Custom skins and townie generation

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seelindarun:
Can townies/NPCs be generated by the game with genetic skins in between the default ones, if they're available?

Thanks to another generous, long-suffering MATY-lander, I have an extensive system of geneticised custom skins, some of which have genetic values in between the game defaults.  What I want to know is if new townies/NPCs generated by the game have access to the full spectrum of genetic skins, or whether they're restricted to just the discrete default values.  Lacking SimPE I can't definitively confirm one way or the other in my own game.  Visual inspection is too coarse, given the number of variables I have operating at this time.

I could simplify my custom skin system by ripping most of it out, and force-generating new townies in a test 'hood, but then I'm still reduced to manually teleporting and inspecting the townies one by one, to check whether they all look the same or not.

I figure that MATY is pretty much the only group to possess this kind of arcane knowledge if it's already been determined. :)

Addendum:

Over on MTS2, Enayla has been making some very exotic coloured skins with beautiful markings.  I wish to use them for a special otherworldly enclave within my normal 'hood.  I wanted the skins to be heritable in the usual way, rather than having them simply dominate all the time, so that I would have the possibility of interesting matings between my normal playables, and this select population.

My first priority was to avoid having townies cheapen those skins.  Thanks to all of you, I've (mostly) determined that this can be taken care of by geneticising the skins at the extreme ends of the spectrum, or in the interstices between the default values.

My second preference would be to have these skins come up as a genetic option only if one of the parents already possesses it.  What I'm thinking of is that these markings would give the bearer the privilege of joining the elite, but that unmarked siblings could not.

Ideally, I'd like the skins to be blended into the normal spectrum so that children would inherit a skin colour that's of similar depth to their parents whether they're marked or not.  However, if the skins are classified this way, is there any way of conditionally restricting their inheritance?

BlueSoup:
Townies only have access to the genetically proper things, whether they be skins, hair or eyes.  If the hair is properly binned, that is.  Default skin and eye replacements will be on the townies, but they won't choose custom.

And according to Pescado, DAC is hopelessly broken, more than was originally thought, so to be safe you should make custom townies the long way anyway.

KevinTMC:
Does that mean that we should consider the "Deleting, Creating, and Generating Townies" tutorial by Nec no longer operative?

jsalemi:
Quote from: KevinTMC on 2006 September 20, 21:14:13

Does that mean that we should consider the "Deleting, Creating, and Generating Townies" tutorial by Nec no longer operative?


The deleting part is still ok; it's the part that's supposed to generate all the new townies at once that's broken.  It's better now to make your own townies in CAS, and then use testing cheats or Inge's transporter bush or some similar mod to turn them into townies and downtownies. You can also use the testing cheats to generate townies one at a time, which is still ok.  Or you could just let the game generate them individually as needed -- it means a slight lag whenever the game generates the new townie for a walk-by or for a comm lot, but that's only a one-time thing for each townie.

J. M. Pescado:
Quote from: BlueSoup on 2006 September 20, 21:10:10

And according to Pescado, DAC is hopelessly broken, more than was originally thought, so to be safe you should make custom townies the long way anyway.

DAC does a VERY incomplete job, leaving dangling SDSCs and even SWAFs everywhere. After you use it, you have to go to SimPE and finish the job by deleting all SDSCs and SWAFs.

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