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The Gnome 20th Aug 2017 9:03 AM

Quote: Originally posted by Emmett Brown
I gnow that dead gnomes are worth more than live ones....



Is that a threat?

*Gnome Exits*

Don Babilon 20th Aug 2017 10:26 AM

A live gnome is something around §1,000, a dead one §1,500. I'd say the difference is too marginal compared to the risk of possible charges of gnomicide.

CatMuto 20th Aug 2017 6:19 PM

How does one go about making a custom self-employed career based on a skill?

Ghost sdoj 20th Aug 2017 6:58 PM

Quote: Originally posted by Emmett Brown
I gnow that dead gnomes are worth more than live ones.... sort of like me. Is that they only reason to keep 'em around?

Quote: Originally posted by The Gnome


Is that a threat?

*Gnome Exits*


/me hides all gnomes until Doc Brown is gone.

If you don't enjoy watching what the gnomes are doing while you're playing your game then I suppose keeping them around until they die of old age and then selling the tombstones would be the only reason to keep them. But if you think it's funny when they all decide to watch tv from the back, or one is playing chicken with a lit candle on an end table, or they all pop into the bedroom and sit all around the bed when your sims are getting ready for some woohoo, or one has apparently fallen in love with the kid's imaginary friend doll, (Yes, Daphne, I'm looking at you!) having gnomes around makes the game more fun.

And if your sims need a reason to have a feud with the neighbors, visiting sims have a tendency to kick the poor guys.

TwoCagedBirds 20th Aug 2017 7:06 PM

is there a mod that lets you wear more than one outfit or same type of clothing at the same time? Like wearing two shirts at once or wearing two bottoms at once.

Emmett Brown 20th Aug 2017 7:58 PM

Quote: Originally posted by CatMuto
How does one go about making a custom self-employed career based on a skill?


I'd use the NRAAS Careers mod. http://nraas.wikispaces.com/Careers

FAQ and Interactions on the page. You'll need to know how to edit XML files and use S3PE, etc.

Edit: Wait, you're not talking rabbit hole career... Seems there was another mod for that.

CatMuto 21st Aug 2017 10:49 AM

Quote: Originally posted by Emmett Brown
I'd use the NRAAS Careers mod. http://nraas.wikispaces.com/Careers

FAQ and Interactions on the page. You'll need to know how to edit XML files and use S3PE, etc.

Edit: Wait, you're not talking rabbit hole career... Seems there was another mod for that.


Yes, I have the Self-Employed ones installed that make a career out of playing Chess, training other Sims and such, which is cool.
I'd just like to know how to make them myself from base up. I saw the MTS tutorial on making a rabbithole one, but...

I tried looking at S3PE, now that I have it, and see how to edit things... made sense what the tutorial said, but I ended up not seeing the 'Disallow Autonomy', for example.
Might have to look more into that.

simrune 26th Aug 2017 2:28 PM

Do inactive sims claim beds? So if you have like 6 sims they all claim a bed for themselves and remember they did that afterwards and only sleep in that one?

SimmyRN 26th Aug 2017 11:44 PM

Quote: Originally posted by Poisi
What determines the front of a community lot? I know for residentials it's the mailbox position, but for a community one it seems to change randomly as I build it up I thought it might be the door but then again it gets super random when you have doors on 2, 3 or all 4 sides of it?


If the lot is laid down in World Editor, I think it's the way the arrows on the lot are pointing. In CAW, I really don't know. Hopefully, someone else will enlighten us. I find it safest to re-set the front of all lots I build to help avoid the silliness of sims running onto the edge/back of the lot, then turning around and running back to the front. If I have any concern about multiple doors, whenever possible I set one of the doors as the front door, too.

sweetdevil 27th Aug 2017 5:26 PM

Does the amount of CC in the Mods folder have any effect on game performance, if you don't actually use that CC in-game?

Ghost sdoj 27th Aug 2017 6:44 PM

As I understand it, yes. The game loads all the content in Mods at startup.

CatMuto 28th Aug 2017 12:01 AM

The pavillon from Lunar Lakes is NOT season/weather-proof?

Don Babilon 28th Aug 2017 2:14 AM

It sort of is. It doesn't protect from the sun but it keeps rain and snow out and you can harvest plants in winter. The plants look frozen but they are not.

CatMuto 28th Aug 2017 11:58 AM

Quote: Originally posted by Don Babilon
It sort of is. It doesn't protect from the sun but it keeps rain and snow out and you can harvest plants in winter. The plants look frozen but they are not.


Are you sure? Cause I put it down and snow did get inside the ground and the harvestable trees have lost all their leaves. And I don't think I could click on them. (And Sims are making snowangels and snowmen in there)
And I made a park + swimming pool inside, so it's not the pre-established ones for Lunar Lakes. Just the pavillon itself put over the stuff.
I hope I was just being stupid on how it works, cause otherwise I'd need to install Late Night just so I can make the Envirodome I was planning...

Don Babilon 28th Aug 2017 12:49 PM

Not 100% sure, so no, but I have it for a park I placed in Aurora Skies and my Sim doesn't get wet when it rains even though the ponds animate as if it was raining inside. And I don't recall snow inside, trees shedding their leaves yes, but the plants were not tagged as dormant as far as I remember. But I will have to recheck again, I suppose.

But why would you need Late Night then?

CatMuto 28th Aug 2017 1:32 PM

Quote: Originally posted by Don Babilon
Not 100% sure, so no, but I have it for a park I placed in Aurora Skies and my Sim doesn't get wet when it rains even though the ponds animate as if it was raining inside. And I don't recall snow inside, trees shedding their leaves yes, but the plants were not tagged as dormant as far as I remember. But I will have to recheck again, I suppose.

But why would you need Late Night then?


The world I'm playing in is set to perma-Winter, but I wanted an outside-ish pool and garden - for insect and harvestable plant spawners - and the only other dome-esque building I have is the Landgraab one... which cannot be entered. Late Night has the Butterfly Pavillon, which is walkable, if you make a basement entryway.

AGuyCalledPi 28th Aug 2017 1:42 PM

Quote: Originally posted by Ghost sdoj
As I understand it, yes. The game loads all the content in Mods at startup.

Oh hell, really? Looks like I'll have to commit a genocide in my Mods folder, then.

Don Babilon 28th Aug 2017 3:40 PM

Quote: Originally posted by CatMuto
The world I'm playing in is set to perma-Winter, but I wanted an outside-ish pool and garden - for insect and harvestable plant spawners - and the only other dome-esque building I have is the Landgraab one... which cannot be entered. Late Night has the Butterfly Pavillon, which is walkable, if you make a basement entryway.
As far as I know the Bridgeport butterfly park uses the base game dome from Sunset Valley.

CatMuto 28th Aug 2017 3:42 PM

Quote: Originally posted by Don Babilon
As far as I know the Bridgeport butterfly park uses the base game dome from Sunset Valley.


I thought so, too, but from what I read on Simension, the difference is that the butterfly pavillon can be entered, while the base game Landgraab Sciene Dome can't be walked into. And I just double-checked: The Lunar Lakes pavillon is apparently not season-proof at all, since the plants are dormant.

Ghost sdoj 28th Aug 2017 4:57 PM

There was a custom world that was built before Late Night which used the same principle of tunnels going under the domes for housing. Since it was before Late Night, it can't have been the butterfly pavilion. (especially as I was actually playing in that world without having Late Night. )

Ingeli did say that it took a lot of trial and error to get the entrances working so that sims could get in and out, but they did work.

Don Babilon 28th Aug 2017 5:15 PM

3 Attachment(s)
Quote: Originally posted by CatMuto
I thought so, too, but from what I read on Simension, the difference is that the butterfly pavillon can be entered, while the base game Landgraab Sciene Dome can't be walked into. And I just double-checked: The Lunar Lakes pavillon is apparently not season-proof at all, since the plants are dormant.
Hm, I have game running right now where there are two parks with the LL domes and one with the base game dome. In both cases there is no snow on the ground and the plants are not dormant. The build mode plants look as if covered with snow, as do the roofs and other objects, the ponds are frozen.
My Sims has no snow related options inside the dome but can make snow angels etc. outside it.

Unfortunately, the one with the pool is the BG LN one, so I have to find another game with the BG LN one and a pond to see how the ponds behave.

ETA: As expected, ponds freeze under the BG LN dome too. So both are basically the same, except that the LL one can be walked in.

ETA 2: These test games are almost vanilla. No mods that influence plants or weather. I used the in-game cheats to force winter and set the temperature to constantly freezing (-3°C/24F).

ETA 3: I am now on day 5 in winter with speed 3 and the plants still go through their normal growth cycles.

ETA 4: OK, correction. The dome in Bridgeport is different from the one in Sunset Valley. But the ones in my test games were the LN Butterfly Pavilions anyway. And as far as I can see the difference is only in appearance. BG is grey and has a light on top, LN is green and without the light.

CatMuto 28th Aug 2017 5:48 PM

That is so weird... Why are your fine, but mine is subjected to snow and all...

Don Babilon 28th Aug 2017 6:11 PM

Is it perhaps open somewhere, meaning not fully covering the ground? I've had two test games in that custom world now and it is how I remembered it from Aurora Skies, too.
Or a mod? Overwatch, for example, has made several changes over time to plant growth and I'm not sure whether my Aurora Skies game is from the time after those changes. There are other mods that affect winter, IIRC.
Another possibility: Did you install the LL content as sims3pack or converted to package?

Emmett Brown 28th Aug 2017 6:24 PM

Even if you plant a something indoors (ITF grass carpet or SN planter), it will be dormant the first day if it is freezing outside.

CatMuto 28th Aug 2017 8:09 PM

Quote: Originally posted by Emmett Brown
Even if you plant a something indoors (ITF grass carpet or SN planter), it will be dormant the first day if it is freezing outside.


...I haven't used the planters with winter in a while, so I can't remember if I saw that happening before. But I was on day... 3 of the save at that point and had gotten heavy snow the night of the first day, so, maybe that was something? I dunno. I'll try it out again.

pretenshus 30th Aug 2017 12:00 AM

Can children play the sequence in Oasis Landing that determines whether the world is utopian or dystopian?

Emmett Brown 30th Aug 2017 4:34 AM

When I play ITF, I make an army of hard working plumbots to go into the catacombs and gather stuff like genie lamps.

I don't give them real names, I give them the names of colors; RED, GREEN, BLUE, etc. Then I color their heads to match their names, because I can't remember all those names.

I squish every dream they have, because I'm just using them. They're not real "family". I sell them when I'm ready to go into the past or I get Tiberium plus 5 genie lamps.

I just depressed myself. These nameless plumbots who don't really belong, and are disposed as soon as they're not useful is a metaphor for my entire career. I've provided my owners with a huge treasure, and then they sell me for 400 simolians.

I've resolved to play a new style: no longer will I sell my children at the plumbot store. When I "retire" them, I'll give them real names. I'll get them capacity to love, marry them off, and settle them in new homes.

This is why I can't play shoot 'em ups. I get too involved with these digital characters.

Ghost sdoj 30th Aug 2017 4:58 AM

I don't have ITF, but I find it kind of odd that the "Old" Ambitions simbots can fall in love, the simbots from Sims 2 can fall in love, and the shiny, top-of-the-line bots in the future can't without a special chip.

Now I'm wondering how different one of my Sims 2 games would have been if my vampire's two simbots hadn't fallen in love with each other while their master wasn't looking and run away with each other. (And seriously amused me with the fact that two robots, who don't need a sink, toilet, or refrigerator, immediately rolled wants for all 3. )

But this is why my sims tend to stay so happy that they have earned a couple of big rewards like collection helpers or moodlet managers long before they fill their LTW.

CatMuto 30th Aug 2017 5:55 PM

I learned that, apparently, familial jealousy is a thing!
While testing out my graduation mod, I had a premade family by me spend a day post-teen-age-up with full autonomy. Dad pillow fights with his child-aged son, then stops cause mom comes over and kisses him. The couple get improved relationship, the son's just standing there and getting the red, negative relationship. Daddy was paying attention to him, mom!

kin.gyo1413 3rd Sep 2017 5:46 PM

Can I sell graves without repercussion if I never intend to rez the sim? I do want to maintain family trees. But, the graves in my town are growing in number and I'm fine with keeping a number of them, especially those from the active family, just not if they start bogging down the game. How do you guys handle your dead especially in longer or legacy saves?

Emmett Brown 3rd Sep 2017 6:25 PM

Quote: Originally posted by Emmett Brown
I've resolved to play a new style: no longer will I sell my children at the plumbot store. When I "retire" them, I'll give them real names. I'll get them capacity to love, marry them off, and settle them in new homes.

Today I learned that you can't move sims out in the future.

Why EA?! WHY!!! My plumbots just wanted to live in the future as free plumbots!

Gotta take them in the "present" and make families for them. And you know what? They have to move into a house with a bed and a kitchen. What are they gonna do with a bed or a kitchen?


I feel so guilty playing the sims now, I'd play a shoot-em-up like Fallout but I was killed by radioactive misquotes right off the bat.

igazor 4th Sep 2017 1:33 AM

Quote: Originally posted by kin.gyo1413
Can I sell graves without repercussion if I never intend to rez the sim? I do want to maintain family trees. But, the graves in my town are growing in number and I'm fine with keeping a number of them, especially those from the active family, just not if they start bogging down the game. How do you guys handle your dead especially in longer or legacy saves?

I usually use MasterController to TA (Totally Annihilate) the sim occupying the grave, this removes any traces of them from ever having existed, but honestly have never done this on any from my own families. It's always those of others in town (especially those I've never heard of) or the ancestors that came with the worlds that I tend to get rid of. Not sure what happens if you manage to delete the grave or urn without removing the sim from the game, but sounds like it could bring about the same sort of trouble and corruption that testingcheats shift-click deletes on sims or purging a previously animated Imaginary Friend doll might cause if the ghost's data is left stranded with no way to materialize.

igazor 4th Sep 2017 1:34 AM

Quote: Originally posted by Emmett Brown
What are they gonna do with a bed or a kitchen?

Those would be for human guests and others who stop by and might need to do more mundane things like sleep and eat in order to stay comfortable.

Ghost sdoj 5th Sep 2017 2:01 AM

So they are STILL wanting fridge, stove, and toilet, although now they are more insistent that you buy them....

If they are expecting to be in hiding, the bed and kitchen are so they can pretend to have a master who just isn't home now. And if the humans who have dropped by get too insistent, it might keep them off guard long enough to be eliminated before they report the existence of un-attended plumbots living in the community.

kin.gyo1413 5th Sep 2017 9:35 AM

Quote: Originally posted by igazor
I usually use MasterController to TA (Totally Annihilate) the sim occupying the grave, this removes any traces of them from ever having existed, but honestly have never done this on any from my own families. It's always those of others in town (especially those I've never heard of) or the ancestors that came with the worlds that I tend to get rid of. Not sure what happens if you manage to delete the grave or urn without removing the sim from the game, but sounds like it could bring about the same sort of trouble and corruption that testingcheats shift-click deletes on sims or purging a previously animated Imaginary Friend doll might cause if the ghost's data is left stranded with no way to materialize.


Thank you! So... I did test selling graves and while the portraits remained, Master Controller gave their status as out-of-town (and deceased) but yeah, if this causes problems down the road, I'm not doing that. EA made it possible (and without cheats) to just sell the graves through the inventory, so I thought it should be okay, but then again, I can see how 'stranded' sim data could lead to corruption. It's kind of a shame because after a few generations, family trees start looking very interesting. I also want to avoid relatives dating, which could happen if you take out common ancestors. I am guessing your way would indeed remove the sim from the family tree, so I'd have to pick which ones I'd absolutely need to stay put. Better safe than sorry... Oh well. Thanks again

CatMuto 5th Sep 2017 1:00 PM

Anyone know a tutorial on how to make self-employed careers? Does Nraas have a tutorial on it, considering he made some for Athletic and Chess?

igazor 5th Sep 2017 3:48 PM

Quote: Originally posted by kin.gyo1413
Thank you! So... I did test selling graves and while the portraits remained, Master Controller gave their status as out-of-town (and deceased) but yeah, if this causes problems down the road, I'm not doing that. EA made it possible (and without cheats) to just sell the graves through the inventory, so I thought it should be okay, but then again, I can see how 'stranded' sim data could lead to corruption. It's kind of a shame because after a few generations, family trees start looking very interesting. I also want to avoid relatives dating, which could happen if you take out common ancestors. I am guessing your way would indeed remove the sim from the family tree, so I'd have to pick which ones I'd absolutely need to stay put. Better safe than sorry... Oh well. Thanks again

If you happen to be playing a Traveler mod connected series of worlds, another idea might be to gather up the remains (headstones and urns) of the deceased that are cluttering up your homeworld, bring them to another world you don't play very often or at all, and deposit them in a cemetery or the equivalent there. Then travel your sim back home. Certainly not the easiest of solutions, but it sounds like the sim data would remain in your game without the spirits showing up or having to allot more burial lands where you are actually playing. Never actually tried this, just kind of thinking about it as I type here. My ongoing game is spread out among so many worlds already that the numbers of the deceased, not counting the expendable ones already buried who were never really live sims or related to anyone in-game, haven't reached such critical mass that I've felt the need to do this yet but it could just be a matter of time there.

kin.gyo1413 6th Sep 2017 7:25 PM

Quote: Originally posted by igazor
If you happen to be playing a Traveler mod connected series of worlds, another idea might be to gather up the remains (headstones and urns) of the deceased that are cluttering up your homeworld, bring them to another world you don't play very often or at all, and deposit them in a cemetery or the equivalent there. Then travel your sim back home. Certainly not the easiest of solutions, but it sounds like the sim data would remain in your game without the spirits showing up or having to allot more burial lands where you are actually playing. Never actually tried this, just kind of thinking about it as I type here. My ongoing game is spread out among so many worlds already that the numbers of the deceased, not counting the expendable ones already buried who were never really live sims or related to anyone in-game, haven't reached such critical mass that I've felt the need to do this yet but it could just be a matter of time there.


That. Is. Awesome!! Could be great as a (headcanon) mythological underworld populated only by ghosts, maybe I'll modify an island world. Not much to say here, that should pretty much solve it. Once again, THANK YOU!!

igazor 6th Sep 2017 7:39 PM

Quote: Originally posted by kin.gyo1413
That. Is. Awesome!! Could be great as a (headcanon) mythological underworld populated only by ghosts, maybe I'll modify an island world. Not much to say here, that should pretty much solve it. Once again, THANK YOU!!

It was just a random idea in passing, but you're welcome. Now see, the first thing I thought of that would be more interesting than using some never to be played world as a dumping ground for the long since departed would have been to add roller coasters, ferris wheels, amusement arcades, stuff like that, and market Spirit Falls as a great wholesome vacation spot to bring the kids so they can meet their great great etc. ancestors. But your way sounds a bit more grounded, so to speak.

CatMuto 7th Sep 2017 2:33 PM

I know the amount of mods/packages to load is what determines how long the game takes to load.
But is it just the amount of packages or the size of them? (Probably both?)

Emmett Brown 7th Sep 2017 6:02 PM

Quote: Originally posted by CatMuto
I know the amount of mods/packages to load is what determines how long the game takes to load.
But is it just the amount of packages or the size of them? (Probably both?)


http://nraas.wikispaces.com/Tips+Fo...ame+Performance
Quote: Originally posted by NRAAS
A lot of package files lag your game causing long loading times. The game does not seem to care that much how large the files are but does care about the number of files. See Crinricts Combine Package Files to Reduce Lag


Smarter people than I have looked at this.

Rosebine 8th Sep 2017 11:08 PM

Someone knows where to find all the original game patterns to extract?
Those DDS files(?) must be somewhere.

sweetdevil 8th Sep 2017 11:35 PM

Quote: Originally posted by Rosebine
Someone knows where to find all the original game patterns to extract?
Those DDS files(?) must be somewhere.

They're in [drive] \ Electronic Arts \ The Sims 3 \ GameData \ Shared \ Packages. Sort by _IMG in S3PE.
DeltaBuild2 has the images from speech bubbles and paintings and the patterns. Skimming through them, you won't find them in the form they are in-game, rather separate diffuse textures, speculars and maps.

Rosebine 8th Sep 2017 11:39 PM

Yes! I found them..I should have said so. I asked, then went fishing. thank you.

CatMuto 9th Sep 2017 6:19 PM

I know that you shouldn't merge packages that involve CC Counters and Mods.
Though given that the mods are for the latest patch and EA is likely not going to bring another one out, could I - for example - merge my Nraas mods into one giant one? I doubt that.
And what about packages that count as Overrides?
I have several hair packages for Kijiko hair that alters the texture and they are in Overrides.
Since they are typical hair packages, can I merge them into one and it would still work for the hairstyles, despite being in the Overrides folder?

igazor 10th Sep 2017 2:01 AM

Quote: Originally posted by CatMuto
I know that you shouldn't merge packages that involve CC Counters and Mods.
Though given that the mods are for the latest patch and EA is likely not going to bring another one out, could I - for example - merge my Nraas mods into one giant one? I doubt that.
And what about packages that count as Overrides?
I have several hair packages for Kijiko hair that alters the texture and they are in Overrides.
Since they are typical hair packages, can I merge them into one and it would still work for the hairstyles, despite being in the Overrides folder?

Opinions are divided on the wisdom of merging Script Mods together. Many say that this will work fine, but we've seen enough players complain that some subtle things about the more complex ones like StoryProgression and its many add-on modules and the ones like Cupcake and PocketProtector that work with EA Store content just don't seem to work right that way but suddenly do when they are standalone packages again to advise against it. Also, if you have any intention of staying current with mods like ours that are still being developed and updated, working with them as merged will make that much more difficult.

ErrorTrap and UntranslatedKey are Core Mods. I wouldn't seriously consider merging those with anything either.

I have no idea why you have hair packages in Overrides. Am pretty sure that's not necessary unless the content developer says specifically to put them there. Regardless, I wouldn't merge them if they are some kind of default replacements, but probably would if they are just regular hair packages.

Rosebine 10th Sep 2017 2:22 AM

Quote: Originally posted by CatMuto
...could I - for example - merge my Nraas mods into one giant one? I doubt that.

Good guess.
That awesome guy who posted above me advised me otherwise one day. Since that day, everything works like a charm...
My Nraas mods are all together in a folder, all loose..all comfy.

Emmett Brown 10th Sep 2017 5:20 AM

I once combined all NRAAS Mods into one package and had no problems game wise. The only problem came with NRAAS mod updater, which, of course, can't see the mods in the one package.

310175 10th Sep 2017 6:03 AM

All my NRAAS mods are merged together. I haven't noticed any problems. Of course, I have them all unmerged in a separate space, so I know what's in there. Anyway, @igazor recommends not to merge but as I said, unless I'm missing something, no issues in the last 3 years for me. It's possible I just don't notice anything subtle, though. I don't play all that often.
The occasional updates are not a problem for me since I just check in with NRAAS once in a while, replace what's new and remerge.

CatMuto 10th Sep 2017 2:03 PM

Quote: Originally posted by igazor
ErrorTrap and UntranslatedKey are Core Mods. I wouldn't seriously consider merging those with anything either.

I have no idea why you have hair packages in Overrides. Am pretty sure that's not necessary unless the content developer says specifically to put them there. Regardless, I wouldn't merge them if they are some kind of default replacements, but probably would if they are just regular hair packages.


Fortunately, I don't have Nraas SP or the ones you mentioned installed, so I'll see what'll happen if I merge them.

I use Chazybazzy retextures for some Kijiko stuff and it does say that the Kijiko ones themselves, which include the mesh, have to be put into the Packages folder, but the retextures into Override. I have merged those and checked if the retextures were the way they are with Chazy and not Kijiko and they seem fine.

PS: Wow, I just noticed that I don't have ErrorTrap installed... I thought I did.

Ghost sdoj 10th Sep 2017 3:40 PM

Another big thing about merging NRAAS mods is that they are still being developed, which means they are being updated, which means you're going to be wanting to take old ones out and put new ones in. It's a lot easier when you don't have to unmerge them.

CatMuto 10th Sep 2017 4:20 PM

That's no problem. I have the unmerged ones in a completely different folder, so if I want to change what is in the merged one, I just make a 'new' one. Though I haven't seen Nraas stuff being updated in over a year or so.

igazor 10th Sep 2017 4:26 PM

Quote: Originally posted by CatMuto
I use Chazybazzy retextures for some Kijiko stuff and it does say that the Kijiko ones themselves, which include the mesh, have to be put into the Packages folder, but the retextures into Override. I have merged those and checked if the retextures were the way they are with Chazy and not Kijiko and they seem fine.

Some players take the name of the "Overrides" folder a little too literally and put all kinds of stuff in there that should really be in Packages because they are thinking in terms of overriding game files. What you have described, where some package files really do need to trump or "override" other package files already in place in Packages, is exactly what the Overrides folder is for. Objection withdrawn.


Quote: Originally posted by CatMuto
...Though I haven't seen Nraas stuff being updated in over a year or so.

It may be true that we don't move at lightening speed in this regard as some of the mods had to be sent back from their testing phases for further revisions before they were ready, but over a year? Then either some of your NRaas mods are outdated or you just happen to not be using any of the ones that have moved forward.
http://nraas.wikispaces.com/Update+History

Plus we have a slew of them with new versions in beta testing that will, in time, move to full release.
http://nraas.wikispaces.com/Update+History+Testing

CatMuto 10th Sep 2017 5:36 PM

Well, whatever ones I grabbed were always the ones for patch 1.69 in the mod's subpages. So, they should be the latest ones.

igazor 10th Sep 2017 6:21 PM

Quote: Originally posted by CatMuto
Well, whatever ones I grabbed were always the ones for patch 1.69 in the mod's subpages. So, they should be the latest ones.

I'm sorry, but that is not correct. Mods are also updated for reasons that have nothing to do with the patch levels. The updates include bug fixes and feature enhancements. No one forces anyone to stay up to date except when it comes to providing support for them, but we believe most players would want to be on current versions.

igazor 10th Sep 2017 6:24 PM

Quote: Originally posted by Kaiko Espurr Mikkusu
Don't all mods override game files?

Yes, more or less. But it's when package files are meant to override other package files that the Overrides folder comes into play.

PlyPlay665 10th Sep 2017 6:59 PM

Quote: Originally posted by PlyPlay665
Is it normal for Sims to not put outerwear on in 40ish degree weather (F)?

Hey guys, I found out an answer to my question from earlier. Sims will not change into outerwear unless it's 32°F or 0°C. This may make sense if you live in Scandinavia, but in Ohio, we start wearing sweaters and such somewhere around 50°F or 10°C. So that's why I was super bothered. If this bothers you too, there is a mod on Sims Asylum that allows you to change these parameters.

chokolady 11th Sep 2017 12:42 AM

When playing stylist career and I get a list like: new everyday wear, new sleepwear, etc. Am I allowed to remove their accessory? Or is that overstepping my boundaries, lol?

Ghost sdoj 11th Sep 2017 1:25 AM

I had a sim who came to my stylist for a new hairstyle.
That sim's hairstyle was fine, but the wardrobe and accessories that the game had assigned were EA at its best (or worst...)
Pink and orange checked pants with a purple and green shirt and that Cleopatra necklace and earrings.
I changed everything and then gave the sim a new hairstyle. It was a success (except that 3 game days later the sim wanted new clothes again. )
So I would say that as long as you actually change the bit(s) you were supposed to change, you're good.

Just don't forget to change everything on the list.

simrune 11th Sep 2017 7:25 PM

My dog has the neat trait, yet she loves to pee inside my house, right by the front door. Neat trait doesn't prevent dogs from peeing inside the house?

Ghost sdoj 12th Sep 2017 2:32 PM

When you gotta go, you gotta go...
I don't have Pets, but can dogs actually let themselves in and out of the house, or it a bit more realistic where they have to wait for the servants who actually have hands to get the door open for them? (Oh, wait. That's cats. Dogs wait for the all powerful divine beings who let them share the house to get the door open.)

And has the dog been housebroken? I would imagine that Neat makes it easier, but they may still need to be taught where and where not to pee.

dlseis 12th Sep 2017 4:03 PM

Quote: Originally posted by Ghost sdoj
And has the dog been housebroken? I would imagine that Neat makes it easier, but they may still need to be taught where and where not to pee.


I agree on this one. You could scold them, but you cant tell them where to do the deed. If the dog does it too much, why don't you intervene and direct it to pee where you want it to?

Anyway, I have my own question. Is there a Deathfish spawner in Riverview?

igazor 12th Sep 2017 5:33 PM

Yes, dogs in TS3 will let themselves in and out to do their business without any human intervention needed once they are house-trained unless the door is locked to pets. I know that's not very realistic but it's nicely convenient, as is sending dogs home from wherever in town they may be and knowing that they will be able to get inside even if no one else is around. Not entirely sure how they press the elevator buttons if home is a highrise apartment, but they manage somehow.

The deathfish spawner in Riverview is in the river near the mausoleum lot, close to where the river forks. It's one of the few worlds I can think of that doesn't have a lake (pond, large puddle, whatever some of them are) on the cemetery lot itself.
http://www.carls-sims-3-guide.com/s...shing-spots.php

CatMuto 12th Sep 2017 10:20 PM

If I put two different schools onto two different lots - one lot has the basegame school and the other has the ambitions school - how are kids and teens put into the school then? Does the game randomly decide which one they go to; do I have to do this myself choosing Enroll In School on computers or does it evenly distribute them?

igazor 13th Sep 2017 4:25 AM

Quote: Originally posted by CatMuto
If I put two different schools onto two different lots - one lot has the basegame school and the other has the ambitions school - how are kids and teens put into the school then? Does the game randomly decide which one they go to; do I have to do this myself choosing Enroll In School on computers or does it evenly distribute them?

Under EA standard, sims should register for the school that is closest to their home lot (can never remember if that's travel or straight line distance but I think the latter). If one school existed in-game and had students before the other one, probably nothing will happen until some kids age up or new families move into town.

NRaas StoryProgression working together with the GoHere mod offers some alternatives, such as setting the schools up to be segregated by age (elementary/high schools), gender, net worth, traits, or just about anything else reachable by the SP mod's caste filters (zodiac signs, favorite colors, etc...).

simrune 15th Sep 2017 11:22 PM

There is no form group interaction with children? I really cant form a group with my children?

igazor 16th Sep 2017 12:02 AM

Quote: Originally posted by simrune
There is no form group interaction with children? I really cant form a group with my children?

That's really annoying, isn't it. The one time we really want this out of others where the group up mechanism tends to get in the way and we can't form groups that include children or younger, so no family outings in any kind of formal sense. Or even groups exclusively of children. All those years as a teen that I took my younger siblings and their friends bowling, to the zoo, etc. in real life I must have had something really evil up my sleeve and never realized it.

Children being included in groups is blocked by the game core. I've never seen a mod that's been able to work around it.

CatMuto 17th Sep 2017 2:59 PM

One more creator-based question: If I want to release a tuning mod with multiple flavors, is it allowed to upload all flavors into one Zip/Rar file and any downloader can just extract the one flavor they want or do I have to use separate files?

In-game question: Do you need a certain 'amount' of Sims in your town to get some locations, like Late Night bars, to be visited? I have Sims with Ambitions-skill-careers (Writer; Painter; etc), so they are not bound by a schedule that means they can't go to - say - a Dive Bar in the evening; they have traits (like Party Animal) that makes them more likely to go to bars, but places are still empty. I do recall having a few more Sims in my world and then the bar was a bit more populated at times.

Edit: Wait, if a Sim has the trait Party Animal and Bookworm, do those cancel each other out in terms of more likely to go to a bar?

Don Babilon 17th Sep 2017 6:04 PM

Sims in skill based careers have some sort of internal schedule. Their "wake-up call" is 6am and from 9pm onwards you cannot call them anymore because they are apparently at work. So, it might very well be that these are not the best choice in the hope for populating bars.

I am currently playing in Bridgeport and I noticed that city worlds work really best when it comes to bars because the whole work schedule for employed Sims is better suited for them, with most jobs starting at 1pm. I hardly see those Sims that have the same schedule like in suburban world, i.e. pensioners, self-employed Sims and Sims in professions.
Those, on the other hand, I see most often in the library together with teenagers after school.

CatMuto 17th Sep 2017 7:31 PM

I noticed with Ambition Professions - like Private Investigator - that those DO have a schedule and says "I can't come over right now. Try calling back in X hours." when trying to invite them over or out. But not with the skill ones. I mean, I can invite them over practically throughout the day.

chokolady 18th Sep 2017 12:19 AM

This is about the time machine. Do you get child aged sims from the future and elder from the past? Or the other way around? Or both are child aged? This confuses me so much!

dlseis 18th Sep 2017 5:24 AM

Quote: Originally posted by chokolady
This is about the time machine. Do you get child aged sims from the future and elder from the past? Or the other way around? Or both are child aged? This confuses me so much!


In my case, it's almost always teen or adults, I have yet to see an elder. I usually travel to the past though, not sure about the future.

kin.gyo1413 18th Sep 2017 11:07 AM

Quote: Originally posted by CatMuto
In-game question: Do you need a certain 'amount' of Sims in your town to get some locations, like Late Night bars, to be visited? I have Sims with Ambitions-skill-careers (Writer; Painter; etc), so they are not bound by a schedule that means they can't go to - say - a Dive Bar in the evening; they have traits (like Party Animal) that makes them more likely to go to bars, but places are still empty. I do recall having a few more Sims in my world and then the bar was a bit more populated at times.

Edit: Wait, if a Sim has the trait Party Animal and Bookworm, do those cancel each other out in terms of more likely to go to a bar?


Are you playing in a city or town? It seems that the game calls for sims to go home at around 8pm in towns, whereas this is much later in cities, which is why bars tend to work better in Bridgeport... but, if you go with a group (or invite over, even via NRaas), sims will usually stick around. I've only seen loners ditch my sims imediately. Also, I try to occupy sims that are there by calling them over to dance or jamming. Obviously, that doesn't help if you can't get them to the bars in the first place, but yeah, I usually have to resort to dragging them to the bars with my sim :p

CatMuto 18th Sep 2017 11:17 AM

I use custom worlds (like Alocasia [tropical-ish island] and Bigger Builder's Island), so I don't know if they are set as towns or cities.

And I do recall that it was BB Island that had people in the bar, when I had more than... I dunno, ~30 Sims via households? I only counted the amount of men I had in that town and those were about 15.

LeeAlee 21st Sep 2017 3:51 AM

I've been working on revising Sunset Valley, adding new community and residential lots, and I'll be ready to start testing the lots probably tomorrow (Thursday).
I can send my active Sim to the community lots to see how they play, but what about the 38 residential lots? Will I need to add 38 households to the town (my stupid questions)?

After testing the lots, I plan on using NRaas Porter to add all of the residents from Isla Paradiso to this version of Sunset Valley, but I'm not going to porter until I know that everything works as it should (but I know that there's always something that can creep up later).

ETA: I'm not thrilled with the unpopulated file size of 32 MB, but it is what it is.

attuned 21st Sep 2017 8:05 AM

If the world is unpopulated, you can move your sim from house to house to test. As the game begins to populate the world, if there is a house you need to test that has a sim living there, you can move them to another lot that you have already tested. I suggest testing in a copy of the world, so the original remains sim free. if you change any lots you can save the new lot to the bin and then replace the one from the original world.

LeeAlee 21st Sep 2017 9:40 AM

@attuned - Thank you much for the guidance. The larger houses should be quick to check but I was a little concerned about some of the houses with smaller bathrooms. Using an active Sim to check on those will be best. So happy that I won't have to add 38 households to a test game I'll keep an untouched copy to use later when I'm ready to populate the town.

tizerist 22nd Sep 2017 3:19 PM

Say if I wanna make a haunted house, can I put both the ghosts from the basegame and the Ambitions ghosts in the house? The basegame ones, can they be residents? I can also use fog from the fog emitter I guess. Anyone have any tips for this type of lot?

Don Babilon 22nd Sep 2017 4:12 PM

All ghosts can be residents, like the Goth family in Moonlight Falls or the ghost couples in Isla Paradiso or Aurora skies. There is also the Monty ghost living with his wife in Monte Vista. You just have to be careful with moving those ghost households around in Edit Town. They may lose their gravestone in the process and this breaks them terminally. I think the one human in the MF Goth household is some sort of safety belt to guarantee the household integrity.

There are various ways to get haunted houses with ghosts.

- Steal graves from other games and place them on your lot. Ghosts tied to graves export like furniture and if you place them in a different world the ghosts will import without problems.
Or
- create a household and kill all members except for one. Use this one to place the graves and then evict the last living one before you save the lot to the bin. You might need to do this in a world that has a mausoleum, in case the urns get transported off the lot. Without a mausoleum they might be lost forever.
- create a household of ghosts in CAS, move them in and tell each one to return to the netherworld by clicking on their graves in their personal inventory. You might need another "control" Sim, too, whom you evict before you export the lot.
- move in a regular household and use MasterController Immediate/Occult/Add Occult Status (might be named differently, cannot recall ATM) and chose the ghost types. This will transform the Sim into the ghost of your choice and add an urnstone in their inventories. It saves you all that killing time. Insta-Ghost.
- Have a Supersim with all kinds of goodies in its inventory, including urnstones of deceased Sims (and relics, rare books or whatever) that you use for the final furnishing touches of every lot you build. Move it in furnish with urnstones, move it out and then save the lot to the bin. That way I have made a graveyard lounge for Twinbrook that has all the vampires from Bridgeport in it as various ghosts (mummy curse, electrocution, vampire thirst, burning, meteor). I killed them in Bridgeport with MasterController, had my Supersim collect the graves and moved the Supersim into the lounge (re-categorise as residential first and then make it a lounge once the ghosts are placed and the Supersim moved out), placed the graves and saved the lot for use in Twinbrook.

The only caveat is that you should not mess around with such a lot, once placed, like moving the lot somewhere else in a world or deleting it without removing the graves first. The ghost data might stay in the world data or even duplicate. But that rule applies to all lots containing occupied graves. You should never delete a graveyard from a save, unless it is empty of occupied graves.

tizerist 22nd Sep 2017 5:23 PM

Cheers! i'll defintely use the nraas method. But what about the ambitions ghosts?

Deestar 22nd Sep 2017 6:01 PM

Quote: Originally posted by tizerist
Cheers! i'll defintely use the nraas method. But what about the ambitions ghosts?


Ambitions ghosts as in the ones that your ghostbuster eliminates from lots-- or that haunt lots when you move in-- those generate automatically when you have Ambitions installed- you really can't do anything with them once you have caught them with your ghostbusting equipment but sell them to the science lab.. those are random kind of like LTW wishes or career opportunities

Don Babilon 22nd Sep 2017 6:34 PM

Ah you mean those ghostbuster spirits that come in various colours? They are tied to a spawner and only become visible when a ghost hunter "reveals" them. The game places these spawners randomly across town in every new game.
You could probably fake them, however, with a fog emitter code. But that'd mean that they will be permanently visible on a lot.

By mere coincidence I am currently preparing a save in Midnight Hollow where I intend to turn every pre-made resident into a ghost, just to see how that works out.
If you intend to play with ghosts as inactive resident neighbours you will in any case need a mod that prevents babies and toddlers from hibernating when the parents or older children are away. Otherwise the game will eat them for good, i.e. they won't be returned once the parents come home again. AwesomeMod does this and surely one of the NRaas mods.

The "Sim ghosts" that are part of the higher level ghost hunter jobs (Angry Ghost Invasion and SomethingSomething Presence) I would leave untouched. They are not really meant to be made playable.

Emmett Brown 23rd Sep 2017 1:39 AM

I lost my science project reward for mastering the science skill
 
I had a small lot and didn't have a place to put it. I finally got enough money to move to a large lot and I specifically picked a house with lots of extra room.

Now my Science project thing-a-ma-jigger is gone. It is not in my family inventory anymore! I thought I'd just buy one using testing cheats enable + buy debug. I don't see it even when I filter on University.

How can I get this thing back? It's the great big thing with red, green and blue "tie nodes".

LeeAlee 23rd Sep 2017 5:29 AM

@Emmett Brown - Here you go, UL Group Science Project Un-hider
http://www.modthesims.info/download.php?t=502707

Emmett Brown 23rd Sep 2017 6:06 AM

Quote: Originally posted by LeeAlee
@Emmett Brown - Here you go, UL Group Science Project Un-hider
http://www.modthesims.info/download.php?t=502707

Epic! Thank you! I didn't even think of a mod, just coming to "mod the sims" to whine about it.

LeeAlee 23rd Sep 2017 6:22 AM

You're welcome! I came across that mod a while ago when I spent too much time looking for the blasted thing in the catalog. Unlocked and Unhidden mods are some of my favorites. Why on earth EA hid our junk from us is beyond me.

I didn't detect a whine, had a couple of glasses of the other wine earlier so *cheers*

LaylaRox 24th Sep 2017 6:41 AM

This is related to Origin and I'm not sure if this is in the right section, but I'd figured I'd ask anyway.
I have the disk versions of ts3 installed on an old Oriign account that I was locked out of for some reason. I created a new Origin account and most of my ts4 games are on there. I want to downoad some ts3 EPs, but will they be okay with the new account? Will I have to uninstall and reinstall my games onto the new account?

igazor 24th Sep 2017 7:59 AM

Quote: Originally posted by LaylaRox
This is related to Origin and I'm not sure if this is in the right section, but I'd figured I'd ask anyway.
I have the disk versions of ts3 installed on an old Oriign account that I was locked out of for some reason. I created a new Origin account and most of my ts4 games are on there. I want to downoad some ts3 EPs, but will they be okay with the new account? Will I have to uninstall and reinstall my games onto the new account?

If your base game and some EPs are registered to one account on the old sims3.com website (and hence your old Origin account), but the ones you wish to acquire now get registered to your new account, I don't think this is going to work. It's possible that you will need EA Customer Support to combine everything into one account for you. Though note, and they should warn you about this if it's a possibility, you may stand to lose any TS3 store purchases you have made along the way.

LaylaRox 24th Sep 2017 9:07 AM

Quote: Originally posted by igazor
If your base game and some EPs are registered to one account on the old sims3.com website (and hence your old Origin account), but the ones you wish to acquire now get registered to your new account, I don't think this is going to work. It's possible that you will need EA Customer Support to combine everything into one account for you. Though note, and they should warn you about this if it's a possibility, you may stand to lose any TS3 store purchases you have made along the way.


That’s cool ^^ I’ll try to contact them. I have t made any store purchases, I think.

CatMuto 25th Sep 2017 2:38 PM

What field do I have to fill in for locations to have them actually named such when having party invites?
What I mean is, when I get my Sim invited to a party, the party invitation pops up and the Location part is empty.
Time: X
Location:
Dress Code: Formal Attire

I tried putting in houses I built myself and have the name "Papaya Path 1" in the big field, but the location section for party invites is empty.
I tried putting the same Papaya Path 1 into the smaller field, where the Description goes and it's still empty.

Riesen 26th Sep 2017 1:09 PM

Quote: Originally posted by CatMuto
What field do I have to fill in for locations to have them actually named such when having party invites?
What I mean is, when I get my Sim invited to a party, the party invitation pops up and the Location part is empty.
Time: X
Location:
Dress Code: Formal Attire

I tried putting in houses I built myself and have the name "Papaya Path 1" in the big field, but the location section for party invites is empty.
I tried putting the same Papaya Path 1 into the smaller field, where the Description goes and it's still empty.


I believe it is usually the address that goes in the location field, on party invites. I know there is an Nraas mod that allows you to set the address for a lot, but it escapes me right now, which one it is. I think maybe it's DebugEnabler? But I'm not sure.

Riesen 26th Sep 2017 1:16 PM

Where can I find the Food Truck parking space thingy? I'm certain I've seen it before somewhere, I was positive it was in BuyDebug, but I can't find it, now that I need it.

Flora2 26th Sep 2017 1:53 PM

Quote: Originally posted by Riesen
Where can I find the Food Truck parking space thingy? I'm certain I've seen it before somewhere, I was positive it was in BuyDebug, but I can't find it, now that I need it.


Isn't it only visible in BuyDebug by a mod? In my game I'm positive that I made them (both the truck and the parking space) visible with the help of this very valuable mod thread:
http://www.modthesims.info/showthre...100#post3390100
(the mod packages can be dowloaded directly from the thread)

Riesen 26th Sep 2017 5:08 PM

Quote: Originally posted by Floraflora2
Isn't it only visible in BuyDebug by a mod? In my game I'm positive that I made them (both the truck and the parking space) visible with the help of this very valuable mod thread:
http://www.modthesims.info/showthre...100#post3390100
(the mod packages can be dowloaded directly from the thread)


Awesome, I'll check it out, thanks!

igazor 26th Sep 2017 5:18 PM

Quote: Originally posted by Riesen
I believe it is usually the address that goes in the location field, on party invites. I know there is an Nraas mod that allows you to set the address for a lot, but it escapes me right now, which one it is. I think maybe it's DebugEnabler? But I'm not sure.

That would be NRaas Tagger. The option is available from the Lot menu in-game.

Riesen 27th Sep 2017 11:02 AM

Quote: Originally posted by igazor
That would be NRaas Tagger. The option is available from the Lot menu in-game.


Oh, right! Thanks for clearing that up

CatMuto 27th Sep 2017 1:27 PM

Quote: Originally posted by igazor
That would be NRaas Tagger. The option is available from the Lot menu in-game.


I would need another NRaas mod? No thanks. It's not too big of a deal, so...

Lonerbum 27th Sep 2017 5:24 PM

Okay...
How do you build a castle properly? Mines always seems so dull or more like a fort than a castle. I gave it 2 story walls, towers at each corners, crenelations & ramparts. Then at the center, a boxy typical early middle age English castle than something cool like late middle age or the renaissance. The damn thing looks so dull like a motherfucker & when I see the castles for download on MTS & some other sites & how cool they are makes me feel like a fucking amateur...
I tried going fancy, but I seem to have a problem of not really knowing what to do with all the spaces than leaving it blank, making the whole thing looks dull, depressing & hollow instead of being cool...

tizerist 27th Sep 2017 7:04 PM

Start with the exterior. Take tips from the good castle lots out there. Download and reverse-engineer them. But definitely only do the interiors once you're satisfied with the outside shell.


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