Forum Discussion
13 years ago
Glad it's helping every one - I felt it was only fair seeing I even have one 20 plus Generation game and I play epic aging, with free will on full and EA sp on. So I know it is possible.
Jenie you are wrong about deleting EA sims - the only safe ways to get rid of them is for them to die, or via Twallan's MC or Awesomemod. When you delete sims put in the game (not those the game adds, but the originals) seeing they always exist in the world itself right on your disks, they shatter and the game will continue to give the fragmented parts commands - the ones mainly that have parts to the back story and actual game programming (those and service sims are the only sims that have actual programming - so deleting them is like deleting the games programming and will create problems) - but of course cannot locate the Sims which in turns causes windows to suspect an error so it starts hesitating, lagging, even hard freezing while the thing it can't find is being searched for. It can be some of the worse freezing and lagging you can possibly get - but that would take a while as usually most games will corrupt with all those sime parts fragments about the game. Since the Sims games has existed it was never safe to delete EA sims without a mod that can nullify those sims existence to the game as if they had all died. The game is programmed to recognize when they die, their commands are to be shut down, so technically to the game when one of those two mods remove the EA sims they toss the info to the game those sims no longer exist. But like I said that is only the sims that EA programmed into the game and that are on the disk in each of their worlds. All EA world sims are like that.
But I have a rule to never delete any sims, but I instead create conditions to make them leave on their own. They generally will unless they are a major part of any of the backstories.
I also have all the eps in every hood without adding any lots. There are many ways to do that. And I did give instructions somewhere in this thread in adding one lot at a time and saving before each addition with a different name, so when the World editor breaks the routing - you can go back to the last good save prior to that lot and do not try to use the editor any further.
It's a lot of work, but I changed out a lot of the earlier single occupation RH's for many of the multiple ones which freed up a lot of lots and before we had those multies RH's I used to make cellars under all the parks and put many RH's under ground so all kinds of lots were freed and my sims had no problem at all using them. I will say none are ever high rises though - they can't go underground, but I don't like the highrises so I avoid them. But I have had no problem making all the worlds my own and my game plays with no lag or freezing. But it does take a lot of work to do it right, and always back up you final save just in case. I will tell you even as much as I have learned, everynow and then I have tried something else that did not go well, so back ups are essentials.
Jenie you are wrong about deleting EA sims - the only safe ways to get rid of them is for them to die, or via Twallan's MC or Awesomemod. When you delete sims put in the game (not those the game adds, but the originals) seeing they always exist in the world itself right on your disks, they shatter and the game will continue to give the fragmented parts commands - the ones mainly that have parts to the back story and actual game programming (those and service sims are the only sims that have actual programming - so deleting them is like deleting the games programming and will create problems) - but of course cannot locate the Sims which in turns causes windows to suspect an error so it starts hesitating, lagging, even hard freezing while the thing it can't find is being searched for. It can be some of the worse freezing and lagging you can possibly get - but that would take a while as usually most games will corrupt with all those sime parts fragments about the game. Since the Sims games has existed it was never safe to delete EA sims without a mod that can nullify those sims existence to the game as if they had all died. The game is programmed to recognize when they die, their commands are to be shut down, so technically to the game when one of those two mods remove the EA sims they toss the info to the game those sims no longer exist. But like I said that is only the sims that EA programmed into the game and that are on the disk in each of their worlds. All EA world sims are like that.
But I have a rule to never delete any sims, but I instead create conditions to make them leave on their own. They generally will unless they are a major part of any of the backstories.
I also have all the eps in every hood without adding any lots. There are many ways to do that. And I did give instructions somewhere in this thread in adding one lot at a time and saving before each addition with a different name, so when the World editor breaks the routing - you can go back to the last good save prior to that lot and do not try to use the editor any further.
It's a lot of work, but I changed out a lot of the earlier single occupation RH's for many of the multiple ones which freed up a lot of lots and before we had those multies RH's I used to make cellars under all the parks and put many RH's under ground so all kinds of lots were freed and my sims had no problem at all using them. I will say none are ever high rises though - they can't go underground, but I don't like the highrises so I avoid them. But I have had no problem making all the worlds my own and my game plays with no lag or freezing. But it does take a lot of work to do it right, and always back up you final save just in case. I will tell you even as much as I have learned, everynow and then I have tried something else that did not go well, so back ups are essentials.