Title: Smelly Undead Traffic Jam Outside Science Facility Post by: HazelEyes on 2009 July 19, 10:39:45 A ghost and several mundanes have been glued in place outside the science facility in one of my Riverviews, for game-days on end. Applying resetSim has had no effect. Context menu provides "introduction" options that are never executed. They smell, and my active gets a bad moodlet when leaving work because of it. It is also delaying another active's Grand Master status, since several ranked chess players are stuck there.
Anyone encounter anything like this? Any viable solutions? Should I bite the bullet and delete them, or should I just ignore them? Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: J. M. Pescado on 2009 July 19, 10:43:43 Start resetsimming them.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: J. M. Pescado on 2009 July 19, 11:24:35 Editing the science facility would definitely expel everyone, yes.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: Enelen on 2009 July 19, 17:44:56 While we are at deleting: how do you delete a nee-noo-ing police car that's stuck in front of your house? Policeman not included. I'm not a sex-offender (yet), just an honest criminal on the run ;)
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: evelyn on 2009 July 19, 18:17:01 you mean like this?
(http://i706.photobucket.com/albums/ww66/evelyn_tremble/floatinglady.jpg) I thought it was an experiment gone wrong. But yes you can't interact with anyone, and the folks standing around age and die. Should I try to fix it? I kind of like it. Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: Enelen on 2009 July 19, 18:18:19 With debugging menus enabled (ctrl+shift+click IIRC) go to Object - Reset or Object - Delete. No interactions available. And cannot select it even with MoveObjects on. As if there was nothing, but road... Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: ingeli on 2009 July 19, 18:39:39 Reset them one after one. Run purgereactions (if you have Awesome Mod installed). Editing lot wont help if they are in the street, as street doesn't belong to lot.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: ForkInToaster on 2009 July 19, 19:11:47 When I very first started the game, I had that happen to Mortimer Goth and Bebe Hart. Bebe was behaving as your sims are. Mortimer was stuck in a grumpy animation loop. He would age and stink, but he'd aslo constantly act out random grumpy animations, muttering and occaisionally screaming in frustration.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: Mazza on 2009 July 19, 19:51:07 I had a stuck burglar complete with an endlessly yawping burglar alarm on my bloody legacy lot.
Moveobjects on fixed it eventually but I did go into a bit of a panic. Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: HazelEyes on 2009 July 19, 22:28:19 Exactly as in Evelyn's screenshot, actually. I'm guessing it's a ghost resurrection gone horribly wrong. Eventually, I did manage to use resetSim on them all. I hope it doesn't recur.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: edejan on 2009 July 24, 07:10:53 I have a ghost stuck in front of my science building and everyone who goes there either for work or for classes gets stuck in "mourn" state until I notice and cancel the action. This has stayed the same during several games, I mean exiting, saving and re entering the next day to play.
Title: Re: Smelly Undead Traffic Jam Outside Science Facility Post by: Alorana on 2009 July 24, 17:56:47 With debugging menus enabled (ctrl+shift+click IIRC) go to Object - Reset or Object - Delete. No interactions available. And cannot select it even with MoveObjects on. As if there was nothing, but road... I've got the same problem with a stuck police car (after they responded to the burglar alarm). I've tried everything I knew to get rid of it, even moved that family out and bulldozed the lot. I'll have to try the debugging mode trick. |