Forum Discussion
amjoie
13 years agoRising Ace
crinrict wrote:
The clock stopping issue is usually caused by an 'alarm' not being able to fire properly and can have any number of reasons. The time is always essential and I think it's DebugEnabler that has an option to list all the alarms that are being fired at that time. This can help figure out what might be the cause.
That is interesting. I'll have to check it out, just for my own satisfaction. I still have a copy of that Save folder, so I can pop it back in to check.
But, regardless, I don't feel safe with the depopulated game. It was still registering 135 sims, despite the fact that the entire population had expired and most tombstones had disappeared--that number is way too many, even after accounting for the service sims who were spawned during the time the world was depopulating. Especially since 55 more were somehow added, shortly after the first batch was killed off. Something wasn't quite right about the whole thing.
It seems to me that the game was acting like an old world game, that had already had it's share of corruption, and was well on its way toward imploding. I just don't feel comfortable using a "naturally" depopulated world as a base for what should be my brand new customized world.
edit for typo
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