The only existing thread that seemed to have anything remotely to do with this topic is over thirty days old; so, I began a new thread. I hope that this is the right place.
I wanted to try playing "Omega Man." I don't seem, however, to have hit upon a method of destroying everyone in the town that lasts very long. I've adjusted settings so that, theoretically, there is no immigration, and no people are permitted to move in (or out) of the homes.
I didn't even expect there to be any way of getting rid of the damned paperboy. And, if I were to request any services (incompatible with the concept), I would expect that to spawn another townie, as well. But, I was surprised when I soon saw other familiar faces walking about the neighborhood. For some reason, Molly French is often the first I see. I kill her and I kill her with destroyallnpcs or therapture; but, there seems to be an everlasting supply of her. She, for one, just will not stay dead.
I rapture or destroyallnpcs in the town again and again. Anywhere from 28-32 souls get cast into the flames of perdition, only to sprout back by the next time I type in the command. Based upon Molly French's repeated sightings, I suspect that the original starting Sims just will not stay dead.
Is it just plain impossible to keep those Sims dead, or, is there some setting or command that will permanently rid the town of them?
If it turns out that what I'm trying to do is impossible, I find it interesting that the game respawns these NPC's like this.
This is an attempt to avoid double-posting; I'm replying to the post below.I expected Sims who were needed to be spawned, so, I assumed that my post-apocalyptic wasteland was going to be serviced by an irradiated paperboy. I was determined not to order pizzas, hire repairmen, etc., to avoid spawning any more NPC's.
I bulldozed all of the homes that had no beautiful vista moodlets. I dismantled the rest; but, there is no way to turn them into plain, empty lots that way; they still have a house icon over them on the map. To avoid presenting any homes to would-be immigrants, I turned all lots that could not be turned into empty lots into community lots, instead. I read in a post concerning starting a new neighborhood that the existence of houses caused immigration; but, in my experience, exactly as many moved into the neighborhood with houses in which to live as without them. So, unless someone can suggest anything else that could work, it seems that the game will not let anyone play with fewer than 28-32 NPC's. (32 seems by far the most common number).
This is a reply to LVRugger.Since the concept was that my Sim was alone in the world, of course, he had no job, and could get none. I assumed no plumbing or electricity; to fake that, he either ate raw food, or what he prepared just before eating it on a grill (no refrigerator). He jogged everywhere to build up athletic ability and avoid taxis... although, in theory, he could steal any kind of car he liked anytime he chose. I assumed that he could steal anything he wanted from the stores... no employees. I quickly had him establish a garden, since, in my game, the food in the grocery store would soon rot (although, canned soup would stay good). The game makes no provision for bathing in lakes/ponds, so, I just stuck cheap showers in the community lots closest to water areas and used my imagination.
Intuitively, I don't know why discoinferno would work better than thereapture/destroyallnpcs... but, I'll report back if it has better results. Thanks for the suggestion. If I can get rid of everyone else, I'll try the anti-paperboy mod. I've had pretty bad luck with MTS mods that affected gameplay, other than Indie Stone; but, it couldn't hurt to try it, if the paperboy is the only one left. Thanks, again, for the suggestions.
Thanks for the continuing suggestions, everyone.Just type "destroyallhumans" before you start playing. Without jobs and with EA story mode off, the town should remain desolate of all but the NPCs. And don't forget to empty your library.
The first thing I ever did was "destroyallhumans" with the game paused, and set Indie Stone's options to the settings that I believed should have thrown everything into stasis and prevented any new Sims from occupying my town. (I've
never used EA's story mode). Then, I used "destroyallnpcs" and "destroyalltownies," just in case I might have missed anyone. Finally, I placed my "survivor." After a few minutes, of course, I noticed that the NPC's just kept respawning.
The one thing I didn't do is the thing on which I am still unclear-- is the library you refer to: C:\Documents and Settings\*My Name Here*\My Documents\Electronic Arts\The Sims 3\Library? I have no idea what any of those package files do, or to what they pertain. (Which explains why I never even thought of deleting them). Once I'm certain which item I should be emptying, I'll try that and start over. Incidentally, I'm still playing a regular game with a large family, as well. Will deleting the contents of the library file you reference affect other saved games?
I'm wondering if opportunities will spawn people? The ones like 'please fix my broken stereo' and 'use the get to know interaction and come report back to me'.
NPC's also appear in the park at random if your town is emptied of playable characters. The magicians are interesting.
I never got to any of those "fix my broken stereo" types of things in my Omega Man game, and my solo Sim had already worked through mastering a few skills. Maybe, there has to be someone in the game to need those repairs, biographies, etc. It would be logical to me if the game just chose someone on the map at random, since, if it did it the other way 'round, it might give you an opportunity to fix the television of someone who died while you were playing them, earlier. The endless supply of Molly French's, however, just sort of kicks common sense out through a window. I never saw any of the magicians you mention. If I can't get a post-apocalyptic wasteland, at least, I want to see the magic show. I saw the occasional car drive by; but, I was rapturing the town so frequently that no one had much of a chance to do anything.
As I assumed was the only possible outcome, with all lots but my own now either community lots or vacant, the 31 current cohabitants of post-neutron bombed Sunset Valley are homeless. If only I could either kill them off for some realistic solitude, or turn them into interesting antagonists-- brain-starved mutant zombies or some such thing. I could add evading the roaming bands to my list of tasks. I must presume that they are subsisting on the free handouts in the park-- or, more likely, don't need food. I haven't played much in Riverview, but, I don't recall them having so much free food. if I relocate, perhaps I could starve them out? Or, more likely, the game would just magically feed them or bring them back to life. If anyone has any ideas on how to salt the earth to prevent the eruption of homeless NPC's, I'm willing to try any reasonable idea.