Title: using clean neighborhood templates Post by: ariesbrat on 2008 April 17, 20:12:08 I recently downloaded and have been playing with SarahMK's clean templates for custom hoods. I really enjoy townie-free hoods and sub-hoods. Kudos to Argon and Sarah for making these for us less awesome folks. I have a quick question for anyone using these. Yes, this probably belongs with the thread where the templates are, but that thread is really bloated as it is. :P My question is this, whenever I load a new hood and go into it for the first time I have hundreds of tree stumps or hundreds of those pink trees all over the neighborhood. WTF? And it takes some time to go around and delete all of them. I don't mind it very much as I love having Townie free neighborhoods. My only question is... Does this mean these newly created hoods are corrupted? I really don't want a BFBVFS. :P
Edit: I am assuming the game is spawning them as a replacement for the characters . Title: Re: using clean neighborhood templates Post by: Gwill on 2008 April 17, 22:25:52 Edit: I am assuming the game is spawning them as a replacement for the characters . o.O I'd seriously love to hear the reasoning behind that conclusion. It's almost as good as "Moar RAM caused moar twinz". Title: Re: using clean neighborhood templates Post by: Ellatrue on 2008 April 17, 22:47:53 I doubt this is related to the clean templates. I think it might be related to other known weird tree problems.
Title: Re: using clean neighborhood templates Post by: ariesbrat on 2008 April 18, 00:27:57 To Gwill, :P My assumption is based on the fact that I did not have this problem before, until I began using the clean templates. And we all know how this game likes to spawn odd things.... like tourist guides and such? I have no hack conflicts. I was asking if someone else had noticed the same thing, not to be poked with a stick, thank you.
Title: Re: using clean neighborhood templates Post by: ariesbrat on 2008 April 18, 00:36:08 To EllaTrue, yes, I have had problems with the roaming maple tree, too. To tell you the truth, it bugs the shit out of me to see them out in the middle of the street when they were placed BEHIND a house. Another glitch from a company that specializes in glitches.
Title: Re: using clean neighborhood templates Post by: nil on 2008 April 18, 04:25:39 I use the "deleteAllCharacter" cheat at a neighbourhood mode to remove all sims out of such neighbourhood.
I'm unsure if it takes some editting in the neighbourhood package files, also? Anyway, I separate Maxis neighbourhoods from new neighbourhoods now. Title: Re: using clean neighborhood templates Post by: gynarchy on 2008 April 18, 05:04:23 DeleteallCharacters does a half-assed job of actually doing what it claims to do. It leaves behind bits and pieces of the previous characters in the neighborhood file which will crap up your neighborhood in due time. More details can be found through the search option. Using empty templates gets around this problem so your neighborhoods can explode from entirely unrelated problems. ;)
Title: Re: using clean neighborhood templates Post by: nil on 2008 May 14, 18:27:24 So, what are the criteria for an empty neighbourhood template?
Title: Re: using clean neighborhood templates Post by: jsalemi on 2008 May 14, 18:39:22 So, what are the criteria for an empty neighbourhood template? It has the terrain, houses, and no sims of any type. :) There's a bunch already made in Peasantry; you can find them scattered throughout this thread. (http://www.moreawesomethanyou.com/smf/index.php/topic,4306.0.html) Title: Re: using clean neighborhood templates Post by: nil on 2008 May 14, 19:09:57 jsalemi,
Thanks... :) |