![]() ![]() It looks like the same process of saving families in the bin in the actual game and then adding them to the world in EIG, all this using Nraas mods.īut like barbarat pointed out, I tend to do the edits (with CAW or not), populate with StoryProgression, save the world and start a new game with a Save as. The verdant pine forests turn to charming leafy tunnels, framing every view. ![]() Glistening in the afternoon sun, yellow, red and white houses cling to rocky shores and fishing boats bob in the water. Haha, I see you've found how to edit custom worlds in EIG, but if you've never went through the process, may I suggest something? If you intend to build from scratch or customize a lot, I found it easier to make the changes with the world in the actual game, then save the lots to the library and then add those in EIG via the bin.Īs for populating your world, I've never done that with CAW, but there's a tutorial on the wiki, based on this thread. Sand, wind, unspoiled archipelago and the beautiful bedrock, worn smooth by glacial ice. There is one for Neverglade, but I personally would have liked some sneak-peaks.:p My CPU is rated 4 by default, so I only need to add more Sims to get fuller community lots. What I generally do is what I wrote here (the first tip). But they are sometimes accompanied by a Save file that is populated made by the original creator of the world or someone else. This can happen a lot in empty worlds (it takes a long time for story progression to populate a town) but also in some EA worlds with a big number of community lots. It's actually not rare that Custom Worlds are unpopulated for different reasons, I assume (creator's focus is building, EIG issues, file size, etc.). ![]()
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