More Awesome Than You!
Welcome, Guest. Please login or register.
2024 November 24, 03:20:00

Login with username, password and session length
Search:     Advanced search
540287 Posts in 18067 Topics by 6545 Members
Latest Member: cincinancy
* Home Help Search Login Register
+  More Awesome Than You!
|-+  TS2: Burnination
| |-+  Peasantry
| | |-+  Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
0 Members and 1 Chinese Bot are viewing this topic. « previous next »
Pages: [1] 2 3 ... 6 THANKS THIS IS GREAT Print
Author Topic: Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB  (Read 125841 times)
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
« on: 2006 April 24, 10:09:50 »
THANKS THIS IS GREAT

This is specifically for OFB, but it can be used for non OFB users as well.

This is PRE OFB PATCH ONLY until further notice.

Deleting, Creating, and Generating Townies


INDEX:

1.) Getting rid of all characters
2.)Making new townies
   a.)To Make Maxis townies
   b.)To Make Custom Townies
3.)Adding a Downtown
4.)Adding A University
5.)NPCs

The BIG no no: DO NOT do this in a Maxis made neighborhood! Meaning

Pleasantview, Strangetown, and Veronaville. Doing so may blow your game

up beyond repair. I cannot stress this enough.If you really want to get

rid of the sims in these neighborhoods, kill them off individually in

game. If it is simply the houses you want, Package each one you want to

a file and install them after you have completed your new neighborhood.

If you are using clean installer (I hope you are) select LOT FILE ONLY.

This is important. Failing to do this will potentially blow your game

up.

Or you can be really patient and wait until I finish the empty, bug-free version of some neighborhoods, as well as custom townies with no custom content. This will be a while, so don't hold your breath - you will probably turn blue and die if you do.

DO NOT use the deleteallcharacters cheat more than once per

neighborhood. You will get an error during townie creation. If you

screw up the first time, start over. If you accidentally forgot to

delete all the characters before generating townies (meaning you have

two full sets of townies in your neighborhood), deleteallcharacters

will give you an error when you try to generate them again. Add all

your lots and houses AFTER making your townies/downtownies.

NOTE: If you have tried this in a clean neighborhood and you are still getting errors: First, exit and delete the NeighborhoodManager.package from your Neighborhoods folder. If that doesn't work, make sure you have no hacks that prevent townie/dormie regeneration, etc. If that doesn't work, then remove your hacks and try again. If that doesn't work, then I'd say you are SOL. Sorry!

-------------------------

1.) Getting rid of all characters:

Start in a brand new neighborhood, do not make any sims. Do NOT make a

downtown or University. You may make a new Shopping District, but an empty one - NOT Bluewater Village.

 Besides that one exception, NO SUBHOODS ALLOWED! The reason for this exception is that an empty

 Shopping District does not create any new characters.

Adding any others before you delete the characters will make your game blow

up. I will explain how to add Subhoods later in this tutorial, so be

patient!

There are two ways to go about this.

One is while in neighborhood view, hit Ctrl+Shift+c to open the cheat

console. Type in deleteallcharacters, at which point you will be

prompted as to whether or not you really want to do this. Of course you

do, so select yes. At this point the neighborhood will reload and there

will be no one there.

The second one, is to exit the game and delete all the files in the

character folder. (C:\My Documents\EA Games|The Sims

2\Neighborhoods\<insert your neighborhood folder here>\Character Files)

There should be 87 files there. Make sure you pick the correct

neighborhood folder. Once you have navigated to this folder it is wise

to leave it open and Alt+Tab to access it in-game and keep track of

things as you are going through this process.

--------------------------

2.)Making new townies:

First, get either Inge's Teleporter Plus shrub found  HERE : http://www.moreawesomethanyou.net/smf/index.php?topic=2757.0 , or get the proper version of the

InSIMenator (the Sim Edition) for your game version found HERE: http://www.insimenator.net/forumdisplay.php?f=38

or you can use both. This is simply a matter of preference. Read up

(thoroughly!) on both to find out what they do and choose which method

you prefer, and please note that if you choose to use just the

InSIMenator you will have to have a sim ask the townies you exported to leave

the lot. Also, you can adjust their gender preference before

exportation with the Personality Adjustor. With the shrub, you can

remove all non-residents and they will vanish off the lot. Both have

advantages the other doesn't.

This will be split into two sections. Making Maxis townies, and making

custom townies.

  a.)To Make Maxis townies:

Make a sim in CAS aka Create A Family. Move them into a house or empty

lot - it is up to you. As soon as the lot loads for the first time, one

townie, the Grim Reaper, Mrs. Crumplebottom (If you have Nightlife),

the Shrink, and the NPC-Remote Control Car will be generated. Now, open

the cheat console again, and type in boolprop testingcheatsenabled

true. Then you can either Shift+click on your sim and select

spawn...NPC and Townie Maker. It looks like the dead willow tree. Or,

you can Shift+click on the mailbox, and on the second set of menus you

should see *DBG - FORCE Create Townies. It will ask you if you want to

create them now, select yes. SOmetimes you will get a random skintone

option as well. If you have Nightlife, you will have the option to

create Downtownies. Do not pick this one, you will simply get an error.

Now your townies will be generated without a hitch if you have followed

the directions thusfar. More often than not during the creation of said

townies, you will see the icons of the one townie, the 4 NPCs, and the

sim you made where the game is showing you it is creating townies. Do

not be alarmed - this is normal. About halfway through, you will begin

to see other faces as well as blank ones. By the time you are done

generating townies, the paper will likely have been delivered and your

NPC paper delivery teen will have been generated. Save your game. You

should now have 32 files in your Characters folder. 1 is your sim, one

is the paper delivery sim, and the other 30 are townies.

  b.)To Make Custom Townies:

In CAS create 24-30 sims of your liking (preferably in groups of 6-8),

using whatever custom content you want, and leaving them in the Sim Bin

until you are done (it seems to be easier that way). After you have

created your townie sims, move one group into a lot at a time,

preferably an empty one. I prefer to use the same lot for townie

exportation, leaving one sim behind so I can just combine households

(you must have University for this option) with the remaining sims in

the Sim Bin. No waiting for the lot to move them in that way. Do not

give them a phone. Do not greet any visitors that may come to welcome

your sims. This makes the process easier.


Shrub instructions: With each sim, click on the shrub and choose Make

Me A Townie. As you do this, the selected sim will automatically

change. When you have exported all on the lot, you will no longer have

the "make me a" option. Sims will remain on the lot and wander around

doing sim stuff after exportation if you do not pause the game, which

is recommended. After you are done exporting every sim on the lot,

click on the shrub again and select Remove All Non Residents. This will

cause all of them to vanish. Exit the lot, and repeat with the

remaining sims you made that are still in the Sim Bin.


InSIMenator Instructions: click on the ground and select Spawn...Family

Tree. Click on the Family Tree and select Remove From Household...As

Townie...<insert sim name here> -  Leave Downtownie alone for now, and

I highly recommend not touching the NPC option. Continue until you have

one sim left. Have this sim tell everyone to leave. If you do not do

this, they will remain on the lot, even after exiting the lot. If you

have University, you can now take another group from the Sim Bin and

combine households. If you do not have University, export this sim and

then exit back into the neighborhood and move your next group in.

Continue this process until you have sucessfully exported all, and

there will be one exported sim on the lot left. If you wait until it is

really late, they will leave on their own - or if their motives get too

low they will leave before that. If you have a refrigerator and a bed

they will stay, so leave these items off the lot, as they will use them and stay indefinitely. Otherwise,

you can tell them to leave when a new family moves in, but I do not

recommend that.


---------------------

3.)Adding a Downtown:

Before you add a downtown, go to your character files folder and look

at the highest file number (example:N001_User0x00032) and remember it,

write it down, whatever. Now it is safe to make a downtown. Make ONE

and ONLY ONE! DO NOT use the Maxis made Downtown!

Immediately after making your subhood, exit the game. Go to the

Character Files folder and select all the new character files, then

Shift+delete. (This will bypass the Recycle Bin and delete them from

your hard drive). This will normally create 78 new character files.

Start the game, and follow the instructions above for making townies.

It is exactly the same, simply select Downtownie instead of Townie in

each case.

---------------------

4.)Adding A University:

Follow the same instructions for making a downtown, making a note of

the highest character file number, and deleting all new files. There

should be 98 of them. What happens next depends on what you want to do.

Maxis Young Adults: Can be generated by selecting "Create Townies" on a residential lot in a University hood, but be warned: This makes 49 YA, unlike every other neighborhood, which makes 30.

If you make a YA sim and move them into a dorm it will automatically

generate one cafeteria worker, Professors, the Gypsy (if you have

nightlife), a cow mascot, and enough dormies to fill up your dorm. Then over time it will produce a llama

 mascot, a cheerleader, and a streaker. If you put another student or students in another dorm, it will

generate enough dormies for that dorm, as well as a new cow, llama, cheerleader, dorm cook, and streaker.

If you put your sim in a house,  about 30 sim minutes or so after lot load,

the game will produce the required Professors (29), but no dormies or other

YA. On first visit to a community lot ON campus, the game will generate

the necessary NPCs and a Secret Society member - but that is it. If you

want more YA then put a sim in a dorm or make your own.



Custom Young Adults: To make your own YA, follow the same instructions

for making custom townies, only do so in the University CAS. You MUST

do this on a regular lot - not in a dorm. Young Adults are considered

Townies in most (if not all) cases. So export them as Townies, unless

you really want a few as Downtownies for some strange reason.
---------------------

5.)NPCs

NPCs will be automatically created by the game as needed, so it really

isn't necessary to generate them all. If there are NPC's that you never

use or see, there is no point in making them anyway. You can choose to

generate all NPCs with the mailbox (DBG-FORCE Create NPCs) or the tree

(Make All...Base Game NPCs or EP2 NPCs) for the base game or Nightlife.

You can generate special NPCs for each expansion, except Open For

Business, individually with the tree, as well as EP/non-EP specific

NPCs (maid, burglar, repoman, barista, streaker, mascot, Grand Vampire,

Dateable Slob, Mr.Big, Chef, DJ, etc.) If you find you want specific NPCs

and do not want to wait for them to generate on their own, then this is

a good option.


Edit May 17:

If you wish to let them generate on their own, they will. When you create a sim and move them into a downtown lot, it will make a downtownie, if you move a sim into the main hood, it will make a townie. This will happen every time you add a new sim to your neighborhoods. When you first visit a community lot, it will create a new sim plus NPCs every time you go. The first 10 or so seem to be teens, and then it begins to make adults. This is still experimental as far as the numbers are concerned, but so far my new hood has made 26 character files.

Thanks to Jordi for the inspiration!

That's it! Hope this helps Smiley





« Last Edit: 2006 June 20, 05:16:45 by Nec » Logged
JenW
Irritating Ignoramus
**
Posts: 449


Grilled cheese lovin' cyborg


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #1 on: 2006 April 24, 13:04:09 »
THANKS THIS IS GREAT

Thank you so much! This is incredibly helpful, I've been going through a similar process creating new hoods because I'm so sick of the same Marissa and Ben and Brandi. And I'm very glad to see that getting odd character thumbnails is normal...I've been seeing the NPCs you mentioned (though I haven't seen the RC car), often more than once, plus Santa, Father Time, and a toddler or two.

Couple questions, though. Why do you recommend not using the Maxis downtown? Also, why should you not place lots until after using deleteallcharacters?

Thanks again for writing this up Smiley
Logged

<Pescado> With ninja throwing breadsticks, YOU are the dipping sauce! | The Literate Sim
Ness
Hairy-Bellied Heretic
Terrible Twerp
****
Posts: 2354


DOWN WITH CHEESE!


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #2 on: 2006 April 24, 13:43:38 »
THANKS THIS IS GREAT

The remot control car is what Nec believes causes the blank thumbnail that shows up. 

Nec is the expert on this, all I know is that as soon as a sub-hood was added the whole thing broke even more than it was before with just OFB.
Logged
JenW
Irritating Ignoramus
**
Posts: 449


Grilled cheese lovin' cyborg


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #3 on: 2006 April 24, 14:07:53 »
THANKS THIS IS GREAT

Ahh, gotcha. I haven't noticed any problems with my Maxis downtowns, but I haven't played any for a great deal of time so they have probably just not become obvious yet.

That makes me think of another question. Can you create NL NPCs (the Diva, Mr. Big, vampires, etc) without a downtown and have them live in the base hood? Lately I have been deciding not to make a downtown subhood and and instead building my own downtown area in the main hood itself, but I'd still like to be able to have those NPCs around.
Logged

<Pescado> With ninja throwing breadsticks, YOU are the dipping sauce! | The Literate Sim
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #4 on: 2006 April 24, 14:29:57 »
THANKS THIS IS GREAT

Ahh, gotcha. I haven't noticed any problems with my Maxis downtowns, but I haven't played any for a great deal of time so they have probably just not become obvious yet.

That makes me think of another question. Can you create NL NPCs (the Diva, Mr. Big, vampires, etc) without a downtown and have them live in the base hood? Lately I have been deciding not to make a downtown subhood and and instead building my own downtown area in the main hood itself, but I'd still like to be able to have those NPCs around.

That I have not tried. The option is there to create them as long as you have the EP, though. That I can test out, I am quite curious to know now. As far as the lot thing, I meant that specifically for packaged Maxis lots from Maxis hoods (since they have so much info attached to them that is not really lot-related) - in case that is what people wanted. Which brings me to another test I am going to try. I am going to make an empty Pleasentview terrain, DAC and then cgo into the normal one, delete the occupied houses and then exit and copy the files in the lot catalogue and see what happens. Will post results as soon as I have them!

And you're welcome! Glad I could finally offer something of use rather than just random and excessive babbling  Roll Eyes
Logged
JenW
Irritating Ignoramus
**
Posts: 449


Grilled cheese lovin' cyborg


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #5 on: 2006 April 24, 14:33:12 »
THANKS THIS IS GREAT

Ah okay, that makes sense. That didn't occur to me, I guess because JMP has scared the daylights out of me about of about moving occupied lots Grin

I'm quite interested to hear what other results you find Smiley
Logged

<Pescado> With ninja throwing breadsticks, YOU are the dipping sauce! | The Literate Sim
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #6 on: 2006 April 24, 17:05:36 »
THANKS THIS IS GREAT

OK, lots copied from any custom neighborhood show up (which I am used to), lots from Pleasantview will not. Just shows how tweaked Maxis hoods are. You can create Mr.Big and the Grand Vampire without a downtown - the Gypsy spawns on her own. So far, I have not seen any but the gypsy. I think it is probably because their coding requires they show up in downtown lots. I Imagine this will be true with all neighborhood specific NPCs, with the exception of the gypsy because if you have NL the option to call her as a service is automatically there.
Logged
JenW
Irritating Ignoramus
**
Posts: 449


Grilled cheese lovin' cyborg


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #7 on: 2006 April 24, 17:21:05 »
THANKS THIS IS GREAT

Crap Sad I was afraid that might be the case.

Thanks so much for checking that out Nec, good to know!
Logged

<Pescado> With ninja throwing breadsticks, YOU are the dipping sauce! | The Literate Sim
Baronet
SimDebster
Blathering Buffoon
*
Posts: 98



View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #8 on: 2006 April 24, 21:11:34 »
THANKS THIS IS GREAT

Thanks Nec.  I have been wanting something like this since TS2 first came out.
Logged
Ruann
Dimwitted Dunce
*
Posts: 181


An overactive male imagination


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #9 on: 2006 April 24, 21:30:28 »
THANKS THIS IS GREAT

Why do you not add the sub-neighborhoods before running the deleteallcharacters command?
Logged
Riez Forester
Blathering Buffoon
*
Posts: 53


I am a virgin ;).


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #10 on: 2006 April 24, 23:55:07 »
THANKS THIS IS GREAT

Thank you.
Logged

Please dont rips my lips for my bad english!
jsalemi
Town Crier
Vacuous Vegetable
*****
Posts: 4475


In dog we trust, all others pay cash...


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #11 on: 2006 April 25, 02:04:09 »
THANKS THIS IS GREAT

Why do you not add the sub-neighborhoods before running the deleteallcharacters command?

Because it's really FUBAR in OFB if you do that.  As other discussions here in The Podium have said, doing it before adding the sub-neighborhoods is the only way to get it to work right.
Logged

Excelsior, you fathead!
I am Canadian.
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies
« Reply #12 on: 2006 April 25, 02:41:32 »
THANKS THIS IS GREAT

Crap Sad I was afraid that might be the case.

Thanks so much for checking that out Nec, good to know!

Eh no problem Smiley The other thing I remembered about placing lots after making all your townies is because if you screw up the townie making process, you won't have worked hard to make the hood nice for nothing.

Quote from: Ruann
Why do you not add the sub-neighborhoods before running the deleteallcharacters command?

jsalemi is quite correct. I have suspicions, but I am not positive of what, exactly, the problem is. I suspect it has something to do with the quantity of character files. I also suspect that since downtown and university have specific functions for each neighborhood not available in the base hood, that might cause something weird, as well.
Logged
Gwill
Terrible Twerp
****
Posts: 2162



View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #13 on: 2006 April 25, 06:51:57 »
THANKS THIS IS GREAT

This really made me want to go back home and start a fresh town!  Undecided

I'm half way across the world, and the only thing that makes me home sick is the sims.
Logged

Dibs on Darth Telligent!
INTJ bordering on P
Want to know where babies come from?
Ruann
Dimwitted Dunce
*
Posts: 181


An overactive male imagination


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #14 on: 2006 April 25, 16:47:10 »
THANKS THIS IS GREAT

Next question.  Why do you say not to use the Maxis downtown?  Is it because of the Tricour ghosts?  Their character files are created even if you create a custom Downtown for your neighborhood, and they are still created as ghosts. 
Logged
SimSherry
Asinine Airhead

Posts: 29



View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #15 on: 2006 April 26, 01:30:53 »
THANKS THIS IS GREAT

Awesome info, Nec!  Thanks so much.  I'm also curious about your advice not to use a Maxis Downtown after a new base hood w/custom townies etc has been created. 
Thanks again!
Logged
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #16 on: 2006 April 26, 03:25:37 »
THANKS THIS IS GREAT

Next question.  Why do you say not to use the Maxis downtown?  Is it because of the Tricour ghosts?  Their character files are created even if you create a custom Downtown for your neighborhood, and they are still created as ghosts. 

Quote from: SimSherry
  I'm also curious about your advice not to use a Maxis Downtown after a new base hood w/custom townies etc has been created. 

If you plan on deleting all the downtown characters, a Maxis subhood doesn't work because of all of the extra information attached to them. You can attach any Maxis neighborhood if you plan on keeping all the characters intact. If it is the buildings you want, move them to the lots and houses bin, or better yet, package them and then install them as the "lot file only" to get rid of all the person and other erroneous data that may be attached to it.
Logged
MissDoh
Retarded Reprobate
****
Posts: 1355



View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #17 on: 2006 April 26, 17:34:00 »
THANKS THIS IS GREAT

Nec Thanks a million for this tutorial.  Now I know what I did wrong the last time and it explains why I ended up with errors when creating townies.

I can now safely create a custom neighborhood without worrying. 

I will delete my other custom hood I created, eventhough it does not seem to be FUBAR, I won't take any chance.  Anyway I am not attached to it.

One little note though, I was always able to generate the YA'S by placing a YA I created in CAS in a private house (I use the familyfunds cheat so it have enough money).  Once the YA was in that house, I choose the create townie option like usual either on the mailbox or the deadtree, it creates 50 YA along with the NPC's you mention in your tutorial.  Is it wrong doing this? Can it cause problems?
Logged
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #18 on: 2006 April 27, 00:05:29 »
THANKS THIS IS GREAT

One little note though, I was always able to generate the YA'S by placing a YA I created in CAS in a private house (I use the familyfunds cheat so it have enough money).  Once the YA was in that house, I choose the create townie option like usual either on the mailbox or the deadtree, it creates 50 YA along with the NPC's you mention in your tutorial.  Is it wrong doing this? Can it cause problems?

If it is working, that is great. I didn't even try it Tongue I will make sure it works in my game before I change the post - thanks for the info!

Edit: It did work, thanks! It makes too many new sims for my taste, but it is good to know the option is there.
« Last Edit: 2006 April 27, 00:32:18 by Nec » Logged
MissDoh
Retarded Reprobate
****
Posts: 1355



View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #19 on: 2006 April 27, 07:52:23 »
THANKS THIS IS GREAT

I am happy I helped you and grateful you tried it out to make sure it was ok to do this.

Since I always place not more that 2 controllable Sims in the same dorm, it is more convenient for me to create those 50 YA townies right away so the game won't generate them 1 by 1 when needed.  I normally don't have many generations so those extra character files do not bother me that much.  I have the tendency to reset the game often too!  Tongue

Next time I will create a cc hood, I will follow your tutorial to avoid BFBVFS.

Thank you Smiley
Logged
Ruann
Dimwitted Dunce
*
Posts: 181


An overactive male imagination


View Profile WWW
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #20 on: 2006 April 27, 19:30:17 »
THANKS THIS IS GREAT

I use the YA's as a townie-marriage pool.  There are a few plate eaters in the mix, but that's why we have Sim Surgery.

I think the only two lots in Downtown that should have issues are Gothier Green Lawns and The House of Fallen Leaves, since those are the two lots with tombstones on them.  I'm gonna do some experimenting and see.
Logged
shanpooter
Blathering Buffoon
*
Posts: 53


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #21 on: 2006 May 14, 10:59:06 »
THANKS THIS IS GREAT

Can you just create a new neighborhood and add all of the sub 'hoods and then exit the game and delete the characters from the characters folder?  Or will that cause problems like using deleteallcharacters?  It seems to me that would save a lot of steps and if you are manualy deleting the townie files from the characters folder anyway, why can't you do it in just one go?  I'm probably missing something, but just thought I'd ask. 
Logged
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies in OFB *updated*
« Reply #22 on: 2006 May 14, 19:51:49 »
THANKS THIS IS GREAT

Can you just create a new neighborhood and add all of the sub 'hoods and then exit the game and delete the characters from the characters folder?  Or will that cause problems like using deleteallcharacters?  It seems to me that would save a lot of steps and if you are manualy deleting the townie files from the characters folder anyway, why can't you do it in just one go?  I'm probably missing something, but just thought I'd ask. 

No, that will cause the same problem, which leads me to beleive that the problem is the number or character files deleted at once when it comes to custom hoods, and possibly with the Maxis pre-mades as well, since they have more character files than a new hood, though I am convinced that a lot of that has to do with the pre-arranged scenarios in various families (they are much different and cause errors with the same hacks that don't cause errors with the exact same setup, minus the pre-existing storyline). This is speculation, but it is the only thing that has made sense to me so far. One at a time seems to be the only way at this time. I am slowly working on creating a bunch of custom cc-free townies, as well as bug-free Maxis neighborhoods that are empty. This is taking a long time, however, as I am doing many other things at the same time Tongue
Logged
shanpooter
Blathering Buffoon
*
Posts: 53


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
« Reply #23 on: 2006 May 15, 12:41:52 »
THANKS THIS IS GREAT

Thank you so much, Nec, for your response.  I figured that I just didn't understand something, but I am a curious cat and always want to know why something doesn't work.    Maxis should have given players the option to choose whether or not they wanted townies, and how many.  Especially since they are not actually required for anything, as far as I know. 

When I create a custom 'hood this way, do I have to create all of the townies?  I usually don't like to have any townies in the base 'hood, and only about 10 to 15 each in UNI and Downtown, for shoppers and dormmates.  I don't figure it matters how many I create, but I just thought I'd ask.  If the problem stems soley from deleting characters, not how many you create then it shouldn't make a difference, right? 
Logged
Nec
Malodorous Moron
***
Posts: 752


I have no sense of humor.


View Profile
Re: Tutorial: Deleting, Creating, and Generating Townies OFB and pre-OFB
« Reply #24 on: 2006 May 15, 20:46:32 »
THANKS THIS IS GREAT

Thank you so much, Nec, for your response.  I figured that I just didn't understand something, but I am a curious cat and always want to know why something doesn't work.    Maxis should have given players the option to choose whether or not they wanted townies, and how many.  Especially since they are not actually required for anything, as far as I know. 

When I create a custom 'hood this way, do I have to create all of the townies?  I usually don't like to have any townies in the base 'hood, and only about 10 to 15 each in UNI and Downtown, for shoppers and dormmates.  I don't figure it matters how many I create, but I just thought I'd ask.  If the problem stems soley from deleting characters, not how many you create then it shouldn't make a difference, right? 

You don't have to create all the townies, you can just create one at a time with the tree. I am not clear yet as to how many will generate on their own, or how many you have to have before they will stop regenerating. I have not tested this. Uni hoods are much different, and will generate new dormies for each dorm, though if you move a student out of a dorm and move another one in to any dorm, it will make use of the existing dormies as well as generate more if needed to fill up a dorm with more rooms than the previous. You can use noregen hacks to prevent this. I have never used them, so I can't tell you specifically which ones to use or how they work.
Logged
Pages: [1] 2 3 ... 6 Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.076 seconds with 19 queries.