Undefined Transition
RainbowTigress:
You mean "deleteallcharacters"? Yeah, it does, actually, delete "all" characters. Including the ones in the bin.
I think the folder LotCatalog in your "My Documents\EA Games\The Sims 2\" folder is the one that contains the houses in your houses bin. However, I would recommend packaging them up if you can. These are found in "Packaged Lots." All the other folders you are looking for are here too, "Collections," "Downloads," and "SavedSims." The "Neighborhoods" folder is the one that actually holds all your game files. I back up this entire folder on a semi-regular basis.
I am very sorry for your loss. :'(
croiduire:
Thanks. Silly, I suppose, but I was looking forward to seeing how the new babies would turn out.
Is there a "delete obnoxious townies" option anywhere that can be implemented before starting play?
RainbowTigress:
I know what you mean about wanting to see what the babies would look like. I don't think it's silly. :)
Unfortunately, there isn't such a command. You have to either do some editing in SimPE making sure you delete them entirely including all existing relationships and memories (which is a lot easier now with the new Memory editor, thanks to Theo), or do what others have done, engage in Townie-killing via cowplant and other methods.
I think someone wrote a tutorial on how to use 'deleteallcharacters' to start a fresh hood. If you were so inclined, you could clone all of the characters in the hood of your choice, back up all the houses, then start a fresh custom hood with deleteallcharacters, then recreate all the sims using CAS and recreate their relationships. This would require SimPE to set family ties and such. I know others have done it. It takes a bit of work, but the advantage would be not having any townies to deal with or the scripted scenarios Maxis set up in the beginning, or worse, the messed up DNA.
Ah, I just found this in the Peasantry. Maybe it will help:
Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
croiduire:
Well, that blasted squeamish cowplant WON'T EAT CHILDREN!!! Believe me, I have tried. Stupid plant! Doesn't it realize that veal or lamb or caviar or sprouts or the young of any species is considered a delicacy? *grumble*
I developed a severe aversion to townie children back when I was playing Sims 2 for the first time (no expansions--this was before my computer fried and I was sim-less for a year). The grandchildren of my first sims were bringing home the same "children" that their elders had played with. "Puck Everlasting" is only fun for a little while. I want a clock to start ticking the first time a child sim is initialized (i.e., appears on a lot anywhere and interacts with a playable sim) and every game day of play with that known sim ages the NPC an equal amount. I suppose that's another thing the game engine isn't capable of doing, but it sure would be a lovely hack if anyone can manage it.
RainbowTigress:
Well, there are hacks you can use to move in townie children and grow them up. You can make them teens and send them to Uni or move them in with one of your playables. Pinhead's hack at MTS2 lets you ask all ages to move in, including children. You could then make them townies again or you could have your playables adopt them or just let them be part of the household. I successfully grew up Marsha Bruenig, and she is quite pretty. I have notownieregen, and I think I am down to about 3 children left. I think there are only 5 townie children by default. At least I was down to 5, but now with NL and OFB, I think some more snuck in there somewhere, but at least they are new faces and not the same ol' same ol'. I don't make a habit of killing townies myself, and I have only fed two sims to the cowplant, so I forgot that it wouldn't eat children, hehe. That's Maxis for you.
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