No Unlinkage On Urnstone Delete
J. M. Pescado:
Quote from: Ancient Sim on 2005 November 29, 19:27:15
Well, it worked, the ghosts that formerly lost their character data are retaining it now. Unfortunately, the tombstones still vanished, as I assumed they would. Don't suppose there is ANYTHING you can do to get them to stay? Ghosts without tombstones are a bit pointless really, but the thought of all that work to bring them back and kill them off again is extremely off-putting, never mind the problems it can cause with memories and the ghosts forgetting who their family is and all the rest of it. Been there, don't that, didn't like the pattern on the T-shirt.
The fix cannot retroactively correct sims that have already been shredded. The tombstones in the process of disintegration will probably still combust.
It is, however, possible to regenerate them. You will need: Lot Debugger 2.0, Ingelogical Teleporter Shrub.
Pause your game and teleport the deadite to your lot: If the Ingelogical Teleporter shrub cannot find it, then his character data is destroyed. The sim should appear on your lot. SHIFT-CLICK on him and choose "Make Selectable", then select him and SHIFT-CLICK on the lot debugger to choose "Respawn Tombstone". Do this with as many missing deadites as you need to. Then unpause your game. The deadites should quickly disappear, to be replaced by newly-respawned tombstones. The Lot Debugger will treat all elders re-tombstoned in such a manner as having died of old age, with the platinum tombstone appearing if the relevant aspirational level of achieved. Otherwise you will get the plain old gray one.
Move these to the community lot. Hopefully they won't disintegrate his time. Note that if your deadites are Romance Sims, you will need the corresponding Romance Sim Urnstone Fix, or their tombstones will revert to gray ones on move.
Emma:
Thanks again ;)
Ancient Sim:
Thanks for the reply about how to get the tombstones back. I would be able to do it on a lot that wasn't theirs, but not on their own lot as the character data of the ghosts that were out a-haunting the last time I played the lot is being destroyed literally as I load the lot. I can tell it's happening, because the lot is loading so much slower than usual. What is odd is that on the Goth lot, for instance, it was 7.45 am, when ghosts should be back in their graves, but according to the LotDebugger there were two options to nuke the ghost emitter (4 actual character files were wiped). On another lot it was late afternoon. Even odder is that it is happening on Gothier Green Lawns, which is void of all tombstones when entered in build mode.
Another odd thing is that on the dorm lots where I've had dormies die, all the ghost noises start-up, but there are no actual ghosts appearing. I can teleport them in no problem, so they're still intact. I reckon all this is connected to whatever they did with ghosts in NL, they've probably mucked-up something vital along the way. Wouldn't be the first time.
Thraxwhirl:
Quote from: Ancient Sim on 2005 November 29, 20:11:09
All you do is get the Sim to click on the gravestone and send it wherever they want to (there is an option to send it to Gothier Green Lawns if you have the default Downtown). The ghosts will then stand and wave goodbye and their gravestones will disappear in a puff of smoke. You then need to go to the cemetery in build mode, where the gravestones will be waiting by the mailbox for you to place wherever you want them. Should you want to return them to a lot later, the Sim who lives on the lot needs to go to the cemetery and click on them again, then choose "Send home". There is never actually any need for them to go into the inventory unless a Sim is moving house, as far as I can see.
Wow! I never knew that!! :O Is it in the Nightlife manual? I sure as heck don't remember reading it.
Thanks. :)
MokeyHokey:
Oh Awesome One...
Tonight I had a sim (un)tragically lose his first wife. The tombstone was on the lot, and his girlfriend was present; they have 100/100 relationship, but the option to "propose..engagement" was not there. He had her move in and I deleted first-wife's tombstone 'cause that used to help. Still no propose. Cycled through the new shiny debugger options, resetting everything in sight--and out of it--to see if anything had an effect. Finally quit the game, pulled the nounlinkage hack out, deleted the tombstone, and the propose option was back. Quit, put hack back in, reloaded--propose missing again. So, I've removed this for the time being so I can get the idiots married.
I've got all your updated hacks, excepting the bathroom one, the auth pers, and the encouragebleh thing. Most of Jeff's and Inge's, some of Crammy's. Game is patched with all EPs.
Is this a bug or user-error?
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