How do I get rid of 'Cory's Group Talk' boolprop cheat?
J. M. Pescado:
What likely happens is that it spawns an invisible object, probably "offworld". It is thus impossible to select it and delete it. What you CAN do is force-errors-on-all-objects-offworld, and then when the error dialogs come up, hit reset, reset, reset, until you find the offending object to delete. Expect this to take awhile, there's probably nearly a hundred of them.
ataribaby:
Wicked. Thanks for the advice man! I trawled through the family and lot files in SimPE but didn't find anything obvious there and I'd looked over the options list in the FFS Debugger thread and wasn't sure whether any were relevant.
At least now I know which one to use. I'll give it a go and post the results.
ataribaby:
Well I tried this in a blank dummy lot with a dummy Sim (you only need one because this 'Group Talk' thing seems to be a self-referential interaction). I used boolprop to spawn the Memory Manager, adding the '*Talk->Cory's Group Talk' to the Sim's pie menu. Put an FFS Degugger box on the lot, clicked on it and chose 'Force Errors...->On Off-world'.... Nothing.
I turned boolprop back on and repeated and got about 5 or 6 Object Error dialogues. I deleted the one referring to "Memory Manager - Old" and reset the others. Sure enough when I clicked on my Sim her pie menu was without the '*Talk' group, so it can be done.
I opened up the lot I'm having trouble with and tried the process there. There must have been a thousand Error dialogues - it's a medium-large lot. I was cancelling some and resetting others; I came across an instance of "Memory Manager - Old" and deleted it; I think I came across another but reset it instead of deleting it by mistake. When the process was over the '*Talk' group was still in my Sims' pie menus. :-\
I had a vision of floating through space as a Sim and gazing down on a big, fiery ball. So I exited the lot without saving. I think I'm going to go with the wussy-but-safe move-out-and-back-in method. :P
J. M. Pescado:
Well, that was slightly instructive, anyway. I'll keep that in mind if I make removing this object into a debugger option.
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