraits up as memorials before I figured that !doi! I could just do a wall hanging recolor).

witch:
I recently created a pack of townies. When I was using Inge's cat to convert them, I left the child till last, purely because I was working the family list from top to bottom. Anyway, as soon as the child was the last sim on the lot, the social worker was triggered.

Later in the game I happened to move in the townie - who I'd made into the father of the child while I was in CAS. The townie still remembered his son and, when I adopted the son, he still remembered his father.

Process Denied:
I make adoption pools a lot and if you don't wipe out their relationship to each other, they will carry it with them.  You can use InSIMinator or SimPE to make them no longer family and delete their relationships to each other or they will still know each other.

Marhis:
I call The Usual Eaxis Code Borkiness. The game is designed to wipe that stuff on purpose, in SS event.

Funny that I'm still trying to make a hack which does not process orphans and does not insert adoptees in family tree (a bare move in, that is). Probably I should simply let the game run vanilla, and voilą my hack  :-\

akatonbo:
Could people with Seasons or higher EPs give the gravestone to the graveyard "owner" with the give gift social? It'd be extremely easy in winter (almost anyone will accept anything then) and not that difficult in other seasons with little tweaking. I guess making the owner selectable isn't any more difficult... too bad there's not an option to transfer specific items from one Sim to another remotely yet that I know of.

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