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Author Topic: Deleted 2: Electric Boogaloo!  (Read 313446 times)
J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #25 on: 2006 October 30, 21:49:18 »
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Is any of this necessary if your method of getting rid of unwanted sims is to drop satellites on their heads?
Dropping satellites on sims does nothing to eliminate them. They're still around, albeit dead. Perform the above procedure to completely remove them.
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Liet-Kynes
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Re: Deleted 2: Electric Boogaloo!
« Reply #26 on: 2006 October 30, 23:13:01 »
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Where would I happen to get my hands on Ye Olde SimPE?
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #27 on: 2006 October 31, 01:14:49 »
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Beats me. All of the functions can probably be performed in newfangled SimPE, but I wouldn't really know how.
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Motoki
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Re: Deleted 2: Electric Boogaloo!
« Reply #28 on: 2006 October 31, 01:33:57 »
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http://sourceforge.net/project/showfiles.php?group_id=133134&package_id=146286

Pescado, which version are you using by the way?
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #29 on: 2006 October 31, 01:43:26 »
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50b.
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Liet-Kynes
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Re: Deleted 2: Electric Boogaloo!
« Reply #30 on: 2006 October 31, 01:47:53 »
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I tried Sourceforge shortly before my first post, but the site is down and/or won't load
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Motoki
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Re: Deleted 2: Electric Boogaloo!
« Reply #31 on: 2006 October 31, 01:51:17 »
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It works for me I just downloaded it.
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Liet-Kynes
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Re: Deleted 2: Electric Boogaloo!
« Reply #32 on: 2006 October 31, 13:01:15 »
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Working now. I'm not quite sure what was wrong
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Charamei
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Re: Deleted 2: Electric Boogaloo!
« Reply #33 on: 2006 November 02, 12:21:03 »
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Back to Craptastic SimPE.
Open up the instance values of the sims you have chosen to delete ...
To clarify, as SimPE can't read Sim files properly since Pets came out: is this the 'Sim Description (SDSC)' tab?
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #34 on: 2006 November 02, 15:23:39 »
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Yar. If you are trying this under Pets, you'll need to read the SDSC either manually, by hex, like I do, or use That Accursed Thing in its most recent, possibly yet-unreleased incarnation.
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Re: Deleted 2: Electric Boogaloo!
« Reply #35 on: 2006 November 02, 15:47:56 »
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Bollocks. Should've seen that one coming.

Thanks for the confirmation.
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ThyGuy
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Re: Deleted 2: Electric Boogaloo!
« Reply #36 on: 2006 November 08, 01:42:11 »
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JM, I am too stupid to use your instruction. What do you do when you are too stupid to figure it out?
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #37 on: 2006 November 08, 01:52:41 »
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Re: Deleted 2: Electric Boogaloo!
« Reply #38 on: 2006 November 08, 05:52:34 »
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Open up and reset the Sim Creation Index
Is it possible that this resource in some way contains also the index of neighborhood's number (N001, N002, etc.)? Following your tutorials - this one and that on terrain surgery - I noticed that the fifth pair of hex (after 34 6a 2a cc, which is the resource "name" in reverse order) is always be in all premade neighborhoods, and different in all those created later.

Now, if I merely create and later delete neighborhoods, deleting their folder also, when I create a new neighborhood it takes always the next serial number; but if I change that resource from <whatever> to "be", the next neighborhood I create, will take the next "free" number, not the higher one as usual.

Not sure if I explained clearly: I create N004, N005 and N006. Deleted N005 and N006. Creating another neighborhood, it will be N007. But, if I change that resource in my N004, the new neighborhood will be N005 instead.

Is all this possible or I've made my usual mess?
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Re: Deleted 2: Electric Boogaloo!
« Reply #39 on: 2006 November 08, 06:40:44 »
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Unrelated. The neighborhood creation index for new neighborhoods always start at 1 everytime you restart your game. If you create 3 neighborhoods (004 005 006), then delete one (005), your next one is 007. If you restart your game, the next one you make will instead take up 005. No manipulation required.
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Baron
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Re: Deleted 2: Electric Boogaloo!
« Reply #40 on: 2006 November 09, 09:05:02 »
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Unrelated. The neighborhood creation index for new neighborhoods always start at 1 everytime you restart your game.
Gosh! Of course, now it makes sense: I had to quit the game, to fire up SimPE, so that's why I've seen all that...
Thanks, good to know Smiley.
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Re: Deleted 2: Electric Boogaloo!
« Reply #41 on: 2006 December 31, 00:22:37 »
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intresting tut..
but i've about 50 sims to delete this will be tooo looooooong  Undecided
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Baron
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Re: Deleted 2: Electric Boogaloo!
« Reply #42 on: 2006 December 31, 02:07:30 »
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intresting tut..
but i've about 50 sims to delete this will be tooo looooooong  Undecided
Good luck! I deleted 100+ sims with this method... I fully understand your worry  Cheesy
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #43 on: 2006 December 31, 03:28:29 »
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Maybe someone should make an assistant "deleter tool" that will handle the SimPE angle.
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Re: Deleted 2: Electric Boogaloo!
« Reply #44 on: 2006 December 31, 07:00:12 »
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Good idea; maybe through a LUA script?

I'm assuming that you chose to retain SDSC from deletion because of the need to identify N00x_Character file from that. If my assumption is correct, then should be possible to pass that data somehow with some script, maybe dumped on a file, like error outputs?
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I say that a wise, when he does not know what he is talking about, should know enough to keep his mouth shut. -- C. Collodi, Pinocchio.
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J. M. Pescado
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Re: Deleted 2: Electric Boogaloo!
« Reply #45 on: 2006 December 31, 07:42:17 »
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No, I didn't CHOOSE to retain the SDSC from deletion, it simply cannot be deleted from inside the game. It has to be destroyed from inside SimPE.
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Re: Deleted 2: Electric Boogaloo!
« Reply #46 on: 2006 December 31, 20:19:56 »
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Lua isn't a magic wand. Even if it had file editing capability (which it doesn't by default) you'd still need a full-fledged package parser outside the normal C++ routines.
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Baron
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Re: Deleted 2: Electric Boogaloo!
« Reply #47 on: 2007 January 01, 04:09:33 »
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Ok, wrong idea, then. Character deletion seems definitely a task much more complex than I might imagine.
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Re: Deleted 2: Electric Boogaloo!
« Reply #48 on: 2007 January 29, 08:43:42 »
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Is it safe to delete the SCOR resources from the neighborhood package? These resources seem to be linked to sims that own a business by their instance id.
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miros
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Re: Deleted 2: Electric Boogaloo!
« Reply #49 on: 2007 January 30, 11:39:43 »
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And pet skills.  I deleted the ones for the strays and nothing bad happened.
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