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Mad Poster
Original Poster
#1 Old 25th Nov 2017 at 3:02 PM
Default How to remove townies?
How do you remove though? I manage to remove from the bin, but how do I remove townies?

I know I had posted such a thread long time, but I'm unsure how do I do even with the instructions given. I want to remove townies from a new custom hood.
The Great AntiJen
retired moderator
#2 Old 25th Nov 2017 at 3:39 PM
You need empty templates so the townies don't get made in the first place and then the no regen hacks to prevent new ones spawning once the neighbourhood is running. Removing townies once they are created is a bad idea - or too much work. Take your pick.

I no longer come over to MTS very often but if you would like to ask me a question then you can find me on tumblr or my own site tflc. TFLC has an archive of all my CC downloads.
I'm here on tumblr and my site, tflc
Inventor
#3 Old 25th Nov 2017 at 3:55 PM
The N001 folder of your Program Files contains the default townies that also appear in Pleasantview. Every time you create a new custom hood, their files will automatically be added in unless you disable N001 or use an empty N001.

Maybe this tutorial will help: http://sims.wikia.com/wiki/Game_gui...an_neighborhood

This won't work for townies that are already in the hood though. You'll either have to kill them or delete them but the latter is risky and might (will most likely?) result in corruption.
Mad Poster
#4 Old 25th Nov 2017 at 3:56 PM
If you empty your templates, all sims will be gone - the game will only generate the necessary ones. Have a look at Jawusa's templates here: http://modthesims.info/showthread.php?t=544800

You will need the mods to stop townies/dormies/pets/tourists/whatever from generating - notownieregen, nodormieregen, nostrayrespawn - all by Pescado, there could be more (or the game will just generate townies anyway).

The townies have already generated if you have made the hood. If you used the stealth hood by Jawusa, the social group townies will be gone, though, so you will only have those from Strangetown - they aren't that many.

I am not sure, but I think it may be possible to prevent the dormie, OFB and Downtown townies, etc. if you add empty templates and have not added them to the main hood yet (perhaps somebody else will know).

Jawusa's templates work very well - I tested and made a hood for myself (but I missed the damn townies, so I put them all back. So make sure to keep a backup).
Mad Poster
Original Poster
#5 Old 25th Nov 2017 at 4:27 PM
@maxon how do I get the empty template and no regenerate

@Sketching will check that out.

@Justpetro, but that thread only removes sims from maxis neighbourhoods.
Test Subject
#6 Old 25th Nov 2017 at 7:27 PM
Custom neighborhoods use the Pleasantview templates. So I think if you replace Pleasantview's townie pool with the blank templates as instructed above, then any new custom neighborhoods you make will be blank too. I'm not 100% sure though.
Mad Poster
Original Poster
#7 Old 25th Nov 2017 at 8:12 PM
What would I need to do to a neighbourhood who I then decide at some point I don't the need existing and future-generating townies? How would I remove the existing ones before stopping the upcoming regeneration?
Turquoise Dragon
#8 Old 25th Nov 2017 at 8:43 PM
You would have to kill the existing ones, after adding the notownieregen so it didn't replace them.
Needs Coffee
retired moderator
#9 Old 25th Nov 2017 at 8:47 PM
If you simply don't want to see them, kill or ban them. Whichever you do they still exist because once there you are never truly rid of them, each character file is still there be they dead or banned. To be rid of them-so that they do not exist at all you need empty template/disabled templates before making the hood.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
Original Poster
#10 Old 25th Nov 2017 at 9:25 PM
I see. And what would happen If I install the mod that stops NPCs (antiredundancy) from generating? How would those peeps regenerate or would the hood be empty with no mailmen, repairman, maids ?
Lab Assistant
#11 Old 25th Nov 2017 at 9:33 PM
It doesn't stop NPCs entirely, it simply make the bare minimum of what is needed, when it is needed. I have the same paperboy and pizza delivery guy show up all the time for example, and unless I make them playable, kill them off or have them over for a social visit when my sims order a pizza or have their paper delivered, no extras will be created.
Needs Coffee
retired moderator
#12 Old 25th Nov 2017 at 9:37 PM
Instead of having 2-3 mail people/paper kids you will have one. Same way if your sim goes to an unowned restaurant the game will spawn staff but that same staff will be used over and over again at other places not produce more. If say you placed down 12 cash registers on one lot of course the game would spawn an npc for each till because in that case you would be forcing it to create more. But unless the game has a need to it will keep the number down.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
Original Poster
#13 Old 25th Nov 2017 at 9:38 PM
I see. Kinda confusing as to why I would need to install the following mods and empty the templates, instead of just only simply installing the mods by skipping the removing-of-templates-step. And of course, killing off the townies If there are already generated.
Needs Coffee
retired moderator
#14 Old 25th Nov 2017 at 9:39 PM
NPC's are not the same as townies. The game literally produces hundreds of townies with all sub hood attached. Plus even if you kill them all (quite a job) you still have all those character files.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
Original Poster
#15 Old 25th Nov 2017 at 9:40 PM
Quote: Originally posted by joandsarah77
Instead of having 2-3 mail people/paper kids you will have one. Same way if your sim goes to an unowned restaurant the game will spawn staff but that same staff will be used over and over again at other places not produce more. If say you placed down 12 cash registers on one lot of course the game would spawn an npc for each till because in that case you would be forcing it to create more. But unless the game has a need to it will keep the number down.

Though, let's say BOB cashier, will occupy one register in different but all lots per tilt?
Mad Poster
Original Poster
#16 Old 25th Nov 2017 at 9:41 PM
Quote: Originally posted by joandsarah77
NPC's are not the same as townies.

I know. Though they do branch off, since hence the name non-playable until you move them in, which they don't classify anymore from the technical standpoint. As for the mod, I'm aware or presume it refers to those that do the important task in the economics/services.
Mad Poster
Original Poster
#17 Old 25th Nov 2017 at 9:44 PM
Also for clarification by 'killing', you mean literal sense: killing them through starvation or etc?
Needs Coffee
retired moderator
#18 Old 25th Nov 2017 at 9:52 PM
Yes if you have one till on all shop lots the game will only make Bob and Bob will show up as cashier at every unowned shop. If though one shop has 2 tills the game will make Jenny so next time your sims go to a shop you might see either Bob or Jenny at the one till.

Oh goodness no, just use a mod or that tombstone that people use and kill them by fright or something quickly, don't actually sit and play through killing them all by starving-unless you want to kill 300 or so like that? Then you will need a large lot to store all the urns/graves. I think it's easier just to summon and toss in prisoner tags so that they are banned rather than killing. i personally would be on edge with that many tomb stones even with the no corrupt death mods. Certainly don't kill them without no unlink on delete.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
Original Poster
#19 Old 25th Nov 2017 at 10:00 PM
Quote: Originally posted by joandsarah77
Oh goodness no, just use a mod or that tombstone that people use and kill them by fright or something quickly, don't actually sit and play through killing them all by starving-unless you want to kill 300 or so like that? Then you will need a large lot to store all the urns/graves. I think it's easier just to summon and toss in prisoner tags so that they are banned rather than killing. i personally would be on edge with that many tomb stones even with the no corrupt death mods. Certainly don't kill them without no unlink on delete.

Nah. I think I'm gonna use that plan as an opening up for the right timed opportunity for me to build a public pool massacre with the ticket machine for the owner sim of that to make a living off. I will just build a room that surrounds a ladderless swimming pool, with a very narrow walkway to the diving board. Though got to think of a way to prevent residents of the town dipping into the death trap. I do have a large graveyard with the largest lot check already in place, just in case...
Needs Coffee
retired moderator
#20 Old 25th Nov 2017 at 10:02 PM
Up to you, I don't normally kill sims at all. For the amount of townies the game will have you might be there a very long time at it.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
#21 Old 26th Nov 2017 at 11:16 PM
Quote: Originally posted by SneakyWingPhoenix
@maxon how do I get the empty template and no regenerate

@Sketching will check that out.

@Justpetro, but that thread only removes sims from maxis neighbourhoods.


Custom hoods use the townies from the maxis hoods. So any new hood will not have them.
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