View Full Version : Ghosts directly in the Default bin
10th Feb 2012, 02:18 PM
I've been in your profile folder and read that you only take into account posts in your social group. I'm not exactly Social but have a question and probably an idea for a tool I'm needing, that's why I joined your group, but have nothing against if you kick me out.
I don't play, ressurrect or even use ghosts and would like that when the grimreaper or whatever the black skeleton is named, when he comes to pick up dead souls, he throws them directly in the default bin, without destroying their character data, but not leaving any tombstone in the lots. I didn't find any safe way to delete the tombstones, without causing a severe delay in the game everytime a ghost was supposed to appear. I tried by transferring tombstones to a specific lot and then delete them there, but it doesn't work. I get a "global urnstone token" that has to be removed using Pescado's FFS debugger. To say the truth I use this debugger every game section and have it constantly added to all lots. But the ghosts are a pain.
Is there a way to create an ingame tool or program that sends the ghosts directly to the Default bin, the way I mentioned?
I don't like to mod on the black skeleton, he is an unique NPC and I would prefer to have him out of the game but it is something I know not to be possible.
I would also accept any alternative suggestion once I can mod too, but have no skills in programming. It is probably also something that I'm the only one wanting.
Thanks and please delete the thread if it isn't in the right place. As I said, I'm not a social person.
10th Feb 2012, 03:53 PM
That's fine. This is a particularly anti-social social group. ;)
I'm not even sure whether a ghost can exist in the Sim Bin. I'll have to do some research, which I'll post here.
However, I can already tell that you want an in-game mod, rather than an external program or utility. Although I've made some global mods, I'm not really proficient. I only made the ones that I did out of complete desperation, and shared them because people asked me to upload them.
Personally, I recommend that you avoid deleting tombstones. Your best option is to move the tombstones to a community lot and then completely ignore them. I use this mod to specify my graveyard:
If you edit and save the community lot after moving the tombstone, the urnstone errors should disappear. I wouldn't delete the global urnstone tokens without installing nounlinkondelete from MATY, since that's likely to corrupt your game.
10th Feb 2012, 05:55 PM
To have a sim in the Sim Bin, set Lot Instance to 0 and Hood ID to 1 in the Family Information (FAMI) record. This implies that the graves must have a new family record, either one per sim (which will clutter up the Sim Bin), or one family for all ghosts.
Will probably also need to set these values in the neighborhood Urnstone Token, or else delete the Urnstone Token.
So, an in-game mod would have to combine: nounlinkondelete, logic to select your graveyard (Lot 0), logic to update or delete the urnstone token, logic to create a family ("Ghosts"?), and logic to move a sim to the "Ghosts" Sim Bin family. Note that this is well beyond my skill level.
Confirmed that I could use SimPE to create a new Ghosts family containing Gretel Goth and move it to the Sim Bin. New family showed up in Sim Bin with Gretel looking alive, although it took quite a while for the (otherwise empty) Sim Bin to appear in-game. HoodChecker can't find any problems with the result, but I didn't play the neighborhood long enough to ensure that there are no problems.
11th Feb 2012, 10:55 AM
Oh, I'm specialist in problems (I cause them self!). I downloaded the mod you linked and look promising. If I have something to start with, I'm able to go far. My own brain works with algorithms and so I'm half a machine. :)
Initially I was not even thinking about creating a new family because my ghosts land all in the same family bin where the black skeleton live self. I've never lost any, except when we send hoods to each other to analyse problems. Then randomly some ghosts lose all their character data. Otherwise I have all my ghosts intact. Previous to when we started to create our own CAS faces models, I used to reserve the best looking ghosts to simsurgery fugly sims in Simpe. Now the procedure is obsolete.
In fact I removed the "nounlinkondelete" because I thought it was only a guarantee that ghosts would not lose character data. Very seldom I open Pescado's mods in Simpe, unless they cause me trouble or conflict with my own mods and I'm sure I need them. I was not worried because actually I would like that ghosts that are remotely related to my sims, got their character data lost and be only a picture in the family tree. Ghosts continue to receive information on what happens to their descendents, so they get memories as if they were still alive. I had a ghost that "had met his grandchild" (poor child!)
Your idea seems exciting. I also don't know if it is beyond my skill level. Normally I don't care and I'm not "Normal". If I burn down my computer, I have 4. :D
12th Feb 2012, 11:05 AM
I placed the suggested mod in my game, but still don't have results because no one died yet. :)
I opened the mod in Simpe and could see that it deals on a very simple and basic mod that includes dialogs. But the mod is also including a new bhav in a global that is specific to the Black Skeleton. I'm not very fond of including bhavs to globals. The game is now dead and is not a big issue, but when active, Patches and New EPs could screw up the whole modding community.
I'm extracting all the objects, globals and bcons that can have any kind of involvement on this matter. So far, I know that I have to work with the Skeleton, with the Tombstone bhavs, and if unlucky it can have also some hacks in the person globals once it seems to involve also some templates. It will take time, I know. I have worked out some new interactions before, that I had to go thru the whole game because there were connections into things which had nothing to do with what I was originally doing. So, there is no other way than test in Debug mode and solve problems by causing errors to see what isn't still logically connected or broken. I'm not a programmer, I can't take actions directly on the game structure. That's why I'm coming to ask you if I get into technical problems that requires extra information on game structure, I can refer to you or any other person you can recommend.
By the way, I was not able to find out where are the neighborhood operations, such us move-ins/outs or other hood movements like including or removing lots/houses, merging families, etc. I found the dialogs but they don't seem to have group numbers and have group ID 0xFFFFFFFF like custom contents. Do you casually know if they are hardcore, I mean, are inside files that Simpe cannot read?
12th Feb 2012, 05:47 PM
The nice thing is that you don't actually need all of the dialogs for selecting the graveyard, since you know that it will be a specific family on Lot 0 in Hood 1.
Unfortunately, my in-game modding knowledge is almost non-existent. I have no idea how to find a specific family, add a new family, move a family to a specific lot in a specific hood, add a sim to a specific family, or any of the other knowledge that you need. I can tell you how to modify the neighborhood package using SimPE, but I doubt that will be very helpful. It's pretty clear that you want an in-game solution instead.
You should probably ask in the Create / Modding forum; although I suppose that it's possible that other people are following this discussion.
And, in case it's not clear, I'm perfectly happy to have you ask me questions. However, I don't believe that I have any additional knowledge that would be useful for this task.
14th Feb 2012, 11:45 AM
Thanks very much for your answer. I'm alone and totally lost because I don't have anyone to ask silly questions. :)
I have a very consistent know-how in modding but I always want to do something no one else is interested in.
Yes, I suppose what I'm trying to get, is an ingame solution, because I don't see any other way to do it. I came to you because I read in your profile that you are a Software Designer. In such business you are going to meet many cuckoockooes like me, be sure.
I didn't make much last days because I have a lot of other tasks (I have a family, spouse, pets, fitness center, yoga, etc, etc). :)
I also do not play the game very often. I think I am the only Narkoviced Simpe player. I wake up in the morning and before I brush my teeth, I go downstairs and launch Simpe.
So what I sometimes need, is exactly someone who knows how to modify things with Simpe. I have and use many of your tools.
22nd Feb 2012, 11:52 AM
Checked everything possible, and it seems to be impossible, at least as ingame mod. A tool to solve this matter, would be simply a "Cleaning Tool". Too many tokens, too many details.
I extracted the Black Skeleton and the UrnStoneGlobal and placed unchanged in the Downloads folder to check what has been done about it up now. Got 25 conflicts, that means, there are already several mods from different creators (mostly Pescado's) to solve different issues. To create an ingame mod, all those pre-mods have to be taken into consideration, either by including them or work peripherically and this is really above the skill of anyone I know. The ideal would be to eliminate ghosts completely by stopping the activity from birth. Then it would be necessary to eliminate whatever interaction that involves dead guys. I wished it was like reality - you're dead, your person is gone, all what is left is a picture in the family album. Go back to the life CAS and be happy if you deserve any new body.
Note: the linked mod refers to a solution in the case All sims in a lot are dead. I never kill sims and if the last one is close to die, I move a new one to inherit the house before everybody is gone. My gameplay never allows Apocalipse.
I'm on Pause mod mode now. Decided to play with what I have for a while. Got some info and links from someone name M.M.A.A. and started to use SimCity4 to create hoods. Well, one more step towards Independence. Hurray! Thanks.
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