Game generating crap NPCs, avoidable problem or precursor to a firey etc...

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ZephyrZodiac:
I think you might get some duplicated townies, though.  But that's easily fixed with the new SimPE.

syberspunk:
Quote from: Andygal on 2005 November 09, 05:23:52

3 per neighbourhood regardless of subneighbourhoods.


Ahh... thanks for clarifying! :D


Quote from: ZephyrZodiac on 2005 November 09, 08:52:42

I think you might get some duplicated townies, though.  But that's easily fixed with the new SimPE.


Ok, again I need more clarification. Sorry to be such a pest. Are you saying that there are pre-set townies that are generated for each Uni? So, if you add all three Unis, then the same exact dormies will be generated for each?

I guess it's really dumb for me to assume that when dormies and downtownies are generated, that they would/should essentially be random. :P *sighs* I mean why should the game be at all realistic when there are pre-set templates of townies, dormies, and downtownies that the game can just clone.

I had thought that at least each separate subneighborhood would have it's own set of already generated dormies/downtownies, and that theoretically, if a new one was "needed" it would be generated randomly. :P

Ok, so my next question then is, how would I use SimPE to fix this? I have not heard about this previously and thus was not aware that this was a problem or that there was a fix for it. :P I guess I've been out of the loop, and despite lurking somewhat, I haven't been able to catch up to all the things that have been goin on. I'm still at a total loss as to the whole VS shake-up.  ::)

Anyways, thanks again! At least I know I can rely on the good people of MATY to keep me informed and updated.  ;D

Ste

vector:
Does this fix do anything about those "call in sick" npcs that seem to be generated every goddamn time I have a sim call in sick to work?

I had one call in sick just as the carpool turned up, game lags away while it churns out another useless npc to take the call. I got over-excited about something and pressed the cancel button when prompted "do you want to phone in sick". Duh. Sim spins to change into work clothes, goes to run out to the carpool. No! Cancel action, return to phone, phone in sick, dammit. Chug-chug-chug. Game generates another npc to deal with the second call. Gah!

Venusy:
Quote from: vector on 2005 November 09, 17:55:08

Does this fix do anything about those "call in sick" npcs that seem to be generated every goddamn time I have a sim call in sick to work?

I had one call in sick just as the carpool turned up, game lags away while it churns out another useless npc to take the call. I got over-excited about something and pressed the cancel button when prompted "do you want to phone in sick". Duh. Sim spins to change into work clothes, goes to run out to the carpool. No! Cancel action, return to phone, phone in sick, dammit. Chug-chug-chug. Game generates another npc to deal with the second call. Gah!

Wasn't that fixed in the phonehack?

jrd:
Seems like it.

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