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Lab Assistant
Original Poster
#1 Old 4th Jul 2011 at 6:44 PM
Default Is it possible to kill off Build Master Durant?
My monarch has sent him to the pit 10+ times because I'm tired of him walking into the bedroom or tring to use the bathtub when the monarch is in it.

Yes it is the clothes that makes the Sim
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Mad Poster
#2 Old 4th Jul 2011 at 9:48 PM
The Build Masters cannot be killed IIRC. Some of the other specialist sims also cannot be killed, like maybe the Advisor and the foreign leaders.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Field Researcher
#3 Old 5th Jul 2011 at 5:40 PM
The advisor and foreign leaders CAN be killed, if they are not needed for the current quest.
I've killed off both before in the pit (sometimes it took several tries).
Seems like the builder is the only one who is immortal.

*edit* Actually maybe the executioner is too. And the constible. But not sure on them.
Instructor
#4 Old 5th Jul 2011 at 11:58 PM
Constable, Executioner, MarriagePriest, WillBeArrested, BrokenStuffGuard, KnightsChallenge, Carpenter, Jeweler, ArmorRespoGuard, StaffRespoWizard, SwordRespoGuard, SalveRequest, TonicRequest, PoisonRequest, Potion1Request, Potion2Request, Potion3Request, PettyLord, Spectre, BuildMaster, and SacrificeChild are all of the roles tagged as un-killable.

You should notice that most of these seem to be roles in specific quests. I believe the reason these roles are set as un-killable is to prevent an NPC who may be necessary for completing a quest from being killed. It's strange that the advisor role is killable since he is needed in multiple quests.

If you really want to kill your buildmaster you could probably edit the Roles.xml, or you could keep him from those rooms with my locking doors mod.
Field Researcher
#5 Old 6th Jul 2011 at 5:05 PM
Actually it looks more like many involve either arrest or daily responsibilities. In fact very few quest specific npcs are on that list. I just don't know what PettyLord, Spectre or SacrificeChild are.
Lab Assistant
#6 Old 6th Jul 2011 at 11:00 PM
The easiest way to detect who are not "killable" is when you have the king, knight or spy and challenge others to death; the option is grayed out. Of course, the limitation is that they cannot challenge ordinary people. But it is odd that you can kill some sims (like the squire) who die, but are immediately respawned. If this happens, I donĀ“t see why it wouldn't be general.
Instructor
#7 Old 6th Jul 2011 at 11:18 PM
Quote: Originally posted by kawaiipd
Actually it looks more like many involve either arrest or daily responsibilities. In fact very few quest specific npcs are on that list. I just don't know what PettyLord, Spectre or SacrificeChild are.


Responsibilities are very similar to quests, or more like each step in a quest. I tend to think of them as the same thing, as does most of the code I use. Sorry if I was slightly inaccurate.
Field Researcher
#8 Old 7th Jul 2011 at 3:43 PM
I understand now. I guess it makes sense to use the same engine for such things.
I wonder if that means new daily responsibilites are theoretically codeable as well (though I don't know why someone would).
Instructor
#9 Old 7th Jul 2011 at 9:46 PM
Actually, I'm pretty sure any quest maker would be easy to extend to work on responsibilities, and really they can be edited in plain xml (just like quests). Right now I'm working on quests, but most of my tools will already load and edit the responsibility files. There are only a few variables it doesn't load. I plan on messing with them more when I get my quest maker mostly finished.
Lab Assistant
Original Poster
#10 Old 13th Jul 2011 at 5:58 PM
I figured out a way to make the buildmaster less annoying. woot!
I made another NPC into a merchant and then had her woo and marry him. Now he goes off to her rabbit hole with her for half of the 'day'.

Yes it is the clothes that makes the Sim
Test Subject
#11 Old 15th Jul 2011 at 1:12 AM
I had a sim that kept bothering my hero smith sim almost constantly and I tried to have her killed. (She was a townie that was not quest related at all and didn't have a smithy job or interaction with any other sim in the smithy). I made my wizard go after her and got tired of casting magic arrow on her at least double the full irteraction limit, so I activated the queen and I sent her to the pit, thinking that would take care of her...well, it took 6 or 7 times before she finally died.
Instructor
#12 Old 15th Jul 2011 at 1:02 PM
I've found a way to kill at will using the add sim to active family (shift+right-click on sim), drag their hunger to 0 and watch them crumble. sadly it does not work on Build Master-RandomName. Frustrating!
Test Subject
#13 Old 15th Jul 2011 at 2:27 PM
Quote: Originally posted by kawaiipd
Actually it looks more like many involve either arrest or daily responsibilities. In fact very few quest specific npcs are on that list. I just don't know what PettyLord, Spectre or SacrificeChild are.


I think SacrificeChild is the ward you send to the cave in one of the options for the Crab Bandit scenario.
Instructor
#14 Old 15th Jul 2011 at 11:41 PM
Quote: Originally posted by anadandy
I think SacrificeChild is the ward you send to the cave in one of the options for the Crab Bandit scenario.


You are exactly right.
Instructor
#15 Old 16th Jul 2011 at 5:09 PM Last edited by grimreefer24601 : 17th Jul 2011 at 12:50 AM. Reason: Stupid mistake
Default Kill 'Em All
There is a DEBUG interaction that will allow you kill whomever you wish. It makes absolutely no checks for who it can kill.

I pulled the interaction out, and added it to all sims as Murder by... including Poison, Starvation, Swordfighting, Rabbithole, and Overdose. The murdered sim will finish their current interaction, and die. I have not added any animation to the murderer, and the animation of the murdered are the game defaults.

This does appear to work on anyone. I have killed the Buildmaster several times, but he is soon respawned. You can also kill other unkillables such as pregnant sims, children, and quest sims. Be aware that killing quest sims will cause the quest to fail.

I haven't really added much yet, so I don't want to start a new thread for this. It seems however that several poeple want this, so I'm putting it here for you to play with if you like. It's a pure script mod, so it should work for any version of the game.
Attached files:
File Type: zip  KillEmAll_V_1_1.zip (3.6 KB, 32 downloads) - View custom content
Description: Adds Murder by... interaction to all sims.
Instructor
#16 Old 16th Jul 2011 at 5:15 PM
woooooooooooooooooooooow! Let the slaughter begin! This is perfect for my evil sorcerer and my evil sorcerer-King *muhahahaha*
Test Subject
#17 Old 17th Jul 2011 at 5:07 PM
Quote: Originally posted by grimreefer24601
I pulled the interaction out, and added it to all sims as Murder by... including Poison, Starvation, Swordfighting, Rabbithole, and Overdose. The murdered sim will finish their current interaction, and die. I have not added any animation to the murderer, and the animation of the murdered are the game defaults.

Is it possible to add Murder by Inferno for the wizards?
Instructor
#18 Old 17th Jul 2011 at 6:57 PM
Quote: Originally posted by Hzarg
Is it possible to add Murder by Inferno for the wizards?


It would be a matter of finding a proper animation, and death style. If or when I develop it more I would like to make each profession have a different way to Murder.
Test Subject
#19 Old 17th Jul 2011 at 7:01 PM
That sounds awesome!
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