Oh, I've never heard of that poem! And I never thought to google the word. Actually that poem (or what parts I'm able to understand) fit in pretty well with the overall storyline of that 'hood.
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Quote: Originally posted by venusking
Depends on if you have a set of custom skinned PTs or one that uses the default skin - you can change defaults at any time. With the custom skinned versions I'm not sure if you can just change the skins. |
Quote: Originally posted by gummilutt
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Quote: Originally posted by Gcgb53191
No. You can move the tombstone to the cemetery right away. If your Sim stays up to the small hours the ghost of the late Sim will spawn. What I don't recall is whether the ghost will spawn the same night [if there have been only a few hours since he/she died] or the next. |
From my own experience - most of the time, I send the tombstones over to my graveyard straight away, and ghosts don't spawn unless a knowledge sim lingers on the lot for a few days. Having a grill, coffee bar, and bathroom facilities helps a bit.
Or I just use InSim to summon the ghosts. |
Build a cemetery like it's a knowledge sim's personal playground, chess tables, darts, dancing and snack machines. They'll hang around and ghosts will spawn after awhile. (:
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If your Sim can meditate you don't need anything of the above.
Ghosts do spawn, but it might be a timer between the hour of a Sim's death and his/her ghost's appearance. Mourning family members have their chances increased. |
I was going to say telescope - but then the ghosts will probably spawn while the Sim is being abducted
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Quote: Originally posted by Gcgb53191
Here's the deal: Ghosts take, on average, three days to spawn. Sometimes they will spawn more quickly than that, sometimes more slowly. (I had one that took 11 days, once.) If the tombstone happens to be struck by lightning, the ghost will spawn right away, even if it's it's daytime. For ghosts on community-lot cemeteries, the issue is that community lots don't save when they are exited by your playable(s), unless the playable in question happens to be the one who owns the cemetery lot. So, if you immediately send graves to a cemetery without allowing the ghost to spawn first, and then send a playable there, the likelihood is that you won't see any ghosts UNLESS your playable spends a lot of time there. You might get lucky because sometimes ghosts will spawn quickly but, like I said, the average is three days...which makes for a long visit but, sure, it can be done fairly easily if you have "facilities" on the lot and don't use Community Time. HOWEVER, after spending all that time on the lot to (maybe) see a ghost, when your playable leaves, the lot resets. So, in order to see ghosts again, you'd have to send a playable there for ANOTHER likely long stretch of time to allow the ghost(s) to spawn again. Which is kind of a pain in the butt given that one of the main reasons why people want cemeteries is so that their Knowledge Sims can see ghosts on them, right? (The exception is Gothier Green Lawns, in the Maxis Downtown, where ghosts for the graves that are there from the get-go are "pre-spawned." However, if you send additional graves there, the above applies to those graves.) So, what I do is have ghosts spawn before their grave goes to the cemetery. Generally, I leave them on their home lot until the morning after the ghost spawns, at which point I summon the owner of the cemetery (who is always a player-made NPC -- a Sim I create in CAS but who I never play and who is given a prisoner token so that he/she never shows on community lots, eliminating the chance of accidental death while he/she has graves in inventory). I make the gravekeeper selectable with the Sim Blender, and then dump the grave(s) in his/her inventory and then use moveobjects to "delete" them from the lot. And then occasionally, usually once a rotation, I open the cemetery owner's "home lot" (which is just a tiny 1x1 empty lot) to send him/her to the cemetery to place any graves in his/her inventory. I will also use the gravekeeper's home lot to occasionally do "townie culls" when I want the townie population to age up/die off in order to be better in sync with the playables and so that the game spawns new ones to replace them. (I don't use anti-respawn mods. The more the merrier, for me. So long as you don't have just the base game you can have 32,000-and-some characters in a neighborhood without it going belly up. My main neighborhood has about 750 -- living and dead, and including all strays/wolves, townies, NPCs, etc. -- after 2.5 years of playing it, so...Yeah.) Once done with my aging and killin', I turn off motive decay (aging is always turned off on that lot) and put the game on the highest speed, pull out my Kindle to read something, and wait until all the ghosts spawn before moving all those graves to the cemetery. I've done this a lot over the years, so I can confirm that the three-day average is correct. But yes, it is an average. Sometimes a ghost will spawn the very next night after death. Sometimes it takes a lot longer than that. But generally, it's three days-ish. So, if you choose not to spawn ghosts before graves go to cemeteries, bear that in mind. |
What happens if a Sim dies while visiting the graveyard?
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I imagine in that case the gravekeeper would just pop onto the lot and wait for their ghost to spawn before heading back home again.
Actually, I might take the gravekeeper idea for myself. I'd love to use that Grim Reaper outfit from debug mode but then their head clips through the back. Well, since I'm here: Is there a way to remove a Sim's head so they can wear that outfit without it clipping? |
Perhaps somebody has made it custom and fixed it - I don't know, you could try to ask in WCIF. Not sure,though, Grimmie would like others wearing his outfit
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Quote: Originally posted by Justpetro
I can't really say for certain. Whenever I've had a Sim die on a community lot, since I have a buy enabler, I've had a playable put the tombstone in their inventory, take it home, place it on their lot to allow the ghost to spawn, and then summon the gravekeeper as usual. Without doing that, or without using the game's "Move Grave" thing -- which sometimes doesn't work right -- I would think that if the lot is unowned, then the death might never have happened, since those lots don't save. (But I don't know that for certain.) If it's owned, and you're playing the owner of the lot when the death happens, then I would think the grave would remain there, unless you remove it by some means.
Quote: Originally posted by ihatemandatoryregister
There is a safely playable extracted Grim Reaper floating around out there somewhere. There's a user here -- can't remember their name, alas -- who plays them and also extracted, playable Hula Zombies. If you can find that, you could have Grim Reaper as your gravekeeper with no head clipping. EDIT: There is this: http://www.modthesims.info/download.php?t=196699 but the links on the download description are dead, and I'm not sure exactly what you'd get if you downloaded the Sim without getting those things. Can't really tell if anything's included or not. :\ But you could give it a try and see... |
In the vanilla game,I had a student die on a community lot, but then she was not there alone, so I could send the other four home. Hanging on to my Sims (dying is very NOT the trend in my hoods) - I did allow two deaths in my hugely overpopulated hood last year. First grave reached the graveyard without any problems. Few days later another one died - and, yes, the grave vanishes completely. (Have all the mods needed). I did everything everybody said I could do, but to no avail. No gravestone, nowhere. No sign of it in the Hoodchecker either. It is just gone. (I have in the meantime backed up that hood, because there are 224+ families, not counting the 18 students in dorms and it has become a bit of work rather than play, but the hood is fine, gravestone or no gravestone).
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The "three days for a ghost to spawn" doesn't tally with my experience. I've got three cemeteries with a substantial number of graves, most of them sent there straight from home within a day of the sim dying. And if one of my living sims pays a visit and hangs around long enough, I get three ghosts, pretty much every time.
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Quote: Originally posted by Peni Griffin
I found something I think you might be able to use: the Memory Manipulator from the Sim Manipulator site: http://simmanipulator.forumotion.co...ory-manipulator I haven't messed with it much in my game, but I did see several LTW memories on the menus for it. Would this work for you? Get your sim into platinum with the Blender or pizza box and then use the Memory Manipulator to add the specific LTW memory? EDIT - SimPE probably does that sort of thing much better anyway. I was going to delete this post, but there might be others like me who prefer in-game tools and might find it useful. |
Stupid Question ?
Why in Veronaville (in neighbourhood view) is there always loads of traffic on the Italian (West) side of the canal, but hardly any on the English (East) side, where all the pretty Tudor houses are? In my game there's been a lot of commercial development on the Italian side, but, as Maxis made the 'hood, most of the houses are on the English side, with hardly any traffic, while all the cars, taxis and vans are driving round on the West side, where there's almost nothing worth driving to.
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Well, the roads are quieter in fancy suburbs, aren't they? Those traffic is looking for factories to make/collect deliveries
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The reporter in my game is tiptoeing each she appears on a community lot. Is there a way to fix it because it's getting old ?
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If using sim surgery on a sim, does the genetics go by original features or the surgery ones? If original, how do you set the surgery ones to genetic or DNA, however it's referred to? I remember from long ago an option to do something like this, prior to having all EPs. No Simpe info please, I don't use it and don't want to. I have batbox, simblender and simanipulator. Thanks! (:
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I could be wrong, but my impression has always been that to make changes genetic, as opposed to only "skin deep," you have to use SimPE's "Sim Surgery" function. Everything that you can do in-game, like the plastic surgery station and things that use its coding (Like I think you can do "plastic surgery" via the Insimenator), only produces "skin deep" results, not genetic, heritable changes.
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Quote: Originally posted by Essa
Duine: all the tutorials I know to make surgery genetic require SimPE. |
That reporter is probably a former thief then? Or just a criminally inclined one.
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In an apartment building, I temporarily made a neighbor Sim selectable because he was blocking up the stairs and wouldn't move. However now the game is a little confused and his wages are being added to the current family's funds. Is there a quick fix to this?
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The family - don't they want the money then?
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