Forum Discussion
amjoie
13 years agoSeasoned Ace
Writin_Reg wrote:
When you place ingame sims in the library that is safe as you are only putting clones of those sims - not the actual sims that are hardwired into the game. Generally the only time there has been conflict is ifthey have the same names or if the game itself reclones them back into the game as NPC or townies - then you might get the doppleganger effect which can cause the game to do a lot of pausing when the doppleganger clone is out and about. I have figured out if you go to the trouble of playing their household send them back to the bin and give the a makeover - change their haircolor, their name, maybe even a trait or two so the hard wiring won't get crossed - especially if there are ghosts associated with those sims or backstories - like key sims like the Goths. But once you have them in the bin, delete the ones in your library so they will not get a doppleganger. Once they are renames and enough changes like their traits, it will not be a problem with the ingame versions.
But I still wonder how Dart has been able to delete the EA sims in game and the world not go to pot, as it is a fact hardwired sims fragment. They will only be invisible, but in a hundreds of places in your files if they are part of "the story". Also dart, deleting the criminal building does not get rid of burglars. The burglars are programmed into the game like service sims are - the buildings are not dependent on those sims but are there for the sims you play to have the criminal careers. The RH mean nothing to the Service sims - they even live off world unless they are part of a story. You can delete all the RH's and will not affect the service sims - but your hood will go to pot because then townies and NPCs can't have jobs, so they will leave or die by starvation usually; it generally affects the game play because you can't control all the houses and sims must make a living.
But yes you can move any sims to any hood - user made or EA made - the confusion occurs when two of the same exact sim occupies the same hood. The game does not access the hoods you are not playing - only the one you play - but if they are exact clones, just make sure you remove them from the library if you are planning to play the hood they are from unless you have altered them enough to not confuse the programming. I have played many of the families in other hoods with no problem, I just remove them from the library after I have them in the new hood.
Last thing - the families in the library - never delete them and yes they can be played in all the hoods, but they are tied into the POOL of genetics from what I was told - so those original ones must always stay there. And as to your grave yard I did not know you were talking about LL Amjoie - so like a dummy I tested the actual game worlds and had no problem moving sims ghost there except the few that needed to stay where they were. But I did not use edit to do it. I moved a sim onto the lot or used a sim living on the lot already to move them. I did not try LL as I do not have that installed at present. I am still updating all my user created worlds and EA worlds to pets and ST. I am waiting to do the store worlds last.
Thank you for answering all my questions about the EA sims. What you say makes sense, and it is what I had always believed, but it really helps to have it verified, because sometimes logic fails, in this game -- I needed to have it confirmed. Now I can breathe a big sigh of relief, because I was worried about my Sekemoto sim family that I redid and put on the exchange. So, all people need to do is rename them in CAS, and add them as an extra family. Or rename the original EA Sekemotos in LL and leave mine with the names they have now. Either way would work.
Am I right in assuming that the doppleganger effect is only a problem if you are playing with story progression on and aging on? Or can those sims be taken out of the library bin and used as NPCs, regardless?
About the graveyard, I had the EA sims pick up and place the gravestones in the graveyard, themselves. And it works great and saves perfectly for as long as you NEVER open the graveyard when in edit mode. As soon as you are in edit mode and open the lot, all the gravestones are put back into the family inventory. At least that is what happened in LL, at the time I first reported the problem.
I suppose most people would never bother to go into the graveyard from edit mode. There isn't anything there to mess with, normally. But I wanted to rebuild the lot, so naturally I discovered the problem in the process of checking to see how hard it was going to be to redo the graveyard lot.
I just assumed once the gravestones were placed in the graveyard and the game was saved, that the gravestones would then "belong" to that lot the way any object belongs to a lot after saving. But, apparently, the gravestones still belong to the family, and are only temporarily residing in the lot. I don't know why ownership isn't transferred to the graveyard, if you purposefully put them there. But it doesn't seem to be that way. It's confusing.
It does mean that if you are going to redo a graveyard, you have to be sure you won't be tweaking it, later, because if you open in edit mode, either by design or by mistake, you will have to place every single gravestone all over again. And I have no idea what happens to gravestones of a whole family who died in a house fire or something like that, where no family members are still alive. Do the gravestones just vanish into the ether? With what we have been discussing, that is a scary thought.
Maybe this is only happening in LL. I don't know. I've been busy building houses, so I haven't gone back to do testing in other worlds, or since the latest patch. Maybe I can take some time off from my latest LL project, and do some testing in game worlds and store worlds, just to see what happens.
It's important to me, because I intend to rebuild a graveyard in any world I make my own. So I will need to know the potential pitfalls of using edit mode with graveyards.