CC in use. What can be removed without exploding stuff?
FourCats:
Custom careers are bad. Every time I had one in my game, it messed things up big time. They are a fun idea, but putting them to use is bad.
Crash:
Quote from: J. M. Pescado on 2009 May 03, 22:36:06
Quote from: Crash on 2009 May 01, 19:43:21
Isn't it correct that removing custom careers might screw things up, if you don't make sure the sims using them are at home when you remove the career?
Removing a custom career can potentially fuck up your entire neighborhood, depending on how the career was made. If they made it with the Fallback GUID of a real EAxis career, the object will not properly disintegrate and there will now be duplicate objects on your lot, which is very bad.
Does that apply even when the careers is not used by any sim, or only when you have had a sim enter such a career? Is there a way to check if a career has a maxis fallback GUID, and if so, how? Most custom careers don't have this sort of information, from what I can see.
Edit: I assume there's a way to fix the careers so they don't bork your game?
Ambular:
I would think the safest way to go about removing a custom career would be to not only make sure any Sims using it are at home, but to switch them into a different career before removing the file.
J. M. Pescado:
It's not about the sims themselves. It's about the invisible object that the career is represented by. If you remove the custom career, it may "Fallback" to an existing EAxis object, resulting in duplicate EAxis career objects on the lot. This is uncool and lame.
Crash:
So if you remove the career and the sim that had it end up without any career at all when you load the game again, you're safe?
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