Making a holiday template
lechapeau:
Would the brains in this thread have any advice for me then please?
I've been putting together a template for BV, it's taken me a few months of work on and off, with me reading anything looking relevant and trying things one by one to get it to ‘act properly'.
Using cwykes tutorial for making a downtown/OfB district, my first attempts gave completely empty lots with no buildings. Then after I read and tried other things I got the lots to show up, but sims were unable to use the 'walk to' option and were stuck at their hotel. After that and with more fiddling I could later take them from their hotel to a community lot, but these lots were only accessible if I clicked on somewhere I wanted them to visit. I had an empty menu, this didn't bode well for sharing and I wasn't sure how stable it would be.
Eventually I came across a post by SaraMK (I think in answer to Marvin Kosh) referring to her/your Merging Maxis neighborhoods thread, so following the instructions there, I extracted the ID Number of the original T001 and replaced the one in my template with that and it worked perfectly. My only problem was the secret lot needed an error forced on the NPC to make him work, so any secret lot would be a separate sims2packfile.
But my question now is whether this is all still safe to do, meaning I can go ahead with my current project. I'm unsure which part you're saying is wrong, it appears SaraMK you are saying some that I've done might be okay, but on a personal level and not for sharing?
I was also planning on adding a few locals and one or two tourists.
It would be good to know if it's worth continuing, I've extracted the original ID Number and replaced it as I've said, and I've made the UID unique as Inge has said, but I've then renumbered it to T002 as well because I was worried about them being exactly the same. But now it's ‘as well as', and not a replacement for the Maxis ‘hoods, and it can be in a game possibly alongside an original Twikkii (or whichever area was wanted).
Because it's using the same extracted code...is that a bad thing?
I have the tutorial; if it's okay and would be at all useful you can have it, but you could probably find everything yourself as I'd think you'd know more than I do anyway! I'm expecting to find I have inadvertently messed up, rather than to have discovered anything useful here! But it's made up with a little bit from my findings, then bits from SaraMK, Zazazu, Argon and anything from anyone else that made sense or looked useful. And it's long, because I need it to make sense to me as I read it back...
J. M. Pescado:
Quote from: Inge on 2008 November 09, 13:46:42
He says now he might have been thinking of the last-generated NID field instead.
The SCID doesn't cause problems like that, no. Template hoods, when imported into a neighborhood (even EAxis templates, ESPECIALLY EAxis templates), leave a whole bunch of junk in the subhood, though. I've been pondering writing a cleaner-program to automatically erase all the junk entries.
Inge:
I have looked in the SCID and I can't find data that appears relevant to either the highest generated NID nor the highest generated LotID. I have no idea where if anywhere they are stored. Maybe the game checks highest dynamically.
J. M. Pescado:
The next NID start is in an int16 at the very end of the SCID, 2 bytes. The meaning of the rest of it is unknown, but I can't find anything equivalent to the Sim Creation Index in there. So if your highest NID was 0x21D, SCID should hold an 0x021E, assuming no holes. It is unclear why it is necessary to record this, as if you reset it to 0x0001, it will simply dynamically pick the next open NID, something it SHOULD be doing anyway, rather than leaving holes and wasting limited NIDs.
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