Custom skins and townie generation
Sleepycat:
Quote from: jsalemi on 2006 September 20, 23:23:44
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.
that also appears to be broken in OFB.
When starting a new cleaned out hood for beta testing InTeen (months ago) the game did not want to create adult/elder townies (it made teens/children townies and NPCs ok) I ended up having to open a business just to force it to create some for customers. Even then it didn't create very many that were adults/elders, I had to use twojeffs visitor controller to ban teenagers from the lot so the game was forced to create adults.
jsalemi:
Quote from: Sleepycat on 2006 September 21, 05:25:10
When starting a new cleaned out hood for beta testing InTeen (months ago) the game did not want to create adult/elder townies (it made teens/children townies and NPCs ok) I ended up having to open a business just to force it to create some for customers. Even then it didn't create very many that were adults/elders, I had to use twojeffs visitor controller to ban teenagers from the lot so the game was forced to create adults.
Hmm, I haven't encountered that; I have all the eps and sps, and my custom hood that I did a DAC on generates all townies just fine on its own. I've seen many adult townies without having to force the issue somehow.
Weaver:
I created a new custom neighborhood and got the full famous townie battalion (Komei / Goopsy).
My guess is without the N001 Pleasantville present, the new hood assumes the place, gaining the preassigned group.
Interestingly enough, the townies generated on this creation start much later in instances (D1-12C,133) and leave room for playables to assign earlier values.
This does not happen when done with DAC, SimPE house cleaning and in-game regeneration - townies claim the next identification in line. :(
When using the DeleteAllCharacters method, townies have only generated stagnantly when visiting community lots.
It looks as though Maxis never intended the cheat to be a common-use for players beginning additional neighbourhoods.
Ominous:
Quote from: Weaver on 2006 September 21, 12:56:56
My guess is without the N001 Pleasantville present, the new hood assumes the place, gaining the preassigned group.
Any new neighborhood (not subhood) gets the 'famous townie battalion'
Quote from: Weaver on 2006 September 21, 12:56:56
Interestingly enough, the townies generated on this creation start much later in instances (D1-12C,133) and leave room for playables to assign earlier values.
They start later because they are premade specfically for Plesantview, so when you start another hood they just copy them from the PV template and there are your townies. If you start a blank Downtown/Uni you will get the same not-so-fugly downtownies/dormies each time as well but they will have unique names. That is what I think happens at least.
aqualectrix:
To reply to the OP:
Generated sims, like townies or anyone produced by the CAS randomizer, have access to all properly-binned hair as Blue Soup mentioned. To my knowledge -- and I have not done extensive testing, but report only the mass of my observations -- they do not have access to any skintones but the default four, although of course they will pick up custom replacements.
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