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236
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TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED]
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on: 2008 January 22, 02:12:49
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The cleaned up templates include only the Maxis-made playable Sims and the NPCS/Townies they know. The download link for the original three neighborhoods is here. Install them like you would an empty template but instead of leaving the Characters folder empty, replace it with the one you downloaded.
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237
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TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED]
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on: 2008 January 21, 22:26:40
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That is what is supposed to happen when you use the empty templates. That is also why you should always back up your files before you go mucking around with them. If you want to keep the Maxis playable Sims, you need to use the cleaned up templates instead.
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238
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TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighborhoods and Townie creation (Updated for BV)
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on: 2008 January 20, 21:45:03
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Normally the game creates three of each NPC type, presumable for variety's sake but there isn't much need for three Headmasters, three Evil Mascots, etc. With antiredundancy, the game only spawns one per NPC type and uses that one until that Sim is removed from the NPC pool in some fashion. Then another single NPC is created to take its place. If you care about the number of Sims in your neighborhood, antiredundancy is one of the hacks (along with the norespawns) that you will want to keep.
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239
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TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighborhoods and Townie creation (Updated for BV)
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on: 2008 January 20, 17:26:11
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You have to replace each subhood template with a clean/empty version so you can pick and choose which ones you'd like to empty, which ones you'd like to keep the Maxis playables, and which one you'd like to keep as the default. There is a cleaned Bluewater Village template with just the playable Sims in SaraMK's thread if you want to play the characters Maxis shipped with the EP but don't want to worry about adding extraneous Townies and NPCs. For a custom Uni subhood I don't believe you have to use an empty template; the directions in the OP are if you want to attach an empty version of one of the pre-made Unis to your neighborhood. The game will still generate the professors and other NPCs it needs but if you want, you can spawn them yourself ahead of time using the Townie/NPC creator tool. As long as you don't add a Downtown area, the game will not create the Downtownies and related NPCs for that subhood so you can skip that step.
Unrelated note - one thing missing in the OP is that if you create your Townies/Downtownies/NPCs one by one and you create a Sim you do not want to keep, instead of selecting "Kill" on the tree/gun you are better off exiting the lot without saving. If you choose "Kill", the game will still generate an unlinked character file even though you will never see that Sim in your neighborhood.
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240
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TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighborhoods and Townie creation (Updated for BV)
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on: 2008 January 20, 05:16:01
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1 - Sims in pre-existing neighborhoods are not affected by this process. There are clean versions of the default neighborhoods with just the Maxis-made playable Sims (no Townies, NPCs, etc.) available in the "Empty and Cleaned-Up Templates" thread, if you wanted to keep the playables but make new NPCs and Townies.
2 - Unless you use replacement facial templates, the townies you spawn with method 4a will use the grotesque Maxis facial structures. There are several sets of replacements available, such Nailati's here or there are a couple at MTS2. If you use 4b and create your own Townies, they will keep the facial structures and clothing that you give them in CAS.
3 - If you use the empty templates and no respawn hacks, your new neighborhood should start with no Sims in it. The game will generate NPCs as they are needed unless you create them yourself as explained.
ETA: The NPC Creator is the Repo Man gun in BV (? Not entirely sure when it changed) and a tree in previous EPs.
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243
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TS2: Burnination / Oops! You Broke It! / Re: TS2 startup video freezes
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on: 2008 January 05, 01:06:10
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If you navigate to Program Files\EA Games\The Sims 2\TSData\Res\Movies you can rename the intro movies so they don't play when you start up the game. You may need to switch your folder settings so you can view the file extensions. I just changed the extensions on mine from .movie to .movie_disabled and don't ever see the intros anymore. I don't know if that helps with what you're after, but there ya go. ETA: Almost word for word there, KLGFCG. ![Tongue](/smf/Smileys/default/tongue.gif)
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244
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TS2: Burnination / Planet K 20X6 / Re: January More Awful Than You! Pets, pets, pets...
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on: 2008 January 04, 22:58:23
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"Corpso is a deformed greyhound that has lost part of his face in a tragic car accident ,and is suffering cancer,arthrites and other deadly dieseases..."
After seeing Corpso pre-mutilation, I think the only "accident" is that he survived. Someone willingly ran that poor bastard down.
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247
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TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo!
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on: 2008 January 01, 20:34:01
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You would be better off starting a new neighborhood. Like Lord Darcy said, your new neighborhood is FUBARed and just removing the Witch Doctor will not fix it. If there are existing Sims that you must have in your new neighborhood, you can clone them and recreate them. There are a number of tutorials on how to do this; a quick Google search will get you started.
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