Deleted 2: Electric Boogaloo!

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cwykes:
It's got home-made alien tourists aka townies to sell your expensive junk to and a few alien immigrants stuck in the middle of the desert.  ;D  I did deletallcharacters first and cleaned up the remains of them in SimPE.  I got rid of grimmy etc after as well. Jordi said it looked OK.  It's the bits I didn't know to do that scare me.


Edit - OK I've got simPE open on my test hood.  You have to open the hex editor to get to change bit of code - That's not on my standard screen and hex got cut off the LHS of your screenshot, so it took a few moments headscratching - you might want to add that instruction for dummies.  I changed the values to 0x01 and 0x0001 and saved.  You've got two square boxes highlighted on your screen.  I guess the squares mean blank boxes and there shouldn't be anything there.  I've got a symbol in the 0c place not a blank.    Does that matter?

J. M. Pescado:
The 0c is the offset. It's not really part of the file, and it's circled to tell you where to edit. So yes, that's correct.

cwykes:
OK done - fyi the Bluewater default has c3 and 0 set in these fields.  The install must just drop this field as useless I guess.

jrd:
I've let Quaxi know about this 'Sim Creation Index'. Nice discovery.
It just needs to be edited in tgi.xml for it to be labelled.

Motoki:
It'd be nice if he could get delete a sim working in SimPE and bring that back again.

Oh and I'm with Pescado on the current UI, it's craptacular. I really, really, REALLY loathe the docking. I've heard lots of people complain about it but he insists on keeping it for some reason. It's supposed to be more flexible but really it's just more of a pain in the ass imo. I liked the old UI much better. If it ain't broke...

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