FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION

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witch:
Quote from: cwykes on 2006 January 09, 09:12:55

Quote from: witch on 2006 January 08, 20:25:28

Quote from: Sleepycat on 2006 January 08, 20:14:47

Thank you  :)
I have used it for ages, I just wondered if I should run it between births in the same play session.

Yes.

I thought the answer here was NO - you only need to use it once per game.  The game carries on randomising from whatever new starting point JM's lotdebugger set it to.  subsequent children born in the same playing session were always different - the problem was only ever the starting point.



I like to use the randomiser for each birth - even when (rarely) there are two births in one play session. Otherwise the children are sequential anyway as you point out is the case for twins, rather than random. I prefer the RL reality of the randomness. Randomising each birth is probably a good habit to get into, it's easy to forget whether it has been done since the game was restarted.

So the simple answer was 'yes'.

ZephyrZodiac:
Why not leave several pregnant sims just about ready to give birth before you close your game, then when you reload, visit each one in turn (after randomizing)  and let them have the baby?  Wouldn't this mean that each baby after the first would be random?  Next time they have babies on those lots, change the order in which you visit for further randomisation!

Sleepycat:
Quote from: rainbow on 2006 January 09, 10:51:00

JM says ironically the only babies that are different a lot of times are twins, because they are born consecutively and the second one is born with the next personality and set of features in the series. 



Did Nightlife change something? I recently had twins born in one of my neighborhoods and I was all set to adjust their star signs so they would be the same when I discovered they already were the same  :o their personalitys were slightly different from each other also

J. M. Pescado:
I'm getting sick and tired of repeating myself on this issue, so the short version: No.

jsalemi:
Quote from: jsalemi on 2006 January 08, 16:21:40

[ I was just stating that that's what I 'thought' might have been the conflict, since it only occurs with the 'Safe Woohoo' menu item.  Since you stated that that menu is tied to the bed objects, then I'll have to look further for the source of the conflict -- might be one of the LizzLoves things I added.  I'll report back after I do some more poking around.


I removed all the LizzLoves stuff, and the problem still occurs.  The only other thing I can think of that causes the 'Safe WooHoo' menu to farkle might be the 'reservable beds' I got off simlogical. Since I'm using them all over town now and would prefer to keep them rather than replace them all  :), I can live with the 'strange text' as long as I remember it really means 'Safe WooHoo'. It's more a curiosity on my part as to why only that one menu item changes, since it doesn't break anything else in the game.

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