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Is de-peg-pine-ifying possible?

Started by thingfishs, April 06, 2010, 08:29:48 AM

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thingfishs

The number of my icons of this page isn't lost on me; if there's somewhere better to be asking one off questions like this, please let me know. Is there an ongoing general query thread somewhere?

Anyway, I could potentially be a big user of some of peg's MTP stuff, if it weren't for those pines that adorn virtually every lot. It makes visually fitting them into most places impossible. It just occurred to me that if I made a tree have the same id, would it then replace all of those trees in peg's stuff? At least this way I could pick something more appropriate to the areas I create.

dedgren

John (Pegasus) does not make it easy to do that kind of tinkering, but the answer should be yes.  If you set up a "load last" tree set with identical TGIs to the Peg pines, the pines should be overridden.  Never tried doing that particular thing, but that's pretty much the way the game does stuff- it pays attention to what is read last.


David
D. Edgren

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thingfishs

thanks for that degren :thumbsup: I'm assuming it would work the same with an invisible prop too, I think I'll try that first.