Deleted 2: Electric Boogaloo!

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cwykes:
The hack will be in the directors cut - read the FAQ for a link to the directors cut for your highest EP.  FAQ is a sticky thread in the podium called something bizarre - 'Spore Torrents' last time I looked.  Download the directors cut zip file, extract the hack and put it in a hack folder in Downloads.  It isn't an object that you'll see in game; it works behind the scenes.

Inge:
NB we're not including Theo's plugins with SimPE any more as we weren't doing a very good job of working out which version was the latest - leading to all sorts of support issues.  We feel it would be more helpful to users to download direct from Theo which would at least ensure they were aware of where to go for the best support.

cwykes:
Ahh - hadn't noticed that.  Totally understandable on your part, but it's a shame.  I couldn't find the plugin on a quick search at MTS2 and Theo's shack (yes I probably phail at google), but thinking about it, I can't be bothered adding another thing to my list of "sims stuff I must keep updated", so I'll just have to live without the ability to delete a single memory from a sim and cascade delete it from all the other sims! 

edited for spelling

Inge:
Well we only implemented that decision for the first time in 0.67.11 so you may not even have that one yet.

Tarlia:
Just wondering, why exactly is it bad to delete the DNA of a deleted sim? Does this count even if you haven't played the neighbourhood first? I'm in the process of making my own clean EAxis hoods and so far I haven't dared to delete any of the DNA files, but there are an awful lot of them... far more than there were sims in the first place. Funny thing, really, it looks like EAxis made a bunch of sims, then decided to delete them and/or replace them, and they just left all the old garbage there when they released the game/EPs. In Every. Single. Hood. Stealthhoods, templates, main hoods. Gah.

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