Forum Discussion
amjoie
13 years agoSeasoned Ace
Writin_Reg wrote:
Elanor - just watch any hedged in areas - if you see spawning happening - just open it up - one space for sims and two spaces wide if it is horses and deer spawning there.
Amjoie I spent the afternoon in Starlight Shores Cemetary and I don't see anything new or different at all with the ghost - so what I said before goes.
LOL I've spent all day in a new game with the Lunar Lakes cemetary, and found something totally different. Sigh.
OK, here is what I did: I had the game regenerate an entirely new The Sims 3 folder in Documents. Brand new, with no mods, no CC (not even store CC, except for Lunar Lakes, of course), no cheats. Just a straight vanilla game with all expansions and stuff packs.
I set the game with aging on, at the lowest possible settings for the most rapid turnover. Story progression was off, since my aim was to depopulate the world. I watched the game, turning on fast-forward speed as applicable. I didn't play the game. I just watched it running. As the sims in the household died, I went to another household, until all sims in the world were expired.
I added one live sim, and let the game run until that sim aged and died, so that ghosts would have a chance to go to the Netherworld. Then I checked houses for gravestones. I only found six, so some had gone to the Netherworld and taken their gravestones with them.
I put in one live sim, and had her collect the gravestones and put them in the graveyard. They came out at night, as did the ghost sims I had already sent to the Netherworld, earlier. What?
Not only that, but the game had a marked tendency to stop the clock at 12:59 am. All action continued, and the night changed into day, etc. The sim went about her day, getting hungry, tired, etc. But the clock was stuck. I could reset it by saving, and going to the main menu and then back again to the world. It was fine for a while, and then stuck again.
I want to remind you, that all sims in this world, except for NPCs recently spawned, were dead. There was no lag, just a stuck clock. But that made me really nervous, because this was a vanilla world that played by itself, and the only thing that had happened is the death of all sims. Nothing should be going wrong.
So I had tried to kill off sims, naturally. And something was not quite right. I decided to try it with awesome mod's "destroyallhumans" cheat. I saved a copy of the world I had just depopulated. Then I used awesome mod on it. I got a notification that 135 sims had been killed off. What?? But all sims were dead!
I added one live sim, and let the game run for a couple sim days. I used the kill cheat, again. This time 55 sims were killed. OK, that's weird. I saved and quit.
So, next, I slid the Saves folder to the desktop and started up the game, letting it create a whole new Saves folder. I clicked on Lunar Lakes and let the game create the world.
Before I did anything in the world, I ran the kill cheat. The notice said 87 sims were killed. So, that is baseline. I added one live sim, and ran the game for a couple of sim days. I ran the kill cheat, and the notice said only one sim was killed.
Whoa. The stats in this game were 87 and then 1, while the stats in the game where I naturally killed off all sims was 135 and then 35.
So, I'm trusting the world more, that the kill cheat depopulated. I added one live sim and took aging off, so I could run her until I finished testing the graveyard, without worrying about her aging. I fast-forwarded the daytime, so I could play real time at night. I never got a stuck clock. Not once. The game ran smooth.
Here is what happened in the graveyard:
First night:
Nothing. No ghosts. Hmmmm. Suspicious.
Second night:
Bella Goth--went to the Netherword immediately, when I used the cheat to trigger an age transition
Jeremy Goode--two aging ups and then went on third
Linksa Dot--two aging ups and then went on third
Third night:
Ebenezer Lucas--one aging up and then went on second
Fourth night:
Bella Goth--went to the Netherword immediately, when I used the cheat to trigger an age transition
WHAT?!!
Conclusion: The graveyard in Lunar Lakes is spawning ghosts. (My best guess, since it took a night of no ghosts before they came out.) Or, I suppose it could be that the cheat sending them to the Netherworld isn't really sending them. Sigh.
Furthermore, when Bella was out, in an earlier round of testing, I saved and went to Edit mode. I went back to live mode, still on pause, and she was still there. I went back to Edit mode and used the kill cheat. I went back to live mode. She was still there on pause. She floated around when I took pause off. The kill cheat didn't work on Bella in the graveyard. She isn't being recognized as a regular sim. Once ghosts are in the Lunar Lakes graveyard, they are apparently not normal ghosties, anymore.
So, now I don't know if the trigger age transition cheat is really sending ghosts to the Netherworld, in the normal way, despite the notification and animations of a puff cloud going back into the tombstone. It doesn't work in the graveyard, that much I do know.
Unless I could understand game code, I have no way of knowing for sure if it works on other ghosts in the world at large.
What I do know is that apparently, the safest way to get rid of EA sims that come with worlds is to use the awesome mod "destroyallhumans" cheat, rather than trying to kill them off naturally. Of course, then you have to continue to use the awesome mod in that world ....
I don't have Twallen's mods, so I couldn't test them, to see how his kill cheat works.
The alternative is to keep the EA sims, redoing them as desired, with aging off. But that severely limits the number of sims you can have in the game, of your own making or breeding.
So, I spent all day testing. And I ended up with more questions than I answered. Sigh.
I love this game. And sometimes I hate it. ;)