I was testing out some CC in my game to make sure it was safe or not, anyways after I was done I deleted the sim. Now normally I know you are not suppose to delete any sim from the game because parts of files get left over. What I want to know, is it ok, if the sim in question being deleted never met anyone, would that sim be safe to delete?
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The Sim still has data that isn't properly deleted. The corruption likely won't spread as fast given that there are no memories associated with it.
And the corruption may not get to the point where it's a hindrance until she's bored of the neighborhood and moves on.
I majorly corrupted a neighborhood:
Deleted several Sims. Placed occupied lots. Placed previously occupied but not cleaned lots that I had downloaded off of the Exchange.
The first time it went belly up was a generation later. Heavy corruption of several Sims, didn't make it unplayable mechanically, but I did go back to a previous save. YA's aren't supposed to have the Grow Up aspiration (the Sims I deleted were adults, no children or younger were deleted).
The second time it went belly up was 6 generations later. And that was a year or so later.
It's a funny thing about corruption and why it was so hard to get players to believe it was true. Because there is no set time between the neighborhood getting corrupt and when symptoms started showing, let alone prevented players from playing their neighborhood.
Personally, I wouldn't worry about it too much. It was just one Sim and no memories were generated. The chances of the corruption spreading fast are pretty low.
I would take frequent back ups and keep at least two or three just in case it does go belly up quickly.
There are ways to safely "move" Sims from one neighborhood to another. Move in quotes since you don't really move them - you recreate them via SimPE, Body Shop, and CAS. And that can be done once corruption starts showing itself and LaBlue can decide then if she's still wanting to play those Sims still or not.
Don't the premade hoods come with corruption already in them?
I feel like corruption in Sims 2 is just one of those things you have to live with if you want to play the game. Sims 3 is laggy, slow, and glitched to high heaven when played vanilla. Sims 2 has corruption.
*disclaimer: I am not saying anyone should go out and purposefully corrupt their hoods/games.
I've heard that the premade neighborhoods do and it wouldn't surprise me if they did. EA did ship out Seasons with the Ottomas in a state that would corrupt any neighborhood if they were played past Samantha giving birth.
I've never been a huge fan of the premades so I've never played any of the premade neighborhoods long enough or often enough to see any signs of corruption. So I can't say with 100% certainty.
What makes me angry is once players started finding the reasons for the corruption, that EA didn't go in and patch those out. At least the easy ones. Removing deleteallcharacters cheat (they removed the censor blur cheat, so it's not impossible to remove cheats), removing the trash can in the Sim bin, not allowing occupied lots to be put into the lots bin, etc. Or even coming out and saying that they messed up and these things will corrupt your game. Samantha Ottomas likely wouldn't have gotten fixed if it hadn't had things like dogs or Brandi Broke listed as the father of the twins.
One should try to avoid corrupting their neighborhoods as much as humanly possible. But if you goof up and do one of those, it's not cause for huge immediate panic. Especially if you know you're the type to get bored of a neighborhood within 2-3 generations. If you're wanting to do a legacy and you do it within the first couple of generations, then it would be worrisome because the longer you go the more likely it is that you'll see signs and that those signs will start interfering with game play. But if you take frequent back ups and/or don't mind restarting a Sim with no skills should things go sideways, then it's not a reason to immediately throw in the towel, especially if you're on the 2nd or 3rd generation. I'd heavily consider restarting a neighborhood if I had corrupted it before the next generation was even born.
And there are ways in SimPE to fix relationships and skills, but those are more advanced features of SimPE.
I do know that the Ultimate Collection fixed the Ottomas pregnancy. But as for everything else, error on the side of caution.
The UC came fully patched and they fixed that in the Seasons patch. That corruption cause is the only corruption I think they fixed.
Yeah, I think you're right on that one. All of the other corruption causes are still present, unfortunately. It's too bad they didn't have the foresight to fix the others before they released UC.
Depends. They patched in a correction, but it only affects neighborhoods created after the Seasons patch is installed. The Ultimate Collection comes fully patched.
Any neighborhood created after patching the disc version of Seasons or installing the Ultimate Collection has a Samantha Ottomas that is fine to have her proceed to giving birth.
If you are unpatched and playing the disc version of Seasons or playing in a neighborhood created BEFORE patching or BEFORE switching over to the Ultimate Collection, then Samantha Ottomas is not safe to let her have birth.
Seconding: Samantha should be ok to give birth if you have her give birth on the original lot you plunk her down on after taking her out of the sim bin. I haven't tried moving her between lots while still pregnant, but since I am 99% certain I can trace the corruption of my original riverblossom hills to moving a (separate) sim while pregnant, and one of the original pleasantview glitches has to do with Brandi Broke's pregnancy, I'm going to state that you should avoid moving sims into new lots while pregnant.
If you don't want to cheat you could always inventory or delete all woohooable surfaces and play them another 24 hours to make sure nobody is pregnant during the move.
Also, if you want to play any EA neighborhoods, especially the original 3, in any serious way, I recommend Mootilda's clean neighborhoods. She basically went in and recreated all the characters and fixed their relationships, but because she didn't use borked ways to rid neighborhoods of canonically dead sims, there should be no shredded dead sim files floating around.
(TBH I think the primary causes of EA's original neighborhood corruption was the use of the boolprop "death token," and missing gravestones for dead sims.)
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No, it's not the Same with TS3 and TS4. TS3 and TS4 don't have the Awesome Memory system that TS2 does... The Sims are just easily deleted and culled in those two games. Sims don't matter to other Sims game but in TS2 they have to have their memories which is what will corrupt the game.
Poor programming then as in compared to all the problems in the newer games?
Memories, while a wonderful part of the game, are what can cause problems with this game. Players just want to delete Sims (and were given a code to delete Sims) without knowing exactly what will happen when it's done.
According to browsing MATY, it's because they kept tacking new stuff on and overhauling the game engine with every new expansion pack. A bunch of original glitches (truly frightening stuff from the original three neighborhoods, the move occupied lots thing,) were never caught or corrected because there wasn't enough playtesting of the original game in the first place. Some things are because no one ever thought to test "what if you bulldozed a lot that still has a gravestone on it?" after they programmed the game so that the sim files have to be tied to a game "object," and it's either the sim or their gravestone/urn. Other issues are from interactions being allowed with NPC's that don't have full character files that would change something in the character file (a vampire biting Crumplebottom, for example,) which lead to everything going kablooey.
And that's just vanilla stuff that isn't from poorly programmed memories. (Like automatically meeting the bartender causing you to meet yourself, causing memory implosion...) Or seemingly harmless stuff like getting abducted off the dance sphere, but the player not noticing and deleting the dance sphere, which could be a problem.
(Also considering the issues with sims 3 corruptions and EA flat out selling blank discs to people in boxes and forcing them to use Origin to obtain what they'd rightfully bought... they still find ways to break things.)
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In the future, you should make a dummy hood for that. : )
Or just use a premade neighborhood you're not attached to (and don't delete them, just leave them lying around.) All my new mods got tested in Belladonna Cove.
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Yeah, any hood can be a dummy hood and you're right there's no need to delete in a dummy hood That said, opening up a Maxis hood creates wasted space with pre-made character files and lot files. If you start out with an empty lot with no mods, then to the best of my knowledge, only 30 townies are generated and there are no lot files. If it's open already and you don't care about it, then yeah, you're spot on.
Yeah, it depends on what sort of mods you want to test. If you're trying to test something that needs a lot of pre-existing sims (as potential customers for a business, for example,) pop open a maxis neighborhood. (If you want to actually play one I recommend downloading a cleaned template for the one you want.) If you want to test something that doesn't require all that, a clean flat boring new hood is probably best.
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