2 years ago
Finalizing a world - a few questions
Hello! After years and years and years of trying (and failing), I can finally say that I am almost done with my first world! I had to settle for a “small” map, but maybe a bigger world will come one day. B)
Well, to be honest, there's still a lot to be done, but I do have some questions swirling about in my head and I hope you can help me:
1. Ever since I switched to the EA App, I haven't been able to use the Edit in Game function, which means I can't build on lots. The workaround I've come up with involves placing down empty lots in CAW, exporting and installing my world in my game, building all the residential and community lots, and then sharing the save file. My understanding is that, if other players download both the ''blank'' world (for example, from the Exchange) and the save file, they should be able to play in my world with all the residential and community lots I've built?
2. I would like my world to be populated. If I create households and move them into different residential lots in my world, and then upload the save file, will the Sims I’ve moved into the world appear in the game if someone downloads the save file?
3. In relation to the above, I was planning on “playing” a bit with my created Sims, to give them some skills, careers and relationships that will reflect their biographies and the “lore” of the world; perhaps I’d also like to put some items into their inventories. Assuming that the world will be populated if you download the save file, will those skills, inventory items, relationships, etc. also carry over to the save file installed in other player’s games? Has anyone used this method of populating the world before and are there any pitfalls I should be aware of?
4. The last question concerns spawners. My plan is to scatter different gem/seed/bug/saltwater fish spawners in “empty” areas of the world (glades, hidden nooks, the coast…), but I also want collectibles to spawn on lots (for example, the graveyard, parks...). Is it better to simply cover my world in spawners where I see fit and THEN build the appropriate lots on top of these spawners, or will laying down the lots override/delete the spanwers placed in CAW? I know that spawners can be placed using the Debug category in Build mode, but what is the relation between the Build mode Debug spawners, and the spawners placed in CAW? Do they combine and coexist, or does one cancel the other?
Any help greatly appreciated!
Well, to be honest, there's still a lot to be done, but I do have some questions swirling about in my head and I hope you can help me:
1. Ever since I switched to the EA App, I haven't been able to use the Edit in Game function, which means I can't build on lots. The workaround I've come up with involves placing down empty lots in CAW, exporting and installing my world in my game, building all the residential and community lots, and then sharing the save file. My understanding is that, if other players download both the ''blank'' world (for example, from the Exchange) and the save file, they should be able to play in my world with all the residential and community lots I've built?
2. I would like my world to be populated. If I create households and move them into different residential lots in my world, and then upload the save file, will the Sims I’ve moved into the world appear in the game if someone downloads the save file?
3. In relation to the above, I was planning on “playing” a bit with my created Sims, to give them some skills, careers and relationships that will reflect their biographies and the “lore” of the world; perhaps I’d also like to put some items into their inventories. Assuming that the world will be populated if you download the save file, will those skills, inventory items, relationships, etc. also carry over to the save file installed in other player’s games? Has anyone used this method of populating the world before and are there any pitfalls I should be aware of?
4. The last question concerns spawners. My plan is to scatter different gem/seed/bug/saltwater fish spawners in “empty” areas of the world (glades, hidden nooks, the coast…), but I also want collectibles to spawn on lots (for example, the graveyard, parks...). Is it better to simply cover my world in spawners where I see fit and THEN build the appropriate lots on top of these spawners, or will laying down the lots override/delete the spanwers placed in CAW? I know that spawners can be placed using the Debug category in Build mode, but what is the relation between the Build mode Debug spawners, and the spawners placed in CAW? Do they combine and coexist, or does one cancel the other?
Any help greatly appreciated!