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So somehow, as someone who has played this game since 2007 (when I finally got a PC that could run it after buying it about a year prior) I have somehow never noticed the snarling, and creepy minecraft cave sound-esque sfx when you are near gravestones at night... I feel like I've undergone some kind of timeline shift...
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I saw SatchOnSims play in Strangeville. The game was bugged. But he's playing the Legacy version. Now, I got curious how things work in the UE version. So I did. Now the abduction scene lacked sounds. But other than that it worked as it should. I did find a fix for the telescope I might add into my game when I looked for a sound fix.
Now for the fun part, when Vidcund returned, his brothers ran out to laugh at him! I found that funny. |
Quote: Originally posted by parrot999
I "discovered" this a few years ago and felt similarly. I've been playing since release day 2004! I usually transfer graves to a community lot graveyard as soon as a sim dies, so the first time I heard the ambient noise I thought I accidentally left a youtube video playing in the background. |
Did you know that you can repair a broken urn by shift-clicking on the urn in debug mode and choosing "debug - break repair"? I remember my friend once said that she quit a family without saving because a sim broke an urn once and she hadn't saved in a long time. Too bad she didn't know that then. Super easy.
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Quote: Originally posted by Pideli
Does that repair the shredding of character files that destroying a Urn usually does tho? That's the biggest danger of breaking urns. Shredded character files causes corruption, or so I heard. |
Deleting an urn/grave will simply mark the character file as unlinked. It will not "shred" data or otherwise "cause corruption" (deleting a sim does NOT cause corruption either). Breaking the urn does not unlink the sim's file until the ashes are swept up by another sim. You can re-link sims easily using SimPE by changing the hex value from 0x0001 to 0x0000. You can also use the nounlinkondelete mod to stop the character file from being marked as unlinked.
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That doesn't happen if you have nounlinkondelete installed, even if you don't have it installed that doesn't happen unless a sim cleans up the ashes, and even if it does happen, it's not dangerous to the neighborhood. It mostly just means the sim can't be resurrected anymore.
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You can remove the Enemy relationship with another sim by simply BRIBING them with Simoleons!
I never saw that before, and suddenly I saw "Bribe For 50ยง" and used that. It removed the Enemy relationship between the two sims, but didn't increase their negative relationship. That still needs to be fixed with time and, preferably, telephone chats to avoid Free Will to suddenly poke and slap each other again. |
Quote: Originally posted by kestrellyn
That's good to know. I guess I was misinformed then. I'd have that mod just in case though. Edit. There's a fun thing I noticed. I have the medicine cabinet that allows brushing your teeth, and my Sim actually autonomously brushes his teeth. He isn't all that neat either. |
@Craft90 I recommend this awesome video by April Black about corruption! What the ts2 community have been saying for years about corruption turned out to be misconceptions. Deleting sims is safe, including gravestones/urns!
https://youtu.be/2cB67DGDXFQ?si=x1RnqnYzBCsAnwGc |
I found that a service person can steal money from a money tree aspiration reward.
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Interesting about the graveyard sounds! I think I (and maybe a lot of us?) got so fed up of ghosts wreaking havoc on the household that it's just an automatic move to graveyard thing as well. Not to mention that I used to be terrified of sims going to smash an urn since they will do it autonomously when in a bad mood!
Ghosts in general are a strange paradox - I feel like, on a home lot they seem to come and haunt constantly which means nobody ever gets any sleep and is at risk of being scared to death unless their motives are pretty high. But on a community lot when I take sims there to see them, they never seem to turn up at all. |
On a commlot they only have a chance to come out at the start of the night and then they have no additional opportunity to come out for the remainder of the dark hours.
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Well I have since gone looking for ghost mods, and I think Simler90's ghost mod does pretty much everything I want, except I think I will edit it to not let them drop disease markers all over the place - this happens far too much already and it doesn't make sense for a ghost to do it.
His description suggests that it's a function added in OFB which stops them appearing properly on community lots. |
Quote: Originally posted by parrot999
When I was little I was so terrified of the Goth's graveyard sounds at night that I would just turn off my sound. ![]() |
Quote: Originally posted by simsfreq
Don't you have to keep the grave on the home lot until the ghost appears or they will never show up on community lots. |
Quote: Originally posted by jonasn
Guests, too. |
You can't satisfy a generic "first woohoo" want in a tent. That's two weird things with tent woohoo - elders can't do it at all! The Bon Voyage developers really dropped the ball on that one.
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Sims puts on sunscreen before tanning! I'm pretty sure that in the Sims 4 they just lay down on a towel and that's it.
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2 Sims can juggle cups with each other.
It is effectively useless though. Neither yielding more Fun, nor gain STR with the other. |
No cute animation is actually useless.
Toddlers who danced to the stereo enough can smustle pretty well as soon as they grow to child. |
If you bin makeup as Accessories/Glasses and use the Facial Hair and Glasses for Townies mod from MATY, it will occasionally show up on new townies!
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Quote: Originally posted by Peni Griffin
They didn't want to be sued by all the elders that broke something trying to contort their bodies. XD
Quote: Originally posted by Craft90
Never seems to stop them burning though lol. |
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