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-   -   Stupid questions. (https://modthesims.info/showthread.php?t=343651)

Babahara 28th Sep 2017 7:57 AM

When I attempted to take my sims to a hotel for a date, only a playable sim could enter the door. Her date couldn't. Is it possible for dates to enter?

What if all my sims were playable, could they all check into one room?

Additionally, I want to play a resort owner for the first time. Is it possible to own resorts in another hood with help of NRAAS Traveler mod? She already lives in Dragon Valley, but it would be so cool if she could own resorts at Isla Paradiso, set as vacation hood. I wonder if it's possible to go on vacation and manage resorts there and then come back and still receive the profits.

Babahara 28th Sep 2017 10:12 PM

So, for the life of me, I cannot find Business as Usual Bistro in the lot bin. How is the venue called? I've looked through all community lots many times, am I looking in the wrong place? There's a button 'unhide all hidden installed content' but it isn't clickable.

LeeAlee 29th Sep 2017 2:32 AM

In the Library/Bin, it's named "Business as Usual Bistro" (Visitors Allowed). The lot has a pink custom content asterisk/star/flower thing (all the store lots have that).

It's possible that it didn't install correctly, here's a help guide from Crinrict re: Store lots missing from the bin.
http://sims3.crinrict.com/en/2012/0...ing-ingame.html

Babahara 30th Sep 2017 8:23 AM

Thanks! It was not installed, indeed. Along with a few other lots which I could never find in the lot bin, haha. Why didn't EA fix the launcher with patches? It's a mystery.

Riesen 30th Sep 2017 2:43 PM

I have a weird glitch where my game freezes, whenever a sim tries to skate. Wether it's on a pond or skating rink. I was just wondering if anyone had experienced the same glitch? I do have a lot of mods, so that might have something to do with it, although I've never had the glitch before, until recently, and I've had roughly the same mods for quite a while.

igazor 30th Sep 2017 7:31 PM

Quote: Originally posted by Riesen
I have a weird glitch where my game freezes, whenever a sim tries to skate. Wether it's on a pond or skating rink. I was just wondering if anyone had experienced the same glitch? I do have a lot of mods, so that might have something to do with it, although I've never had the glitch before, until recently, and I've had roughly the same mods for quite a while.

What is currently the beta testing version of NRaas GoHere (v44) bugs out both roller and ice skating whenever any sim, active or inactive, attempts to skate. We think it's the Allow Boat Routing > False setting that does it, but this is the only version of the mod for which this setting actually works so until we get that fixed it's kind of a trade-off. I've removed the skating rinks from my festival lots and disallowed autonomous skating on ponds by way of Retuner temporarily as this version of GoHere is too valuable to me to revert to the prior one. Our developer is working on a solution.

We've also had reports of issues with Play Tag, but I haven't seen any negative effects from that yet.

Of course it could be something else entirely especially if you are not a v44 GoHere user, but this is the first thing I think of when players report freeze-ups related to skating.

Riesen 30th Sep 2017 9:08 PM

Quote: Originally posted by igazor
What is currently the beta testing version of NRaas GoHere (v44) bugs out both roller and ice skating whenever any sim, active or inactive, attempts to skate. We think it's the Allow Boat Routing > False setting that does it, but this is the only version of the mod for which this setting actually works so until we get that fixed it's kind of a trade-off. I've removed the skating rinks from my festival lots and disallowed autonomous skating on ponds by way of Retuner temporarily as this version of GoHere is too valuable to me to revert to the prior one. Our developer is working on a solution.

We've also had reports of issues with Play Tag, but I haven't seen any negative effects from that yet.

Of course it could be something else entirely especially if you are not a v44 GoHere user, but this is the first thing I think of when players report freeze-ups related to skating.


Ah okay, that must be it then, as that is the version of GoHere that I have. I'll just have to live with a skating-free world for awhile, I don't think I can live without the no boat routing option. Thanks for your reply!!

LaylaRox 1st Oct 2017 1:17 AM

How bad is the 1.69 patch, really?

Emmett Brown 1st Oct 2017 1:26 AM

The 1.69 patch:
1. Is buggy.
a) It forgets which EP/SPs you chose, so when you come back to your game, it may have missing items.
b) Even if you check it before you start, it may "forget" and dump you into the base game.
2. It breaks "Any Game Starter" and "Sim Game Select".
3. You have to have Origin.
4. Instead of starting directly from TS3W.exe, you HAVE to do the extra step of starting the launcher, even if you don't have any downloads to install.
5. You have to run a special version of CAW - not a big deal, but it's an extra step.

TL:DR 1.69 ruins your game and you have to keep a separate list of what EP/SPs you're playing with, breaks game starters that work, and the only reason for it is to force more ads down your throat for Sims 4.

TL:DR, DR-TL-DR: 1.69 is the work of the Devil.

igazor 1st Oct 2017 4:48 AM

Quote: Originally posted by LaylaRox
How bad is the 1.69 patch, really?

I would offer a counter-argument here if 1.69 actually added anything of value to the running of the game from the player's perspective, at least for those fortunate enough to be faced with a choice in the matter. But after putting up with it for a year myself, I couldn't find any such thing of value to report on. Instead, I offer this: http://nraas.wikispaces.com/share/view/81714505

(disregard the part about EasyCASP Editor, that has since proven itself to be a problem on Steam installs)

LaylaRox 1st Oct 2017 6:31 AM

Quote: Originally posted by igazor
I would offer a counter-argument here if 1.69 actually added anything of value to the running of the game from the player's perspective, at least for those fortunate enough to be faced with a choice in the matter. But after putting up with it for a year myself, I couldn't find any such thing of value to report on. Instead, I offer this: http://nraas.wikispaces.com/share/view/81714505

(disregard the part about EasyCASP Editor, that has since proven itself to be a problem on Steam installs)

Thanks! I need to update to it if I want to download more EPs but I’ve heard bad things about it. Blah, might just order the disk versions from eBay.

CatMuto 1st Oct 2017 1:12 PM

Honestly, the thing with it forgetting the EP/SP thing isn't that often. I have gone weeks or months without it 'forgetting' what I have installed. And if it does launch base game, it's a simple matter of closing Sims 3, redo the launcher thing and it generally realizes its mistake.

CatMuto 6th Oct 2017 3:13 PM

Is it true that using a preset of any piece of clothing is easier on the game/loading than putting a different color/pattern on it?
If yes, what if I put a different color on, say, a shirt and then save that as a preset? Same as a regular EA preset?

CatMuto 9th Oct 2017 10:13 PM

If I want to build a venue for Magic Shows and similar from Showtime, what all does it need?

Don Babilon 9th Oct 2017 11:14 PM

Quote: Originally posted by CatMuto
If I want to build a venue for Magic Shows and similar from Showtime, what all does it need?
The show stage (a carpet like object in buydebug, I think), some stage props on that stage carpet (not necessary but it seems to help shows) and some audience rugs (also in buydebug). You can also add a dining table and two chairs to each audience rug for seated performances. The stage rug will spawn the proprietor NPC, which is necessary, but only in venues that are allowed for performances.

SusannaG 10th Oct 2017 7:36 PM

Is there some way to switch the key bindings for Sims 3? All I want is for the spacebar to pause the game, not switch the selected sim. Is that really too much to ask?

ETA: Failing that, what *is* the keyboard shortcut for pause? If there is one, I don't know it.

igazor 11th Oct 2017 1:15 AM

Quote: Originally posted by SusannaG
ETA: Failing that, what *is* the keyboard shortcut for pause? If there is one, I don't know it.

For most of us, that would be the "P" key.

SusannaG 11th Oct 2017 2:20 AM

Thanks. Now, we'll see if I can *see* the P key while I'm simming.... (I'm light sensitive, have a black keyboard, and sim at night, LOL.)

Ghost sdoj 11th Oct 2017 5:57 AM

Most keyboards have a little ridge on the F and J keys. (For the convenience of anyone who has actually studied typing, I suppose.) If you put your right forefinger on the J key, and rest the other 3 fingers on the keys next to it, P will be right above your pinky.

Don Babilon 11th Oct 2017 10:28 AM

There's also the 0 that functions as a Pause button. That should be easier to find on the numpad. (0-1-2-3-4 are: Pause, Speed 1, Speed 2, Speed 3, Speed 3 Until Action Finishes)

AGuyCalledPi 11th Oct 2017 10:51 AM

Quote: Originally posted by Emmett Brown
The 1.69 patch:
1. Is buggy.
a) It forgets which EP/SPs you chose, so when you come back to your game, it may have missing items.
b) Even if you check it before you start, it may "forget" and dump you into the base game.
2. It breaks "Any Game Starter" and "Sim Game Select".
3. You have to have Origin.
4. Instead of starting directly from TS3W.exe, you HAVE to do the extra step of starting the launcher, even if you don't have any downloads to install.
5. You have to run a special version of CAW - not a big deal, but it's an extra step.

And sometimes it says you have version 1.67.2 even though you ACTUALLY have 1.69.

CatMuto 11th Oct 2017 6:01 PM

Quote: Originally posted by Don Babilon
The show stage (a carpet like object in buydebug, I think), some stage props on that stage carpet (not necessary but it seems to help shows) and some audience rugs (also in buydebug). You can also add a dining table and two chairs to each audience rug for seated performances. The stage rug will spawn the proprietor NPC, which is necessary, but only in venues that are allowed for performances.


The allowed locations for performances are live and private venues, right?
Does the venue only serve as a location for performances or does it have a 'default' setting as a location (like a Park turning into a seasonal Festival with Seasons), so I should put more than just the carpet and audience rugs in?
I'm absolutely new to Showtime and couldn't find a lot of info on things.

tizerist 11th Oct 2017 8:17 PM

Quote: Originally posted by SusannaG
Thanks. Now, we'll see if I can *see* the P key while I'm simming.... (I'm light sensitive, have a black keyboard, and sim at night, LOL.)

Aaah, that's why I bought a glow-in-the-dark keyboard last year. I like to play Fallout New Vegas in the dark, but I need my hotkeys...

Don Babilon 11th Oct 2017 10:21 PM

Quote: Originally posted by CatMuto
The allowed locations for performances are live and private venues, right?
Does the venue only serve as a location for performances or does it have a 'default' setting as a location (like a Park turning into a seasonal Festival with Seasons), so I should put more than just the carpet and audience rugs in?
I'm absolutely new to Showtime and couldn't find a lot of info on things.
The "proper" performance venues are:
Big Park
Coffeehouse
Live Show Venue
Private Venue
Big Show Venue
These are also in the order of performer level, i.e. you start with the park and at level 10 you can audition for the Big Show Venue.

As of patch 1.36 other community lots can take the same function if you build a stage there:
Big Park Level: graveyards, fishing spots and beaches
Coffeehouse level: pool, gym, library or a dive bar
Live Show Venue level: hangout or a dance club type lots
Private Venue level: art gallery, a lounge or a horse ranch
Big Show Venue: there are no equivalents, you need the proper lot type and the huge stage object, the audience rug und the gigantic fake audience object. You don't need the rabbithole shells, however. You can build a Big Show Venue just like any other lot.

This is all from sims.wikia.com

Your best bet is to look at how the venues in Starlight Shores are made, with buydebug on. Those lots are built properly. The stage object in the Park is not necessary however; what is important there is, again, the rug that has been placed on the elevated stage object.

SusannaG 11th Oct 2017 11:39 PM

Quote: Originally posted by tizerist
Aaah, that's why I bought a glow-in-the-dark keyboard last year. I like to play Fallout New Vegas in the dark, but I need my hotkeys...


Yeah, I think I'll try 0 on the numpad, that might be easier.

ShackInTheMountains 12th Oct 2017 6:03 PM

Is there a way to accomplish the Fashion Phenomenon lifetime wish without having to either put up with the entire town eventually getting their respective life stages reset, or having to closely monitor their ages and putting them back to the correct number of days in Master Controller? I use the MC Stylist if all I want to do is change someone's look, but that doesn't help with the LTW. Is there a salon that doesn't reset the life stage? Or am I doomed to having to meticulously note each sims age before styling them?

Don Babilon 12th Oct 2017 9:22 PM

I think that the MasterController Integration module applies the MC fixes to CAS to the stylist station, too.

igazor 12th Oct 2017 9:31 PM

That is correct, the MC Integration add-on module applies the MC version of CAS and its subsets, so therefore no more age-randomization, across the entire game.

ShackInTheMountains 12th Oct 2017 10:01 PM

Thank you, both, so much! I was hoping that there was an NRAAS fix that I wasn't aware of.

simsi45 13th Oct 2017 2:19 AM

Is there a way (with or without mods) to actually choose the duration of the seasonal festivals? I would really like to have them active for like 1-2 days for each season instead of the whole week.

velvetmagras 13th Oct 2017 10:18 PM

What can my sims do with the 'preserves' from Granma's Canning Station? I understand how the 'jams' work; they can be sold or spread on toast/scones but I have no idea what can be done with the preserves.

SusannaG 14th Oct 2017 1:20 AM

Is anyone else having script errors about Facebook? (Game is working fine, from all I can tell.)

igazor 14th Oct 2017 1:44 AM

Quote: Originally posted by SusannaG
Is anyone else having script errors about Facebook? (Game is working fine, from all I can tell.)

I've seen a couple of complaints about those today, yes. It's a server-side script error that appears on the Launcher, but the source is all on EA's end. It's harmless, unless not being able to jump from the Launcher to Facebook or a Facebook account login is distressing (in which case...well, I don't really know what to say!)

SusannaG 14th Oct 2017 2:12 AM

Yeah, game seems to be working fine. And I don't use Facebook, so all is well!

LeeAlee 14th Oct 2017 7:35 AM

I don't recall if I've ever noticed in my games, but do non-active Sims in regular careers require a minimum number of co-workers?

Example: Two non-actives are in Law Enforcement. If they're supposed to have 3 co-workers, will the game spawn homeless Sims to fill that third spot, or wrangle a resident to fill it?

Katya Stevens 14th Oct 2017 10:02 AM

Quote: Originally posted by velvetmagras
What can my sims do with the 'preserves' from Granma's Canning Station? I understand how the 'jams' work; they can be sold or spread on toast/scones but I have no idea what can be done with the preserves.


It's another storage method, if I remember rightly. Clicking on them (in inventory? been ages since I used it) gives an option to open, and then it adds a number of the produce to your inventory.

Don Babilon 14th Oct 2017 11:47 AM

Quote: Originally posted by LeeAlee
I don't recall if I've ever noticed in my games, but do non-active Sims in regular careers require a minimum number of co-workers?

Example: Two non-actives are in Law Enforcement. If they're supposed to have 3 co-workers, will the game spawn homeless Sims to fill that third spot, or wrangle a resident to fill it?
Yes and no. There seems to be a maximum number of possible co-workers but the game does not necessarily force the filling of all slots, especially for inactives. And there are also careers that are not as dependant on having coworkers as others.

To take your example of law enforcement: this career requires one co-worker, the "partner". If there are more Sims in that career the only other position to fill is that of the boss, but the game won't add a second partner.

But each career is different. A good first indicator are the different work tones for each career: if it allows you to interact with both coworkers and the boss chances are that the game will force both positions to be filled. The second indicator are the requirements for advancement. Some careers, like business, require a good relationship to both groups, coworkers and boss, some only to the boss, some none at all.

Now as to numbers, each career is very much different from the others. Music, for example, seems to have a cap at three coworkers, while some of the "neediest" careers are business, military and professional sports. And among these each is different, too, because while you can have a lot of coworkers in military the only position that is really important is the boss. Sports on the other hand will probably add a boss, but you cannot even interact with them through the work tones and boss relationship is also not a requirement for advancement. Same with law enforcement: the boss there is completely redundant, even though the game has filled that position quite often in my games.

A helping tool for determining how many coworkers you need for each career is MasterController. With MC you can manually add coworkers and select from the list of Sims that are already in the respective careers. If there are, for example seven Sims in music and you want to choose the coworkers manually, MC will not allow you to add more than three. The fourth to seventh musician are not selectable anymore.

I am also using AwesomeMod which specifically changes the game behaviour to not be as rigorous anymore to fill empty positions automatically.

ETA: Forgot to add, that there is also a difference between inactives and actives. If you never switch to inactive households the pre-mades will happily spend the rest of their careers without any coworkers, unless they were added by the creator of the world manually.

igazor 14th Oct 2017 4:17 PM

For those using NRaas StoryProgression and its SP Career add-on module, some of this for the inactives becomes optional.

NRaas > SP > General Options > Options:Careers > Manage Bosses > T/F
NRaas > SP > General Options > Options:Careers > Manage Co-Workers > T/F

Both are set to True by default. On False, the Co-Workers one will dragoon existing residents or spawn new homeless sims far fewer times to keep inactives company in their jobs unless their career progression absolutely requires some. Manage Bosses on False will cause the mod to spawn fewer homeless sims to act as bosses for inactives in the event that their existing co-workers are at lower job levels than the sim requiring a boss and, like EA standard, will sometimes allow lower job level sims to be bosses of higher ranking employees.

With or without the SP Career module, it seems that sometimes the game becomes confused and calls for what could be let's say nine homeless co-workers to accommodate three inactives in the same career rather than allowing them to share co-workers. MC's command to Add Co-Workers can help cut through some of that unnecessary spawnage if you catch it happening.

LeeAlee 15th Oct 2017 6:48 AM

@Don Babilon @igazor - Thank you both very much for the excellent information. The coworkers thing is more complex than I initially thought. I'm working on populating a small world and I want to assign everyone's careers (and not have the game undo my assignments), the information you both provided is very helpful.

Don Babilon 15th Oct 2017 1:23 PM

Depending on whether you have story mode enabled and what story progression mod you use or do not use, your personal settings might become overriden by story progression anyway.

Coworker assignment happens regardless of whether story mode is enabled or not, but story progression can change all of that in an instant. Without story mode your settings will stick and your once assigned workers will not change jobs to fill empty coworker slots in a different career.

There is another thing though. Without story progression, inactives will keep their job position indefinitely (in a vanilla game). This can lead to your Sim suddenly have a higher position than their boss. The game will then drop the boss and try to find a new one, and the former boss will not fall back into the position of coworker then, meaning that you might also need another coworker, too.

LeeAlee 15th Oct 2017 6:28 PM

What I planned on doing was to populate the world, assigning Lifetime Wishes in CAS and careers using NRaas MC (including writers and painters if possible).

The town is small and will have only these RH full and part-time careers (no stylists, consignment, fire house, etc.):
Law Enforcement, Education, Culinary (diner), Theater, Medicine, Bookstore, Grocery. If I concentrate on fulfilling the requirements for those first, I could possibly get the game to leave the writers and painters alone (fingers crossed). My active Sim will not be working in a rabbit hole career.

I currently have Shimrod's XML StoryProgression (no immigration/no emigration) mod installed, it works with EA SP. I can move that out and put NRaas SP back in for more control (if needed).

Macaroodle 17th Oct 2017 5:02 PM

Okay, so I built my own festival grounds and added a concessions stand. I have Register set up to automatically fill those kinds of roles. The problem is, my townies seem to be stuck in an uninhabited house! ResetSim doesn't seem to work; they just stay stuck in the building. Does anyone have any ideas of what to do here?

igazor 17th Oct 2017 5:11 PM

Quote: Originally posted by Macaroodle
Okay, so I built my own festival grounds and added a concessions stand. I have Register set up to automatically fill those kinds of roles. The problem is, my townies seem to be stuck in an uninhabited house! ResetSim doesn't seem to work; they just stay stuck in the building. Does anyone have any ideas of what to do here?

Do you get any better or different results with a MasterController Reset on the sims or the uninhabited lot?

Or how about if you bulldoze the lot entirely? That shouldn't hurt sims who are inside at the time, they should just be sent home (if they have a home) or off the map if they are homeless NPCs.

Macaroodle 17th Oct 2017 6:06 PM

Quote: Originally posted by igazor
Do you get any better or different results with a MasterController Reset on the sims or the uninhabited lot?

Or how about if you bulldoze the lot entirely? That shouldn't hurt sims who are inside at the time, they should just be sent home (if they have a home) or off the map if they are homeless NPCs.


Doing a MasterController reset fixed the problem! Thank you!

TigerAnne 18th Oct 2017 11:01 PM

In Create a Household, I'm not able to select any of the premade Sims. The bin loads, and the selected Sim highlights, but the Sim that spawned in CAS never transforms into the one I selected. I also can't delete any of my old, ugly versions.

Gingerxyz 20th Oct 2017 12:16 AM

Quote: Originally posted by TigerAnne
In Create a Household, I'm not able to select any of the premade Sims. The bin loads, and the selected Sim highlights, but the Sim that spawned in CAS never transforms into the one I selected. I also can't delete any of my old, ugly versions.

Are you by any chance working with a full household when this happens? I've encountered a similar issue in the past when trying to build a household out of a group of previously created and saved sims. The first seven could be added fine, but I could never get the eighth sim to turn into the one I selected from the bin. The only workarounds I found were to load the ones that couldn't be recreated easily from the bin, and then to remake the last one, or to make them as two separate households and merge them after exiting CAS.

charlenechagdes 21st Oct 2017 3:42 AM

Ok I have somewhat a stupid question. I just bought world adventures and ambitions. when it comes to ambitions do you literally see the job that the sim is employed at and also is world adventures a realm that you have to add to your town page?

Ghost sdoj 21st Oct 2017 5:19 AM

World Adventures adds travel destinations which your sim can go to in your regular saved game. (And which your sims will start rolling wishes to go to...)
(A word of caution: when interacting with a local in a WA destination, you will get the opportunity to learn songs. DO NOT DO THIS!!! They sing them in the shower, which is cute. They sing them while fishing, which is cute. They sing them all the time, which is cute at first, and then gets very old very quickly. Especially when they are singing a song next to someone singing a different song, next to a stereo playing a third song, and then someone else comes in and starts singing yet another song. There are mods to prevent them from singing the songs unless you tell them to, but it's easier to just avoid teaching them any songs.)

Ambitions: there are two kinds of jobs now. There are the normal rabbithole jobs where the sim vanishes for a while. Then there are professions. Not only do you see the sim at work, you have to actually play the sim at work. They generally run around the neighborhood doing things, although the stylist keeps giving makeovers to the same sims over and over. (And it's probably not a good idea to have more than one profession in a household, or two if you're good at switching back and forth.)

ETA: World Adventures destinations are unique between saved games, so you can clear a tomb in China without it being touched if you start a brand new game and go to China in that new save. But within a save, you can only clear a tomb once. The condition of each destination in a save is kept within that save. And I hope I'm making myself clear. It's late, I'm tired, and I have too much of a migraine to get to sleep.

igazor 21st Oct 2017 8:22 AM

(uploads tea, migraine meds, and hugs for much later when she could use them to poor Ghostie, all while trying not to sing my favorite song from my homeworld on Planet Igazor...)

Ghost sdoj 21st Oct 2017 3:34 PM

Hugs Igazor back, and thanks him

Hugs are always nice. I wonder how much of a coincidence it is that your post was made about the same time things had subsided enough for me to get to sleep?

igazor 21st Oct 2017 8:50 PM

Wouldn't put too much faith in my (presumably) long distance digital healing powers. But as a fellow migraine sufferer the last thing in the world I would ever want is a hug if I am suffering from one or still somewhere in the process of recovery, which is why I meant that for "later" at the time.

Eronel 23rd Oct 2017 7:08 AM

Sooo for it to count toward the Surrounded by Family LTW (raise 5 sims, babies to teen), does the baby have to belong/be related to the Sim in question? Like if I move a baby into the household and let it grow up there, even if it has no relations to the adult will they still get +1 kid added to it?

CatMuto 23rd Oct 2017 1:47 PM

I'm pretty sure it has to be related to them - either by being birthed by the Sim with the LTW or through adoption.

pirate_wolf_12 25th Oct 2017 7:10 AM

Trying to log on to The Sims 3 store site and I keep getting this message: "Invalid login information. Please try again."

It's the same email and password I've been using for years on that hellworld site. Is this just their problem or something on my end?

attuned 25th Oct 2017 7:30 AM

I just went to hell for you, @pirate_wolf_12 by trying to log in "there". It worked fine, and I don't think I was there long enough for the evil shadow to catch me. Whew! Are you sure you have cookies enabled? I have gotten that message if I did not have my cookies- damn now I want cookies. Oh course, you are logged in here, so you probably do. I would try a few more times and then contact customer (not much) support. Accounts do get hijacked from that lovely site.

LucyBorgia 25th Oct 2017 8:09 PM

pirate_wolf_12 have you tried another browser? My laptop is tricky with Chrome, but fine with Edge. This is only the case for the store, almost every other page I try to log into works with Chrome.

Riesen 26th Oct 2017 4:37 PM

Is there a way to disable the sparkle effect on the junk piles from the Ambitions EP? It's just so uneccessary for them to sparkle, in my oppinion..

tizerist 26th Oct 2017 5:57 PM

I think I did that recently, but it's not in my notes. Download the Effects Modder Tool
http://modthesims.info/d/446536
and type junk into its search bar.

Riesen 26th Oct 2017 9:51 PM

Quote: Originally posted by tizerist
I think I did that recently, but it's not in my notes. Download the Effects Modder Tool
http://modthesims.info/d/446536
and type junk into its search bar.


Thanks, I'll have a look at it!

Emmett Brown 27th Oct 2017 12:00 AM

A stupid Statement, not a Stupid Question
 
1 Attachment(s)
As you know, aliens (Seasons) can summon giant meteors (Ambitions).

I knew from experience that analyzing the giant meteors results in a bigger take of simolians. Well, I had nothing better to do today (that is, nothing better that I wanted to do than check out the most profitiable way to get Giant Meteors)

As you can see from the data, analyzing your giant meteors results in an 86% increase in profits, even if the meteors themselves vary far more widely (12x the standard deviation).

TL;DR - analyze your giant meteors for the biggest return for the bang. Squashing NPC sims is just a side benefit...

SusannaG 27th Oct 2017 7:17 PM

Can you run custom (user-created) worlds if you have the Steam version?

Emmett Brown 28th Oct 2017 1:54 AM

Quote: Originally posted by SusannaG
Can you run custom (user-created) worlds if you have the Steam version?


Yes. There's even a way to adjust CAW so you can create world with the Steam version.

I've been getting errors when I try to modify worlds made with EPs and SPs I didn't have... With the latest Steam sale, my set is once again complete. So, I'm going to take another shot at editing some of my favorite user created worlds.

TPMemnoch 30th Oct 2017 4:11 PM

Sooo...my turn to ask a dumb question! LOL
I am very wary of cc - still have those boots I cannot get rid of!
Anyway, using version 1.67 (thanks to the Steam sale!).
Will houses and lots created with version 1.69 work with version 1.67?
Just checking - because the first lot I downloaded had those boots again!!! Argh....

Ghost sdoj 30th Oct 2017 4:46 PM

The major change between 1.67 and 1.69 was to the Launcher. The only things that are going to be version-specific between the two are core mods.

(http://findingbadccsims3.blogspot.c...and-how-to.html might be helpful if you've got the same boots I'm thinking of.)

TPMemnoch 30th Oct 2017 5:00 PM

Quote: Originally posted by Ghost sdoj
The major change between 1.67 and 1.69 was to the Launcher. The only things that are going to be version-specific between the two are core mods.

(http://findingbadccsims3.blogspot.c...and-how-to.html might be helpful if you've got the same boots I'm thinking of.)


Yep, those are the boots! LOL
Thanks for the link - guess I'll try to figure it out one more time. Maybe I am more computer savvy by now.

LeeAlee 30th Oct 2017 7:34 PM

Does anyone know, or have experience with what happens when high school teens are due to graduate and your town doesn't have a City Hall?

Wondering if they'll still receive diplomas, etc. If having no City Hall is going to bork things up for them, I'll have to think of where to add a temporary RH rug before a couple of them are due to age up to YA.

ETA: Does the City Hall graduation happen with NRaas SP and Careers module installed? And does graduation happen at the school without it installed? Mods in, mods out, I'm so confused...lol.

igazor 30th Oct 2017 9:20 PM

Quote: Originally posted by LeeAlee
Does anyone know, or have experience with what happens when high school teens are due to graduate and your town doesn't have a City Hall?

Wondering if they'll still receive diplomas, etc. If having no City Hall is going to bork things up for them, I'll have to think of where to add a temporary RH rug before a couple of them are due to age up to YA.

ETA: Does the City Hall graduation happen with NRaas SP and Careers module installed? And does graduation happen at the school without it installed? Mods in, mods out, I'm so confused...lol.

First, one of my favorite jokes from a very long time ago.
"Didn't you go to high school stupid?"
"Yeah, and I came out the same way!"
(badum-bum-tish)

The graduation ceremony is optional. Nothing horrible happens to actives or inactives if they just don't bother with it or miss it due to some kind of scheduling or routing glitch. I still put my sims through it when I can for the fun of it, but a few of them over the years have missed theirs entirely. In theory, the diploma is supposed to catch up with them in the mail or just appear in their inventory, but NRaas DebugEnabler can be used to generate a new one if this doesn't happen. There is no benefit I can think of in actually having the diploma in one's possession. A YA is automatically presumed to have finished high school.

NRaas SP doesn't change the location of the graduation or the fact that it's optional. With the SP Career add-on module, the player can turn the entire graduation situation off so that it never fires, turn it off for the inactives only for when there would otherwise be no actives graduating on the same day, or change the valid days of the week on which it can be scheduled. NRaas > SP > General Options > Options:Situations > Options:Grads/Proms/Curfew.

LeeAlee 30th Oct 2017 9:57 PM

Thank you for the info @igazor!

I've been playing with mods installed for so long (including many NRaas), that I can't remember how things happen in-game without them, or some of them. I was more confused when I read a page on 'Generations' EP changes and it mentioned graduating at the school.

I do like to have the graduations for actives and non-actives, the positive moodlets alone make it worthwhile.

"Didn't you got to high school..."

I don't know which is funnier, "...got to high school stupid" or "...go to high school stupid." Either way

LeeAlee 31st Oct 2017 1:13 AM

Quote: Originally posted by Kaiko Espurr Mikkusu
Yeah often I'm somewhat confused too when I play basegame with patch 1.

Maybe one time I should try to play my shannified berry sweets but without mods.


I shudder to think what it would be like to go that far back and play (base game + first patch). Then again, I do find myself wishing to go back in time.

Lord help me, I had to go and look up shannified. I haven't even explored Berry Sweets yet

Ghost sdoj 31st Oct 2017 3:16 AM

Quote: Originally posted by LeeAlee
I shudder to think what it would be like to go that far back and play (base game + first patch). Then again, I do find myself wishing to go back in time.



I remember playing Base Game with only the first patch. One of my sims ran around the neighborhood collecting anything that was there, and then discovered getting metals smelted and gems cut. One at a time. The "Cut all" and "Smelt all" options weren't there yet. The poor guy spent 4 days straight in just loading the mailbox.

LeeAlee 31st Oct 2017 4:30 AM

I lol'd remembering what we used to put our Sims through way back when. *And for what we still do to them.

pirate_wolf_12 31st Oct 2017 5:48 AM

Quote: Originally posted by attuned
I just went to hell for you, @pirate_wolf_12 by trying to log in "there". It worked fine, and I don't think I was there long enough for the evil shadow to catch me. Whew! Are you sure you have cookies enabled? I have gotten that message if I did not have my cookies- damn now I want cookies. Oh course, you are logged in here, so you probably do. I would try a few more times and then contact customer (not much) support. Accounts do get hijacked from that lovely site.

Your sacrifice will not be forgotten, soldier.

SayLegendary 4th Nov 2017 6:39 AM

I recently moved my family into a new house. It was quite spacious, but everytime sims wanted to interact with each other, they left the house and did it in the corner of the lot. When I moved them to another house, everything was fine. Anyone knows why that happened?

Ghost sdoj 4th Nov 2017 1:40 PM

Quote: Originally posted by Emmett Brown
As you know, aliens (Seasons) can summon giant meteors (Ambitions).

I knew from experience that analyzing the giant meteors results in a bigger take of simolians. Well, I had nothing better to do today (that is, nothing better that I wanted to do than check out the most profitiable way to get Giant Meteors)

As you can see from the data, analyzing your giant meteors results in an 86% increase in profits, even if the meteors themselves vary far more widely (12x the standard deviation).

TL;DR - analyze your giant meteors for the biggest return for the bang. Squashing NPC sims is just a side benefit...


I have no way to find out for myself, since I don't have Seasons, but I've been wondering: If you also have Supernatural, does using the potion to turn your meteors into gold affect the value as well? If so, how?

Quote: Originally posted by SayLegendary
I recently moved my family into a new house. It was quite spacious, but everytime sims wanted to interact with each other, they left the house and did it in the corner of the lot. When I moved them to another house, everything was fine. Anyone knows why that happened?

The house may have been spacious, but the sims didn't think so. It's possible that the floors weren't completely level. A difference small enough to still allow you to build can interfere with a lot of things later. Or there might be something invisible stuck in the middle of the floor. (Or the sims really wanted you to move them.)

SayLegendary 4th Nov 2017 3:22 PM

Quote: Originally posted by Ghost sdoj
The house may have been spacious, but the sims didn't think so. It's possible that the floors weren't completely level. A difference small enough to still allow you to build can interfere with a lot of things later. Or there might be something invisible stuck in the middle of the floor. (Or the sims really wanted you to move them.)


Hmm, interesting. Is there a way to find such problems during the building of the house, not while playing on the lot?

Ghost sdoj 4th Nov 2017 9:06 PM

The easiest way during building is to Level Terrain across the entire building area before building anything.

Invisible objects stuck in (or on) the floor usually happen during gameplay in the form of a "jig" that doesn't clean itself up properly. You are not likely to find them during building unless they interfere with leveling the terrain.

SusannaG 4th Nov 2017 10:42 PM

How would you clear such jigs?

Ghost sdoj 5th Nov 2017 1:10 AM

I use Master Contoller, but I believe you can also find them under Debug Enabler. Using Master Controller requires the Cheats module, Household>Object Stats> and if there is anything on the list named "jig" delete it. (Of course, you should make sure that there is no sim on the lot that is interacting with another sim or with an object before doing this. You should also save the game before doing this, as a precaution.)

igazor 5th Nov 2017 3:01 AM

If I may, it's MC > Object Stats > Non-Inventory. If a social or pet social jig is deemed to be in use when this function is used to Flush it, the sims involved may jump to one side or end up getting reset, but nothing really horrible should happen. Door jigs, again if deemed to be in use, tend to just respawn as needed.

SusannaG 5th Nov 2017 9:53 PM

Is anyone else being annoyed by the "eyeshadow" (I use the term lightly) from Supernatural showing up in places where it's not wanted?

Emmett Brown 5th Nov 2017 10:19 PM

3 Attachment(s)
Quote: Originally posted by SusannaG
Is anyone else being annoyed by the "eyeshadow" (I use the term lightly) from Supernatural showing up in places where it's not wanted?


Yes. Themed worlds have clothes and makeup that's just out of place in other worlds.

I'm tempted to try NRAAS dresser, and see if I can get it to work. Why? Because when I dress up my sims in custom clothing then pack 'em up for populating worlds, the invariably end up in the Potato sack.

I mean this boring beige dress thing that looks like it's a potato sack with a rope around it... what are the odds? Each one had custom content clothes and when I put them in the world, potato sacks. What's up with that? Not even random clothes! This sack is some sort of default clothing. One had a beautiful kimono... another a drindl, and the third fairy clothes. they all got the sack! The odds of that being random are incredibly small.

Ghost sdoj 6th Nov 2017 2:31 PM

Quote: Originally posted by Emmett Brown
Yes. Themed worlds have clothes and makeup that's just out of place in other worlds.

I'm tempted to try NRAAS dresser, and see if I can get it to work. Why? Because when I dress up my sims in custom clothing then pack 'em up for populating worlds, the invariably end up in the Potato sack.

I mean this boring beige dress thing that looks like it's a potato sack with a rope around it... what are the odds? Each one had custom content clothes and when I put them in the world, potato sacks. What's up with that? Not even random clothes! This sack is some sort of default clothing. One had a beautiful kimono... another a drindl, and the third fairy clothes. they all got the sack! The odds of that being random are incredibly small.


Apparently, your CC clothes were being left behind so they had to grab something to put on. That dress is the female default. (And I don't even want to talk about what the MEN grab...) I would be very cautious about blacklisting the outfit the game knows it should use if it can't figure out what it was supposed to be looking for.

(Actually, I would be very cautious about Dresser anyway. I put it in my game and it automatically decided to edit the outfits of everyone in the neighborhood and give them accessories. And it was just installed, so I hadn't gotten a chance to tell it that the glass fairy wings, the tails, and several other CAS accessories were not to be used on the general population. The guy with glass wings, wolf tail, and the halo was the straw that broke the camel's back. )

tizerist 6th Nov 2017 4:02 PM

Yeah I never understood why random accessories being applied by the mod was enabled.
I was wondering why my local politician was walking around with a sword on his back like an extra from Elder Scrolls. Perhaps he wanted to attempt a coup

Don Babilon 6th Nov 2017 5:26 PM

Quote: Originally posted by SusannaG
Is anyone else being annoyed by the "eyeshadow" (I use the term lightly) from Supernatural showing up in places where it's not wanted?


Quote: Originally posted by Emmett Brown
Yes. Themed worlds have clothes and makeup that's just out of place in other worlds.

I'm tempted to try NRAAS dresser, and see if I can get it to work. Why? Because when I dress up my sims in custom clothing then pack 'em up for populating worlds, the invariably end up in the Potato sack.

(...)
I am pretty certain that both cases are not normal.

If you mean the "zombie" eyeshadow then I have so far never seen it applied to game generated Sims apart from werewolves in their werewolf form, and, obviously, zombies.

And the potato sack as a replacement for cc suggests to me that something went wrong during the export. If you export a family from one world to another within the same user folder, the cc within that folder should not go missing all of a sudden. It's in any case not world dependent.

enable_llamas 6th Nov 2017 6:48 PM

Does anyone know if the Funeral party is tied to a specific EP, or you can just throw it after a family member dies? And in general how does it work? I've never tried, but always suspected it's a Generations thing (which I don't have installed now).

Oh and on the topic of ridiculous outfit/accessory additions, I used to have 5 or 6 different versions of snakebite/monroe piercings all in gloves so before I got the 'No gloves with outerwear' mod 80% of the townies' outerwear included facial piercings instead of gloves. Including the elderly and the town mayor.

Emmett Brown 6th Nov 2017 7:49 PM

Quote: Originally posted by Ghost sdoj
Apparently, your CC clothes were being left behind so they had to grab something to put on. That dress is the female default. (And I don't even want to talk about what the MEN grab...) I would be very cautious about blacklisting the outfit the game knows it should use if it can't figure out what it was supposed to be looking for.

(Actually, I would be very cautious about Dresser anyway. I put it in my game and it automatically decided to edit the outfits of everyone in the neighborhood and give them accessories. And it was just installed, so I hadn't gotten a chance to tell it that the glass fairy wings, the tails, and several other CAS accessories were not to be used on the general population. The guy with glass wings, wolf tail, and the halo was the straw that broke the camel's back. )


Thanks for reminding me why I removed dresser. I like the blacklist/whitelist idea but I never got it working right. Maybe there is a way to shut off checking people's clothing. I not sure how Dresser works when I travel, tho. I want Egypt, China, France and The Future to dress like their offensive stereotypical garb as EA intended.

SusannaG 6th Nov 2017 7:54 PM

The zombie eyeshadow - never seen it on one of my townies, but my own sim wears it of her own accord from time to time, which bugs me.

LeeAlee 7th Nov 2017 12:30 AM

Quote: Originally posted by SusannaG
Is anyone else being annoyed by the "eyeshadow" (I use the term lightly) from Supernatural showing up in places where it's not wanted?


Why yes, and other stuff too! I just spent part of 2 days redoing my settings using Easy CASP Editor by Kuree. When you use it, it's really surprising to see how EA designates some things (like it's an overcoat, but it's not enabled for outerwear - fixed that, and a heck of a lot more that I won't bore with). All that crazy makeup I disabled for random too.

Link to Kuree's Easy CASP Editor
http://www.simlogical.com/ContentUp...e/uploads/1589/

Link to more info available on NRaas
http://nraas.wikispaces.com/Blackli...asy+CASP+Editor

ETA: I keep the Easy CASP Editor folder in my D drive and only bring it to the desktop when I want to make changes. After all I changed the last 2 days, I probably won't have to do it in full ever again. Besides what I see the non-actives wearing, it irks me that EA didn't enable all of the hairs for all categories (fixed that shite too).
Your changes/settings are saved to the Mods/Packages folder so it's easy to move or remove them if you want to start over fresh with the settings (like I did a couple of times).

Don Babilon 7th Nov 2017 3:45 AM

Quote: Originally posted by LeeAlee
(...), it irks me that EA didn't enable all of the hairs for all categories (fixed that shite too).
(...)
In many cases this is actually intentional. When a hair is not enabled for a specific category the game will read the ID that is stored in a different part of CASP, CASPart1Index, and use the hair that is referenced there instead. This was mainly used for hairs with accessories.
You will particularly find that in many cases your CASP edits will have no effect on the nude outfit. If the Everyday 1 of your Sim uses a hair with a specified CASPart1Index the game will forcibly use that entry for the nude outfit. This is also the reason why some custom hairs don't work with the nude outfit even though they are enabled for naked and will change a Sim into some horrible hair when they enter the shower.

I don't know whether Kuree's CASP editor takes this into consideration though.

LeeAlee 7th Nov 2017 5:29 AM

@Don Babilon - I'll check on a couple of the nude hairs I changed in a test game to see if they work with the Kuree edits I did. My active in the game I'm playing now is a male so he can't help me Some of my favorite male hairs weren't career enabled. I don't get why they wouldn't be, and some of the female hairs might not have had accessories.

At least I won't be seeing any more of the long ruffled SN skirts being worn as outerwear, ITF full outfits as outerwear, winter Seasons boots as everyday, etc.

sweetdevil 7th Nov 2017 8:24 PM

Does anyone know of a way to make stuff that sims can't walk through, in World Builder? There's an annoying bug in Riverview and Island Paradise: if sims leave the cemetery heading across the riverbank, there's a point where they'll be stuck in an endless loop animation of getting in boat, sailing 2 squares, returning to the riverbank, getting in the boat again etc. The mind-boggling thing is that sims will ignore even giant boulders if I put them there, they'll just walk right through them!

Or really, any way to fix this would be nice

igazor 7th Nov 2017 9:54 PM

Quote: Originally posted by sweetdevil
Does anyone know of a way to make stuff that sims can't walk through, in World Builder? There's an annoying bug in Riverview and Island Paradise: if sims leave the cemetery heading across the riverbank, there's a point where they'll be stuck in an endless loop animation of getting in boat, sailing 2 squares, returning to the riverbank, getting in the boat again etc. The mind-boggling thing is that sims will ignore even giant boulders if I put them there, they'll just walk right through them!

Or really, any way to fix this would be nice

I think the issue in Riverview is that the waterways are too narrow there and in certain other places to handle boat routing properly. Either that, or you have NRaas GoHere with Boat Routing blocked from before a version came out where that option actually works as it should.

The currently in beta testing version of GoHere, what is now v44k, fixes the broken option.

http://nraas.wikispaces.com/GoHere+Testing
(this link will go nowhere or to the wrong place once v44 of GoHere is fully released)

I like the idea of the world lot barriers in certain places, but am not sure how to arrange that myself either. Maybe we could lure sims away from the troubled waters (so to speak) with an entire bank of ice cream machines, deep fryers, and chocolate fountains, but I'm not sure that strategy will have exactly the effect on gameplay that everyone wants -- fat sims who never want to leave that portion of the map for anything?

sweetdevil 7th Nov 2017 9:59 PM

Quote: Originally posted by igazor
I think the issue in Riverview is that the waterways are too narrow there and in certain other places to handle boat routing properly. Either that, or you have NRaas GoHere with Boat Routing blocked from before a version came out where that option actually works as it should.

The currently in beta testing version of GoHere, what is now v44k, fixes the broken option.

http://nraas.wikispaces.com/GoHere+Testing
(this link will go nowhere or to the wrong place once v44 of GoHere is fully released)

I like the idea of the world lot barriers in certain places, but am not sure how to arrange that myself either. Maybe we could lure sims away from the troubled waters (so to speak) with an entire bank of ice cream machines, deep fryers, and chocolate fountains, but I'm not sure that strategy will have exactly the effect on gameplay that everyone wants -- fat sims who never want to leave that portion of the map for anything?

Ooh, thank you! I'd noticed a string instead of the GoHere option but I assumed it was a mod conflict I'll try the new version! I've noticed the water is too shallow in most of the river, as sims often pause swimming to walk over those areas, or just refuse to go to them altogether. Interestingly enough, sims also can't go under those bridges, as opposed to the ones in WA, LN etc.

The problem is that while the game does provide some fences used in the world, sims just ignore them and route right through them - or at least they do near the riverbank, haven't tried other areas.

Now I'm just tempted to fill the graveyard with snow cone machines.

Don Babilon 7th Nov 2017 10:39 PM

There are no such objects that I know of; as you noticed, Sims will walk through things when they are outside lots, even if these blocked them on lots.
In a similar situation I was once linked to invisible boulders for use in Edit World but the results were mixed, i.e. they didn't work reliably. I think it was @tizerist who gave me the links.

Another solution is to place a new (small) lot in Edit World on those spots that are tricky. Sims will not go through a lot in order to leave another one. If you use Traveler while doing this you can tag them as hidden tombs so they don't show up in Map View later. (You can remove Traveler later once the lots are set.)
But in places like the graveyard in Riverview you might just end up with another corner that then poses the same problem.
This method at least worked perfectly for me in a custom world where there was one particular spot from which boats could not leave.

Orilon 9th Nov 2017 11:44 PM

Is there a way to learn photography without going to Egypt? My Sim has a work opportunity to learn photography and bring photos to work. However, if I send my Sim to Egypt to buy photography books and buy a camera, his kids can't go to school the next day. (Its Tuesday, they haven't just grown up, the stupid Holiday is on Thursday. They should go to school, but somehow dad coming back from vacation is screwing up school.)

igazor 10th Nov 2017 12:17 AM

Quote: Originally posted by Orilon
Is there a way to learn photography without going to Egypt? My Sim has a work opportunity to learn photography and bring photos to work. However, if I send my Sim to Egypt to buy photography books and buy a camera, his kids can't go to school the next day. (Its Tuesday, they haven't just grown up, the stupid Holiday is on Thursday. They should go to school, but somehow dad coming back from vacation is screwing up school.)

There are mods out there (or is it the BuyDebug cheat?) that will allow cameras to be buyable in homeworlds. They also show up for sale occasionally at Consignment Stores (Ambitions). There are also mods that allow all books to be sold in all book stores and all skill books to be available in the public library -- as I recall, there is only one photography skill book though. The rest of the skill levels have to obtained from practice.

But before going through any of that, if you have Uni your sim can take pictures with their smartphone. They did this so that the skill could be practiced by those in the Communications major for players who do not have WA. Not good enough?

Orilon 10th Nov 2017 12:22 AM

I uninstalled Uni out of frustration, so I don't have any Uni features. I just have World Adventures, Ambitions, Seasons, Supernatural, Island Paradise and Into the Future.


Edit to add: Thank you for reminding me about buydebug. I was able to buy a camera through buydebug and use that to take pictures for his job.

AmandieLove 16th Nov 2017 4:13 AM

So when I select an on-lot sim in NRAAS portrait panel and go to friendly, there’s a weird looking interaction called “ERROR!!” Is this part of the nerd trait or something, or should I not touch it with a 10 foot pole. Until I know what it does, I’m not touching it with a 10 foot pole and am praying to God it isn’t autonomous.


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