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igazor 7th Aug 2018 11:19 PM

Quote: Originally posted by Orilon
Thank you for the information. I didn't know that the human is used as a surrogate in an abduction and thought that the child would have the genetics from both.

To be fair, if this topic was covered thoroughly in mandatory High School Biology or Health classes (or the equivalent), I must have been absent on the day it was.

BlackjackGabbiani 8th Aug 2018 3:39 PM

I was going to ask in the WCIF area for a mod for this but I realized that it may not even be possible. Is it possible to have some function in the game that sorts accessories in CAS by category? I hate having to scroll through an endless stream of necklaces and earrings to get down to the socks at the very bottom.

Orilon 9th Aug 2018 11:59 PM

Are aliens considered an Occult?

Marc Keaton (the son of premades Justine and Marty) married my CAS Sims older alien daughter, and celebrity gossip is that he is woohooing with an occult. His wife is an alien, so are the rumors true or is there something he can do about it?

(Poor guy can't win. His wife is an alien, but if he woohoos a human he's cheating.)

igazor 10th Aug 2018 12:26 AM

Quote: Originally posted by Orilon
Are aliens considered an Occult?

Marc Keaton (the son of premades Justine and Marty) married my CAS Sims older alien daughter, and celebrity gossip is that he is woohooing with an occult. His wife is an alien, so are the rumors true or is there something he can do about it?

(Poor guy can't win. His wife is an alien, but if he woohoos a human he's cheating.)

It might depend on who's asking (context), but I believe the answer is yes. The only difference between Aliens and other occults is that a sim is officially considered an Alien if they have at least 20% Alien DNA. MasterController can be used to view and change that DNA amount. The other occult states are more like on/off switches. Meaning there is no such thing as a half-vampire for example or someone who is slightly werewolf-ish. Even if only one parent is a vamp, and even if hybrids (multiple occult states) are allowed for, either the child is a fully fledged vamp or they are not.

Orilon 10th Aug 2018 1:57 AM

In the context of the celebrity disgrace system. Marc is a level one or two celebrity and the last several times he woohooed with his wife I got the notification that he was disgraced for woohooing with an occult and has the disgraced celebrity moodlet. I had him sue for slander the first time and he lost the case. When he woohooed with her agian he got the moodlet again.

She has 100% alien DNA being the child of alien abduction. Its going to get old really fast if he gets the moodlet every single time he woohoos with her. Is there a way to turn it off?

igazor 10th Aug 2018 7:17 AM

Quote: Originally posted by Orilon
In the context of the celebrity disgrace system. Marc is a level one or two celebrity and the last several times he woohooed with his wife I got the notification that he was disgraced for woohooing with an occult and has the disgraced celebrity moodlet. I had him sue for slander the first time and he lost the case. When he woohooed with her agian he got the moodlet again.

She has 100% alien DNA being the child of alien abduction. Its going to get old really fast if he gets the moodlet every single time he woohoos with her. Is there a way to turn it off?

NRaas StoryProgression has options to disallow celebrity disgrace by type, this is one of them.

If not using NRaas SP, I'm afraid there might not be a solution for this other than switching off the entire celebrity system. Would have thought the Above Reproach LTR might help, but apparently in this case it does not.

enable_llamas 10th Aug 2018 3:50 PM

Quote: Originally posted by Orilon
She has 100% alien DNA being the child of alien abduction. Its going to get old really fast if he gets the moodlet every single time he woohoos with her. Is there a way to turn it off?


You need to register at the Asylum to see and download it, but this is pretty much what you're looking for - No Celebrity Disgrace. There are a few versions and one removes exactly the disgrace for woohooing with an occult. I use the 'No Disgrace for Anything' in the saves where my sims tend to misbehave on the regular cause that moodlet got old and annoying pretty quick. I think the last straw was the 'Child Out of Wedlock' thing where the parents were living together for a million years and just weren't married - seriously, what is that, the moral police?! Go climb a cactus, celebrity system.

Orilon 10th Aug 2018 9:29 PM

I do use Nraas SP, but didn't know that it had those options.

Thank you enable_llamas that was what I was looking for. I forgot to look at the Asylum for Late Night mods after I installed Late Night.

igazor 11th Aug 2018 12:54 AM

On the SP end, that would be
NRaas > General Options > Options:Friendships > Options:Celebrities > Disallow Disgrace by Type
(SP Relationship add-on module required)

Not everyone thinks to look for Celebrity options under "Friendship," but this is how they are sub-categorized both in the game's tuning and within SP.

chokolady 11th Aug 2018 1:40 AM

What does this tag mean above a residential lot?

igazor 11th Aug 2018 2:07 AM

Quote: Originally posted by chokolady
What does this tag mean above a residential lot?

I believe that one means the lot type is Residential-(Player) Ownable rather than Residential-Regular. Meaning that other inactive sims cannot move into it, but it's available for purchase by an actively played household (or is already owned as a second home, I keep getting those map tags mixed up myself). Does anyone own it and what does the lot type say in Edit Town?

jje1000 11th Aug 2018 9:30 AM

Planning on reinstalling Island Paradise- is the lag largely contained within Isla Paradise, or does it affect other worlds as well?

PuddingFace 11th Aug 2018 11:30 AM

Quote: Originally posted by jje1000
Planning on reinstalling Island Paradise- is the lag largely contained within Isla Paradise, or does it affect other worlds as well?


I think Nraas go here and the route fixed worlds take care of most problems.

jje1000 11th Aug 2018 7:14 PM

So it sounds largely like an issue caused by Isla Paradiso itself? Sound good

igazor 11th Aug 2018 7:21 PM

The only problem I have with the IP expansion is in worlds where sims try to route places by boat, but the waterways are too narrow (e.g., Riverview) to allow for that and they get stuck going in circles with no way to reach the shore. NRaas GoHere, the current version, fixes that with its option to disallow boat routing.

As for Isla Paradiso itself, I had only minimal problems there once I took some steps to fix the world up, get rid of a few very difficult or impossible to fix residential lots, and move most of the premades living on houseboats to residences inland because there were far too many of them on houseboats to start for that to work well. Since then another approach has evolved.
https://forums.thesims.com/en_US/di...oving-ip-lag/p1

jje1000 12th Aug 2018 7:37 AM

Is there any way of removing foundation posts (the ones from the IP patch) from lots after you've placed them from the Library?

It seems like another one of those bugs they never fixed.

Emmett Brown 12th Aug 2018 4:17 PM

Quote: Originally posted by jje1000
Is there any way of removing foundation posts (the ones from the IP patch) from lots after you've placed them from the Library?

It seems like another one of those bugs they never fixed.

Answer is yes, there is a way. Sadly, I don't recall how I did it. I remember it being tedious and never used those again because any changes are tedious... Part senility, part just a terrible memory that I didn't want to relive Pretty sure it involves a NRAAS mod (all good things come from NRAAS mods) like MC or Debug, and clicking on each post.

BlackjackGabbiani 16th Aug 2018 5:13 AM

What are "pose packs" FOR? Just for screenshots?

Emmett Brown 16th Aug 2018 5:22 AM

Quote: Originally posted by BlackjackGabbiani
What are "pose packs" FOR? Just for screenshots?



Yes

igazor 16th Aug 2018 5:37 AM

Quote: Originally posted by Gargoyle Cat
This isn't a help question, but I need opinions.

I bought a new tower yesterday as the one I had my game on decided that it doesn't like TS3 anymore. I tried playing my game 4 different times and every time I tried, it crashed. Knowing that I haven't installed anything lately either in the form of CC or mods, I took it as a sign that it was time to retire the ancient system I was playing on.

I spent the wee hours of this morning fighting with Windoze 10 and NET.Framwork, but aside from that, my game runs better than it has in a long time. Currently I have it installed on the regular hard drive, but before I get proverbially settled in to this new system, I'm wondering if it would be worth it to move everything over to the SSD? I've never had a system with a SSD, so I don't know if all the hype about them is true or not.

Thoughts?

TS3 will benefit from being installed on an SSD, and also by having one's user game folder on one -- Documents can be redirected in its entirety at the Windows level or symlinks can be used. Some games/other programs show no benefit, TS4 happens to be one of those. The places that show marked improvement are loadups, saves, caching, and CAS and Build/Buy catalog building and display. For actual gameplay once things are going, I don't think there's much or any difference.

The threshold question though would be is this SSD also running Windows and how much space have you got to work with on either drive. Both Windows and the game need a fair amount of free space to maneuver properly, so a 128 GB or smaller SSD is not going to cut it. A 256 GB might, but over time you'll likely be forever shuffling things like content and saved games around to other drives to keep enough free space.

BlackjackGabbiani 16th Aug 2018 6:44 AM

Quote: Originally posted by Emmett Brown


Yes

You seem surprised. I've never used them and I see them everywhere. I don't know what they're for. There's no need for the look.

Kylaaab 16th Aug 2018 11:26 AM

I feel like I'm going insane...

I distinctly remember there existing a parking space for community lots (White painted outline?) and being able to line them up next to each other to create parking. I checked community objects, I checked cars, I checked buydebug, but it's just.. gone. What happened to it? Did this even exist in the first place?

Deshong 16th Aug 2018 5:53 PM

Quote: Originally posted by BlackjackGabbiani
You seem surprised. I've never used them and I see them everywhere. I don't know what they're for. There's no need for the look.


There are different reasons why some may use pose player/poses. For me, it's nice to hang up photos of in-game screenshots in the Sim's homes even though it's through a program/mod. Sometimes I just like taking screenshots other than just gameplay even though I never fail to find something to capture that's interesting.


Lately I've been very much into creating different outfits for a Sims wardrobe's or to get a visual idea of what certain makeup colors look like, etc.


Quote: Originally posted by Kylaaab
I feel like I'm going insane...

I distinctly remember there existing a parking space for community lots (White painted outline?) and being able to line them up next to each other to create parking. I checked community objects, I checked cars, I checked buydebug, but it's just.. gone. What happened to it? Did this even exist in the first place?


Do you have UL installed? I think that is the EP it comes from.

=======

I have a question now. What happened to the game guides and some of the other useful information about TS3 over at SimsVIP? Nevermind, I guess. Maybe the main link just is not working or something.

Ghost sdoj 17th Aug 2018 5:37 AM

There is a floor tile set that I've had forever which is in the Miscellaneous section. It doesn't exactly advertise that you can use it for parking spaces, but it's black with a white line and comes with intersection and corner pieces. I forgot the name of it, but I think it was something like "bordered tile." If you rotate it to make the sides, and use the intersection and corner pieces in the right spots, you can make white lined parking spaces with it.

(And pose packs are also good for freezing one or more sims in place while leaving free will on. Just remember to either freeze motives as well or to pay attention so they don't starve while frozen. )

RoxEllen1965 17th Aug 2018 8:09 PM

Quote: Originally posted by Kylaaab
I feel like I'm going insane...

I distinctly remember there existing a parking space for community lots (White painted outline?) and being able to line them up next to each other to create parking. I checked community objects, I checked cars, I checked buydebug, but it's just.. gone. What happened to it? Did this even exist in the first place?

Are you sure that you're not remembering this old TS2 mod?
http://www.modthesims.info/download.php?t=330492

Kylaaab 18th Aug 2018 3:35 AM

As for the TS2 mod, I'm sure it wasn't that.

It might just be that it came with UL, since I had it up until four years ago and decided it was my least favorite EP, and had a lot of pointless things, or things I didn't use much (social groups especially), though admittedly some positives, that I'd rather have the higher settings and less lag in exchange for.

Ahah, just the fact that I haven't used the parking spaces in four whole years is surprising enough (I hadn't realized it was that long). Thanks though, that would've driven me crazy not knowing.

Emmett Brown 18th Aug 2018 6:43 AM

1 Attachment(s)
So I was seeing a little bit of lag in my game. Too many Sims... so I went into Master Controller and did a total annihilation of half the population.
Oh muh gawd... I'm Thanos.

Annette19 19th Aug 2018 12:43 AM

That household must be very unlucky. It can't be linked to wealth as my new sim got robbed on her very first night. The burgler took the toilet, which says a lot about how good her stuff was. I have always thought it was just random.

Deshong 20th Aug 2018 6:57 PM

Does anyone know what this icon's gesture means or means to you?


I think this icon originally comes from UL and is seen during the "Ask to Sketch" social. Anyone good at picture/image interpretation and analysis?

Kimlupai 20th Aug 2018 7:56 PM

If it's any help, I think I have seen my Diva sim with that same, or a very similar, thought bubble when she is complimenting herself. In that context I have taken the thumbs of the icon to be pointing at itself with an I am great attitude.

Don Babilon 25th Aug 2018 12:46 PM

Quote: Originally posted by Gargoyle Cat
Ugh! For the love of sims! rubs temples

Could somebody please explain to me how burglaries work? I'm so done with them. Every time I play the Babilon / Wilson household, there is a attempted robbery at least once every other sim day, although I had one day last week where there was 3 attempts in a single sim day.

If robberies are linked to what a household owns, the only things worth anything of any significant value is a Subaru WRX, the piano and paintings that are all over the house. Neither of the sims themselves are rich, although both of them do have beefy savings accounts. I also have SP Meanies installed if that means anything. I don't know if that is contributing to this problem or not. I would think if it did, it would affect all households. not just one.
3 times a day? That is not normal, maybe even impossible without mods.

On the other hand a Babilon is an extremely covetable item, so in a way I do understand the burglar's motive.

igazor 26th Aug 2018 3:34 AM

Quote: Originally posted by Gargoyle Cat
Can I keep a playable sim from getting a job? I have writers that do okay while I'm playing them, but as soon as I make another household active, they go get a job elsewhere.

The reason I'm asking is because I want to have a Bed and Breakfast in my game. It would be my spin on the TS2 Flop House where sims live temporarily until they have enough funds to buy a house or rent a apartment. Making a sim the owner of the B&B is easy, keeping them around is a whole other story. The sim's source of income would be from those that rent a room and I'd prefer to keep it that way if at all possible. They also earn money through gardening, painting, ect... I just don't want them to take a rabbithole job.

If using NRaas StoryProgression, NRaas > SP > Sim Options > Career:Allow Find Job > False.

Note that this only prevents SP from shoving the sim into a career, the game itself might still do so. For further protection, I might give them the Careers mod Unemployed placeholder career while inactive -- it is a career technically, but with no hours, location, work to be done, pay, or retirement plan. They probably won't be pushed to write while inactive that way though, so in this case it might be a last resort.

lakme 27th Aug 2018 2:27 PM

Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!

igazor 27th Aug 2018 2:43 PM

Quote: Originally posted by lakme
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!

Will this do what is needed?
http://www.modthesims.info/download.php?t=588077

Norn 27th Aug 2018 2:46 PM

Quote: Originally posted by lakme
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!

Maybe these mods are what you are looking for?
Horse Boarding Service by psjutton: http://www.modthesims.info/download.php?t=588077
No autonomous Go Home for horses by KittyTheSnowcat: http://www.modthesims.info/download.php?t=587102

[eta] Dang, too slow

lakme 27th Aug 2018 3:29 PM

Thank you! I didn't know the horse going home would be an issue, so these are super helpful.

igazor 28th Aug 2018 2:01 PM

Quote: Originally posted by miriamnz
Does Nraas provide a way to remove the "Service/NPC" status of a sim and make them a regular resident? I've tried moving them into a residential lot and assigning a regular job, but Nraas MC status still recognises their NPC role.

Service Sims and Role Sims are not the same class and are/need to be handled differently from each other.

Service Sims are those who are (usually) called or pushed to your sim's house to perform their services. These include maids, mail/pizza deliverers, babysitters, butlers, grim reapers, time travelers, stray animals, mermaids not living in a real residence, among others. Service Sims belong to a virtual service household and can never be town residents. When moved into a "real" household, they will instantly drop their service assignments.

Role Sims are those who are (usually) tied to a role giving object in town. These include cash register attendants, mixologists, bouncers, coffee baristas, tattoo artists, Seasons festival booth workers, again among others. Role Sims can be either homeless or proper residents belonging to a proper household, but they shouldn't really be a part of an actively played household as their role assignments then become unstable. NRaas Register is required, on the role giving object, to remove their assignment to it. There are a few special cases called Global Role Sims, the Paparazzi, Uni Mascots, WA Special Merchants, whose assignments can be reached and removed using the Register > Global Roles menu on City Hall.

Volvenom 28th Aug 2018 3:48 PM

Here comes the original tutorial on populating worlds. The part about what type of sims are needed is useful .

Quote:
Townie Numbers
Townies, or homeless Sims, are often drafted randomly for less formal or more dynamic roles than those occupied by service NPCs. Players can have as many or as few townies as you like. Creators currently cannot choose which role a townie will occupy, so they should account for that in their Sim design. The best way to work out how many of these Sims you might need is to count how many mixology bars, barrier ropes, tattoo chairs, etc you have placed in it, then add +5 to that number to account for paparazzi.

Townies will be drafted into the following roles:

Role Expansion
Tattoo Artist Ambitions
Mixologist Late Night
Paparazzi Late Night
Pianist Late Night
Bouncer Late Night
Apartment Neighbour Late Night
Proprietor Showtime
Elixir Consignment Specialist Supernatural
Male Kissing Booth Attendant Seasons
Female Kissing Booth Attendant Seasons


Quote:
Service Numbers
Service Sims all belong to a single invisible household named Service NPC. If you do not add service Sims using the methods described earlier then this household is randomly generated at the start of a save game. In Edit in Game the only service NPC that exists initially is the Grim Reaper. Preliminary testing suggests that the game won't recognise Simbots as service NPCs, although this requires further investigation.

Note - The Mixologists here are different to the Mixologists listed in the townie section below. Service Mixologists can be hired by the phone and live in the Service NPC household. Mixologists that appear in venues are randomly selected/generated homeless Sims.
Service #No. Life Stage Expansion
Adopt 2 YA+ Base
Babysitter 2 Teen Base
Fire Service 3 YA+ Base
Magician 2 YA+ Base
Maid 2 YA+ Base
Newspaper Delivery 2 Child Base
Pizza Delivery 2 YA+ Base
Police 2 YA+ Base
Repairs 2 YA+ Base
Burglar 2 YA+ Base
Repoman 2 YA+ Base
Mail Carrier 2 YA+ Base
Science Geek 1 YA+ Base
Child Protection 2 YA+ Base
Butler 2 YA+ Late Night
Mixologist 4 YA+ Late Night
Dancer 4 YA+ Generations
Pet Adoption 2 YA+ Pets
Animal Protection 2 YA+ Pets
DJ 1 YA+ Showtime
Acrobat 1 YA+ Showtime
Magician 1 YA+ Showtime
Singer 1 YA+ Showtime


This is not totally updated, but later information is googlable.

PuddingFace 28th Aug 2018 4:36 PM

Quote: Originally posted by Gargoyle Cat
Can I remove the 'best friend' status with vehicles with Retuner? My sims don't need status of any kind with the vehicles they own.


Removing the vehicle enthusiast trait should do the trick imo.

tysika 28th Aug 2018 11:45 PM

Say I have several mods that modify the same xml.. These mods will conflict, but I can get them both to work if put one of them in the overrides folder? I'm not really clear on how to avoid conflicts by using the override.

PuddingFace 29th Aug 2018 12:37 AM

Quote: Originally posted by tysika
Say I have several mods that modify the same xml.. These mods will conflict, but I can get them both to work if put one of them in the overrides folder? I'm not really clear on how to avoid conflicts by using the override.


No if you have multiple mods that mdify the same xml file. Only one will load regardless of whether you put in Overrides or packages.
What you can do is edit the xml yourself so the same xml contains the edits of all those mods. S3PE is required for this. And check out the tutorial for making tuning mods.

tysika 29th Aug 2018 1:28 AM

Quote: Originally posted by skydome
No if you have multiple mods that mdify the same xml file. Only one will load regardless of whether you put in Overrides or packages.
What you can do is edit the xml yourself so the same xml contains the edits of all those mods. S3PE is required for this. And check out the tutorial for making tuning mods.


Ahh! I see. I have 0 programming knowledge... well there's a first to everything.

PuddingFace 29th Aug 2018 2:11 AM

Quote: Originally posted by tysika
Ahh! I see. I have 0 programming knowledge... well there's a first to everything.


It's pretty easy actually. Editing the xml just means changing some values usually.

igazor 29th Aug 2018 7:20 AM

Quote: Originally posted by miriamnz
Anyway, any help you can provide is much appreciated.

There is no need to find a way to remove their service assignments. Making them town residents, inactive or otherwise, will remove them from the service pool for you; a maid, babysitter, or social worker simply cannot be a resident and have those service assignments at the same time. You may find that you are unable to direct social (friendly, romantic, etc.) interactions towards them when they are no longer Service Sims because the lack of ability to socialize with them so as not to get in the way of their duties sometimes get stuck during the transition. This is easy to fix if you notice it with an NRaas DebugEnabler command on the affected sims, the now former Service ones.
NRaas > DE > Options:Sim (or Smartphone) > Sim > Enable Socials

If Town aging is off but the Service Caste aging is on, then the Service Sims will age. If both are off, then of course they should not. Caste settings will trump Town settings. Many of us want different things here. If my town is aging overall, I wouldn't want the Service Sims to stay static on age or else generations will come and go but the same newspaper deliverer will still be a child, the same babysitter will still be a teen, the cashier who waited on great grandmama decades ago is still young and at her station, etc. But if aging is off across the board, I could see where one wouldn't want Service (and Role) Sims to age either.

On the service pool getting replaced so rampantly, are you using SP's Population module and do you have it set to replace Service Sims with "immigrants"? If so, then this would be why replacements of the pre-mades were happening.
NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Replace Service (and/or NPC Roommates) with Immigrants

It's usual purpose is to do the opposite of what you want. That is, replace the zero slider boring pre-mades that other worlds are more famous for with more interesting ones as per the settings on the rest of the Options:Sims > Immigration/Emigration menu that it unlocks.

This is not to be confused with the setting under Options:Lots > Options:Immigration/Emigration, those are for the immigration (or lack thereof) of newly spawned households, and that menu has its own settings.

Don Babilon 29th Aug 2018 2:20 PM

Quote: Originally posted by skydome
Removing the vehicle enthusiast trait should do the trick imo.
Not enough, I'm afraid. But Buzzler's No Car Relationship should do the trick.

Emmett Brown 29th Aug 2018 6:01 PM

I forgot that if you have a vehicle and live in the dorms at university, one of your roommates will take it. Only a motorcycle this time and not a Motive Mobile... so no big loss... just one hour cloning a plasma bug to replace it
Edit: got my motorcycle back. Found it in the parking lot at night. Seriously, the science degree: skills are science (make sense), alchemy (uh.. okay) gardening, fishing. Gardening and fishing? Wut?

Don Babilon 29th Aug 2018 8:39 PM

Quote: Originally posted by Emmett Brown
(...) skills are science (make sense), alchemy (uh.. okay) gardening, fishing. Gardening and fishing? Wut?
Makes sort of sense, no? Considering that gardening and fishing are part of the requirements for the science career.

Emmett Brown 29th Aug 2018 10:22 PM

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I was playing a solo alien. I have a bunch of odd mods like NRAAS Woohooer. I've noticed that if you woohoo in university you get a bunch of kids when you return home from Uni.
Well, my Alien, Zork, didn't woohoo. He's a serious student.
Anyway, I thought, "you know, the frat house has some interesting characteristics. I can clean it up and add it to my home world." So, I added it to my library and then did an edit home town from University, so I could move in as soon as I return to home. Added it to the home world, and go back to game...
Got a New Sim! Welcome Paige Corono! Her Parents are Leonard Shelly and Ashley Corono, who were roommates at the dorm. I see how this happened, I think I'm going to go with it and keep poor little Paige. Zork is a better parent than either of her parents. Gonna say she was abandoned and I took her in as my ward.

sweetdevil 2nd Sep 2018 12:23 PM

You know how Kleptomaniac sims steal items from community lots if you leave them unattended, and how you can return those items via the mailbox?
Well, are those items placed back where they were stolen from, or do they just disappear into the ether? :o

On an completely unrelated note, I need to keep a closer eye on a particular sim...

Ghost sdoj 2nd Sep 2018 5:03 PM

No, they are not replaced. Your sim just feels good about sending it back, but you can edit the lot yourself to replace it.
The bigger problem comes when you accept an invitation to another sim's house (especially for a party) and your Klepto is left alone in a room after dark. I've seen evidence that items stolen from another sim's house may not be replaced, either. And you can't replace them yourself without either moving the family or making them active.

Emmett Brown 2nd Sep 2018 6:41 PM

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My stupid question... In CAW, when you first start a new world you pick out a map with a height (100, 200, or 300) and set the maximum height in the drop down box.
Okay... Height of what? Is that the maximum height of the mountains or the camera? If it's the camera, then setting a lower height means I can set the camera routing much thinner so you don't see the edge of the world (and that the world is really flat!) effectively allowing the world to have more space. If it's terrain, then why would I want 100 or 200 when I can set it to 300 and just make smaller mountains?

Edit: Is it disrespectful of plumbot rights to put a plumbot charging station next to the washing machine? What if the plumbot has a crush on the washing machine? Is this ever okay?

Flora2 4th Sep 2018 5:08 PM

I feel really stupid to ask because I'm sure everyone knows about the answer but me: so... what happened to Modyourpanties (the image sharing site of MTS)? I noticed months ago that I couldn't login anymore (I click on "Click here" and nothing happens). Has it moved? Or messed up behind any repair? or MTS doesn't pay for a site like that anymore?

Norn 4th Sep 2018 6:04 PM

1 Attachment(s)
Quote: Originally posted by Emmett Brown
My stupid question... In CAW, when you first start a new world you pick out a map with a height (100, 200, or 300) and set the maximum height in the drop down box.
Okay... Height of what? Is that the maximum height of the mountains or the camera? If it's the camera, then setting a lower height means I can set the camera routing much thinner so you don't see the edge of the world (and that the world is really flat!) effectively allowing the world to have more space. If it's terrain, then why would I want 100 or 200 when I can set it to 300 and just make smaller mountains?


It's the height of the world. If you use the sculpting tool with "Hill Steep" excessively in one spot you will at one point hit the ceiling And prove that the world is flat, actually. You would want to set it to 100 or 200 to save computing power. Not sure if there would be notable impact is but it's less space the game has to render and compute.

simsample 4th Sep 2018 11:09 PM

Quote: Originally posted by Floraflora2
Has it moved? Or messed up behind any repair? or MTS doesn't pay for a site like that anymore?

It died:
http://www.modthesims.info/showthread.php?t=611818
Attach images to your posts for now.

Shaghayeghyz 7th Sep 2018 9:39 AM

Hi everyone
My problem is error code 12 actually I did EVERYTHING that was said to do I deleted many families and lots,I deleted bad save files and deleted everything unnecessary in my sims 3 folder I installed error trap and overwatch etc
And by the way my ram has a lot of free space
Actually my problem started when I lost my cd so I used no cd mod and I opened my game from program Files/Electronic Arts/Island paradise/Game/Bin.there is file name TS3EP09.ex and by clicking on this I go into my game
Is my problem related to this?
Have you ever faced this situation?
I know there are lots of topics about error code 12 but I saw them all and tried Doing them all
Please help me with this

Shaghayeghyz 7th Sep 2018 10:44 AM

Quote: Originally posted by Gargoyle Cat
Hi, Shaghayeghyz,

Since this is more technical than what this thread is meant for, you'd be better off posting this in the Help Section .

Ok thanks

Emmett Brown 8th Sep 2018 7:35 PM

1 Attachment(s)
What is this dynamic challenge stuff in my downloads folder? it doesn't show up under 'downloads" when I go to install stuff. Is it some sort of Digital rights management?

Emmett Brown 8th Sep 2018 9:26 PM

Yeah. I'm using the steam version of 1.67. I can also see some challenges XML tuning files in the gameplay.package. Maybe I should study this as there may be game magic inside.

igazor 8th Sep 2018 11:46 PM

Quote: Originally posted by Emmett Brown
What is this dynamic challenge stuff in my downloads folder? it doesn't show up under 'downloads" when I go to install stuff. Is it some sort of Digital rights management?

The Dynamic Challenge files are related to the Badges we can earn, as displayed on the old TS3 website under our profiles. You can delete them at the risk of losing some badge progress (many of us couldn't care less about that), they will return the next time you log in at the Launcher level. I usually just ignore them. It has nothing to do with DRM.

CatMuto 9th Sep 2018 3:54 PM

If you go into the notepad Sims3 file in the Program Files/Origin Games/Sims 3 folder, I know you can change the memory usage from the default 2 higher.
I have a total of 16 RAM on my PC. That means I can alter it to using 8 at the highest, right? Always half of your RAM in total.

igazor 9th Sep 2018 11:13 PM

Quote: Originally posted by CatMuto
If you go into the notepad Sims3 file in the Program Files/Origin Games/Sims 3 folder, I know you can change the memory usage from the default 2 higher.
I have a total of 16 RAM on my PC. That means I can alter it to using 8 at the highest, right? Always half of your RAM in total.

There is an urban legend of sorts still circulating out there that such a setting exists. If it's the one I am thinking of, that measures the potential total size of the script heap and if we count the zeros correctly we see that it actually says 20 GB, not 2 GB. I would recommend not changing that, no one except the developers knows why it was set to 20 GB but it doesn't do what everyone who propagated this myth across the web many years ago thought it did.

TS3 has been Large Address Aware (LAA) on Windows (not the Mac version) ever since Patch 1.17. That means it can and will reach for just short of 4 GB of RAM on its own if it needs to and if the RAM is available; the actual upper limit is ~3.7 GB due to some overhead. But as a 32-bit application, that is the best it can do. No 32-bit app can ever use more RAM than that, it's a laws of physics and mathematics thing, and if it tries to reach for more RAM than it can possibly use even for a split second the result will be a crash or Error12s upon trying to save. Unfortunately, EA never made a 64-bit version of this game that would have lifted such a limit.

chokolady 14th Sep 2018 12:36 PM

What is inappropriate behavior for guests?
Yesterday I threw a rather big party in Bridgeport in hopes of finding possible mates for my 2 sims. Around 20 sims showed up to the party and brought food.
Some of them were stuck in the garage, as you do, and others went upstairs. My sims spend the whole party getting the "ask to behave" actions for almost all the guests(his brother was also getting the actions), but I cant figure out what those guests were doing wrong.
As far as I know being stuck in garage, standing on the front porch, taking in food and using pool are not inappropriate things?
Any ideas what my guests could have been doing that I did not notice that was "rude"?

igazor 15th Sep 2018 1:52 AM

Quote: Originally posted by Gargoyle Cat
@igazor

How do the modules for Vector work? Can I create castes so my playables are left alone, but other sims can get sick from whatever module I pick, or does the module (s) infect everybody?

The outbreaks start with one or more random Patient Zeros, as designated by the mod's options on City Hall; I believe they are all one by default. Those that are transmitted by social interactions will spread if/when that sim comes in contact with others while they are contagious. The different diseases spread in different manners though, this is covered on the detail pages for each module that one clicks through to get to where the downloads are.

There are no options for castes (that's SP) or to grant actives immunity, although there is an option to prevent actives from getting a disease spontaneously when a new strain evolves. It's already False by default. There might be something in Vector's debug menu about further forms of immunity by sim, will have to check the next time I am in-game. I do know that you can cheat a cure to any sim already infected using the debug commands.

Don Babilon 16th Sep 2018 1:09 PM

Quote: Originally posted by chokolady
What is inappropriate behavior for guests?
Yesterday I threw a rather big party in Bridgeport in hopes of finding possible mates for my 2 sims. Around 20 sims showed up to the party and brought food.
Some of them were stuck in the garage, as you do, and others went upstairs. My sims spend the whole party getting the "ask to behave" actions for almost all the guests(his brother was also getting the actions), but I cant figure out what those guests were doing wrong.
As far as I know being stuck in garage, standing on the front porch, taking in food and using pool are not inappropriate things?
Any ideas what my guests could have been doing that I did not notice that was "rude"?

Using the pool is considered inappropriate behaviour.

An additional problem might be if the party was held in an apartment building, because as soon as a guest leaves the residential area of an apartment and enters a public area on the lot they are not considered part of the party anymore and are treated more like uninvited guests, even though they still behave like invited visitors.

chokolady 16th Sep 2018 6:13 PM

Quote: Originally posted by Don Babilon
Using the pool is considered inappropriate behaviour.

An additional problem might be if the party was held in an apartment building, because as soon as a guest leaves the residential area of an apartment and enters a public area on the lot they are not considered part of the party anymore and are treated more like uninvited guests, even though they still behave like invited visitors.

I had no idea about the pool. Hopefully that's not the case with a pool party? xD I wouldn't know, I never threw a pool party

Ghost sdoj 16th Sep 2018 7:54 PM

I have thrown pool parties, and I'm still not sure if using the pool qualifies as inappropriate. Nobody ever gets into the pool!

Don Babilon 16th Sep 2018 10:11 PM

I just know that when your own Sim is invited to an NPC pool party and uses the pool without the "Inappropriate in a Good Way" lifetime reward, he/she will be scolded.

chokolady 22nd Sep 2018 9:52 PM

If I make a ghost in cas, can I revive them? Or can only sims that died in game be revived?

kin.gyo1413 23rd Sep 2018 12:04 AM

Quote: Originally posted by chokolady
If I make a ghost in cas, can I revive them? Or can only sims that died in game be revived?


I've never had a problem reviving any ghosts, no matter how they were created

Emmett Brown 23rd Sep 2018 7:24 PM

It sure is easy to make mods in Sims 4 with Sims 4 Studio and Mod Constructor. Sims 4 is Python based.
Sims 3 is C# based. I made one C# mod per the tutorial on setting it up for Sims 3. Other than that, just XML Tuning and some picture mods. I'd like to make changes.
Unity is C# based, and they dropped Python as an option.
This makes it hard to decide. I still like Sims 3 better, but I've been unfaithful and playing Sims 4.

chokolady 28th Sep 2018 9:31 PM

How can I have a romantic date in a gondola if 1 sim needs to be operating it instead of sitting side by side with their date? Wish the gondola would spawn a npc to operate it.

igazor 28th Sep 2018 9:42 PM

Quote: Originally posted by chokolady
How can I have a romantic date in a gondola if 1 sim needs to be operating it instead of sitting side by side with their date? Wish the gondola would spawn a npc to operate it.

Yeah, that takes "skills."

I haven't played with the gondola in a very long time, but I always had a sim spawned to be the operator on those. As I recall they weren't Role Sims exactly, but more like the taxi and carpool drivers who are just there to fill the slot and have nothing else going on in their lives that we can see.

TwistedSmiley 29th Sep 2018 9:58 AM

Quote: Originally posted by Gargoyle Cat
Could somebody please explain to me how burglaries work?


Nobody knows how they work, I don't think the game devs even know...

What I do know is use multiple alarms, one on EACH side of EACH doorway into the house (on the ground floor).
This is because a burglar alarm on the inside of your house does not detect burglars in your front/back yard (etc)
I started doing this as I had 8 cars parked outside a house and the burglar got away with the one car that was worth more than the other 7 and the house combined
The only downside to having alarms mounted on the outside walls is the burglar usually gets away from the police as they are detected as soon as the enter the property.

(Since I started doing this I haven't lost an object to the criminal underworld)

featherkeys 30th Sep 2018 1:41 AM

Has anyone had a sim autonomously quit college? Is that even an option? The popup said they quit their job, but since they were enrolled in a home-world uni, they didn't have one.

I'm also seeing school-related opportunities timeout prematurely. Not sure if it's the world that's wonky or if I messed up something with Relativity.

SneakyWingPhoenix 30th Sep 2018 2:36 PM

1. How long it takes for other sims to move in the new town?
2. "There is a crowd for romance. You'd have to dial it down to make it a regular group. Do you want to do so? " What does this mean?

Ghost sdoj 2nd Oct 2018 1:41 AM

It means that you have some sims who were being sent out on a date and got another sim who was going to join the group. Since the game only expects your own active sims to be involved in that kind of situation it's giving you the option of either cancelling the join request and keeping it a date or allowing another sim to join and turning the outing into a regular group. Even if you have no idea of who is going on the date or who is joining it. Or it means that two sims in a group are getting more interested in turning it into a date and need to either tone it down or leave the group together. Again, you get the pop-up even if none of your sims are involved.

chokolady 2nd Oct 2018 2:06 PM

How many "hold meetings" outside of working hours(business career) does it take for the smiley meter to be anything above average. It feels like 100000

Emmett Brown 2nd Oct 2018 3:28 PM

I think the "three's a crowd" thing is a glitch that EA never fixed.

Shaghayeghyz 2nd Oct 2018 5:59 PM

Hi everyone
My problem is so weird... Actually I used traveler mod and changed my sims hometown from sunset valley to Isla Paradiso and when I Wanted to go back to sunset valley to do some works I used another Isla Paradiso townie and used traveler mod and went back to sunset valley but all the sunset valley townies were disappeard I mean the icon of sims were up to them but they weren't showing not in relationship bar and nor in town it is like they are under the ground
I used Mc reset everything from city hall but every sims hairs and appearance tottaly changed and they were all like each other but with different skin tones and hair colors they faces were like NPCs😳
I was so shocked that I quieted the game and restart and did traveling and changing hometown again but again this happened
Can you please help me?

SneakyWingPhoenix 2nd Oct 2018 7:58 PM

Regarding the showcase of a lot of design and pertaining in seeking the feedback of one, do I post such thread in The Sims 3 Create Forum for better results in discussion?

igazor 2nd Oct 2018 8:29 PM

Quote: Originally posted by Shaghayeghyz
Hi everyone
My problem is so weird... Actually I used traveler mod and changed my sims hometown from sunset valley to Isla Paradiso and when I Wanted to go back to sunset valley to do some works I used another Isla Paradiso townie and used traveler mod and went back to sunset valley but all the sunset valley townies were disappeard I mean the icon of sims were up to them but they weren't showing not in relationship bar and nor in town it is like they are under the ground
I used Mc reset everything from city hall but every sims hairs and appearance tottaly changed and they were all like each other but with different skin tones and hair colors they faces were like NPCs😳
I was so shocked that I quieted the game and restart and did traveling and changing hometown again but again this happened
Can you please help me?

Do you have Overwatch and ErrorTrap in play in addition to Traveler?

Regardless, invisible sims appearing to be underground are an indication that their outfit assignments are broken. Not the outfits (clothes, CAS parts) themselves, the assignments of the sims to them. MC Resetting will not fix this. There are two other ways.

-- Get each sim to dress themselves again, even if that means ordering them to put on the outfit they were already supposed to be wearing. That can be very tedious for a population of inactives, but MC's Outfit command should do it and is a lot easier than getting them all to go swimming or something.
-- Use NRaas DebugEnabler's Fix Invisible Sim command. That should find and fix usually at least 80% of them by regenerating the links from the sims to their current outfits if link breakage is detected. It runs on all sims in town, so that would be more efficient when faced with a town full of them.

If either method still causes the sims' appearances to change dramatically, to the point where they aren't really recognizable anymore, I'm afraid to say that the original world and its inhabitants were corrupt to some extent.

AGuyCalledPi 3rd Oct 2018 12:52 AM

Right, here's a stupid question: how do I give a Sim an abnormally large mouth? What kind of slider could do that for me? Just a regular-shaped mouth, only 25% bigger. Like Julia Roberts's.

Shaghayeghyz 3rd Oct 2018 9:08 AM

Quote: Originally posted by igazor
Do you have Overwatch and ErrorTrap in play in addition to Traveler?

Regardless, invisible sims appearing to be underground are an indication that their outfit assignments are broken. Not the outfits (clothes, CAS parts) themselves, the assignments of the sims to them. MC Resetting will not fix this. There are two other ways.

-- Get each sim to dress themselves again, even if that means ordering them to put on the outfit they were already supposed to be wearing. That can be very tedious for a population of inactives, but MC's Outfit command should do it and is a lot easier than getting them all to go swimming or something.
-- Use NRaas DebugEnabler's Fix Invisible Sim command. That should find and fix usually at least 80% of them by regenerating the links from the sims to their current outfits if link breakage is detected. It runs on all sims in town, so that would be more efficient when faced with a town full of them.

If either method still causes the sims' appearances to change dramatically, to the point where they aren't really recognizable anymore, I'm afraid to say that the original world and its inhabitants were corrupt to some extent.

Yes I have both errortrap and overwatch

I used the sims to dress again but while dressing sims and the outfits were still invisible but the icon of sims were still remaining
The way like they were under the ground I even make them go and take a shower or go swimming but it didn't work....I have to use the mod that you said to see the result

Shaghayeghyz 3rd Oct 2018 2:24 PM

Quote: Originally posted by igazor
Do you have Overwatch and ErrorTrap in play in addition to Traveler?

Regardless, invisible sims appearing to be underground are an indication that their outfit assignments are broken. Not the outfits (clothes, CAS parts) themselves, the assignments of the sims to them. MC Resetting will not fix this. There are two other ways.

-- Get each sim to dress themselves again, even if that means ordering them to put on the outfit they were already supposed to be wearing. That can be very tedious for a population of inactives, but MC's Outfit command should do it and is a lot easier than getting them all to go swimming or something.
-- Use NRaas DebugEnabler's Fix Invisible Sim command. That should find and fix usually at least 80% of them by regenerating the links from the sims to their current outfits if link breakage is detected. It runs on all sims in town, so that would be more efficient when faced with a town full of them.

If either method still causes the sims' appearances to change dramatically, to the point where they aren't really recognizable anymore, I'm afraid to say that the original world and its inhabitants were corrupt to some extent.

HI I just went to nraas to download debugenabler mod but nraas was updated and it only had mods for 1.69 patch
Isn't there any way to download this for my 1.67 patch?
By the way patching sims to 1.69 needs origin and origin doesn't work for my country

Emmett Brown 3rd Oct 2018 3:53 PM

Quote: Originally posted by GrijzePilion
Right, here's a stupid question: how do I give a Sim an abnormally large mouth? What kind of slider could do that for me? Just a regular-shaped mouth, only 25% bigger. Like Julia Roberts's.

http://www.modthesims.info/download.php?t=434270
Use the slider hack that comes in this mod. IT comes with three packages for 2x, 3x and 4x the normal sliders. But it isn't a single huge mouth slider tho'. You'd have to adjust all the mouth sliders

AGuyCalledPi 3rd Oct 2018 4:43 PM

Yeah I know, I have the sliders set to x2 already. But not being able to size the mouth with a single slider is a problem. I need to be able to make the mouth wider and taller, and I need the teeth to be bigger.

SneakyWingPhoenix 3rd Oct 2018 7:19 PM

Although I made a thread over this question, but I don't I got a clear answer: using CFE or some kind of form of CC, would it be possible to make a vertically-curved swimming pool that close in on a room on its walls, making the said room look like a dome shape? This might be the stupidest question, not because of it being silly, but more because it's asked again and somewhat skipped the answer or didn't pay much attention. I might need to relook at that thread. ETA: my concern is If the pool will render in the said shape.

igazor 3rd Oct 2018 7:36 PM

Quote: Originally posted by Shaghayeghyz
HI I just went to nraas to download debugenabler mod but nraas was updated and it only had mods for 1.69 patch
Isn't there any way to download this for my 1.67 patch?
By the way patching sims to 1.69 needs origin and origin doesn't work for my country

The only NRaas mod that has a different version for 1.69 vs. 1.67 is ErrorTrap. Yes, we do have to fix that one so that both versions are once again available.

The other mods including DebugEnabler are exactly the same for both patch levels because the game files themselves are exactly the same other than their internal build numbers. Everywhere it currently says "Download for 1.69" (except for ErrorTrap and UntranslatedKey that almost no one ever asks about) should really say/mean "Download for 1.67/69."

SneakyWingPhoenix 3rd Oct 2018 8:30 PM

Oh, how do I go about preparing to send a sim to a vacation and return them back homeland safely? Last time I done it, I couldn't properly return back to main world without getting stuck with no playable sim in champ les sims whilst stuck in live mode.

igazor 3rd Oct 2018 8:38 PM

Quote: Originally posted by SneakyWingPhoenix
Oh, how do I go about preparing to send a sim to a vacation and return them back homeland safely? Last time I done it, I couldn't properly return back to main world without getting stuck with no playable sim in champ les sims whilst stuck in live mode.

Are/were you using NRaas Traveler? Working together with Overwatch and ErrorTrap, that one usually takes care of such travel transition failures for us.

If you still get failures, the next thing to try in addition to the mods is to relieve as much stress on the game as possible before traveling in either direction. Clear out your sims' personal inventories as much as practical, be logged out at the Launcher and in-game levels, switch off the in-game TS3 store shopping experience and the hidden object startup game, turn all of the graphics settings in the built-in Game Options down to the bare ugly minimums and switch off Advanced Rendering (all only temporarily), only attempt travel in either direction after a fresh save (as), quit entirely to desktop/Origin and reload (which you would have to do after changing some of the game's graphics settings anyway), do a save (as) and another total quit and reload as soon as your sims safely arrive and show as the playable household in either direction, and after they make it to their home, vacation home, or base camp, continuing through to that part is okay, before trying to play forward again.

SneakyWingPhoenix 3rd Oct 2018 8:43 PM

Thanks. I was tempted to download it, but I thought of asking anyway as I'm about to send a sim now straight away after loading the game. Just to know any precautions before use.

So basically, I first save then make a duplicate (save as) before heading to let's say one of destination worlds? (I assume I load up the main save before the trip occur If all goes wrong in the vacation with the progression stored in a backedup or vice versa) and then If the sim travels forward 'alive & save' , I should save it again (with "save as") an hour before the vacation is over ? If travelling forward and back goes well without any complication, should I just save or save it as a spare duplicate and check If the game runs smootly from a second play session after taking the flight away/to home?

In short, I should create multiple backups between the two transitions/directions of loading during the trip, before and after traveling, while the main save stores the progress during the vacation in a foreign land? If that's what I got from you.

Emmett Brown 3rd Oct 2018 8:56 PM

1) Why do genii take showers, mop floors and make autumn salad when they can genie clean, make sparkly and summon food?
2) Not sure if it is a glitch or what as I never played a couch potato before. Her one dream was to buy a new TV and she won't read skill books or anything - just sits in front of the TV all day.
3) I can't get my other sim to stay in class (University), that is a glitch! The class suddenly ends, everyone leaves, and he gets the "skipping class" on his occupation tab. Anyone seen that glitch before? It started after I installed the Steam version of CmarNYC XCAS mod.
4) Why is the stupid questions threat my favorite? Is it because the bar is so low here?

SneakyWingPhoenix 3rd Oct 2018 9:25 PM

On an unrelated side of note, traveling to Sunlit Tides and choosing a lot to stay in didn't cost me a thing (and there I was worrying that I will have built a base camp through edit town as It didn't came through my head to do so beforehand, lol). Is this an intentional feature?

Oh, regards to selling own grown vegetables, what's practical: should I sell those through an inventory/grocery store or n the consignment store?

As for nrass story progression, apology in advance for redundant question as I'm still new to nrass mods: what's advisable in your opinion when it prompts the riddance of homeless by the town council: should I get rid of them or not? Why yes/no?

lil bag2 3rd Oct 2018 11:40 PM

So is anyone here good at reading script errors and finding out what they mean. Every now and then I'll have a sim who can't be selected by other sims and it spawns a "Selector Error". I thought the issue was my Kinky World mod so I uninstalled it but the problem still persists.


igazor 4th Oct 2018 12:26 AM

Quote: Originally posted by lil bag2
So is anyone here good at reading script errors and finding out what they mean. Every now and then I'll have a sim who can't be selected by other sims and it spawns a "Selector Error". I thought the issue was my Kinky World mod so I uninstalled it but the problem still persists.


This is the most relevant part (emphasis added):
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00029 ldfld.o in Sims3.Gameplay.Socializing.SocialInteractionA+Definition:GetTraitIcon (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Abstracts.GameObject) (559D8740 [58EED800] [00000000] )


You seem to have (or have had) a trait (LTR, etc.) in play that the game cannot cope with. Has this ongoing game and/or its sims save ever "seen" the Kinky mod? If so, I would suspect that one first has left something unwanted behind after having been removed. If not, it would almost have to be one of your other non-NRaas mods that is producing this error.


Edit: I also note that you have SimsMX's Hospital Overhaul mod in play. That one is not compatible with current patch levels and is known to break players' games. Not sure what that could really have to do with the error at hand, but just worth mentioning.

igazor 4th Oct 2018 12:44 AM

Quote: Originally posted by SneakyWingPhoenix
So basically, I first save then make a duplicate (save as) before heading to let's say one of destination worlds? (I assume I load up the main save before the trip occur If all goes wrong in the vacation with the progression stored in a backedup or vice versa) and then If the sim travels forward 'alive & save' , I should save it again (with "save as") an hour before the vacation is over ? If travelling forward and back goes well without any complication, should I just save or save it as a spare duplicate and check If the game runs smootly from a second play session after taking the flight away/to home?

In short, I should create multiple backups between the two transitions/directions of loading during the trip, before and after traveling, while the main save stores the progress during the vacation in a foreign land? If that's what I got from you.

Quote: Originally posted by SneakyWingPhoenix
On an unrelated side of note, traveling to Sunlit Tides and choosing a lot to stay in didn't cost me a thing (and there I was worrying that I will have built a base camp through edit town as It didn't came through my head to do so beforehand, lol). Is this an intentional feature?

Oh, regards to selling own grown vegetables, what's practical: should I sell those through an inventory/grocery store or n the consignment store?

As for nrass story progression, apology in advance for redundant question as I'm still new to nrass mods: what's advisable in your opinion when it prompts the riddance of homeless by the town council: should I get rid of them or not? Why yes/no?

We all have different "workflows" when it comes to potentially game jarring things like world travel. I do a Save As before having left home and another upon safe arrival. Whether I want more Save As save copies cluttering things up while mid-vacation depends on whether and how many life-changing things that I wouldn't really want to have to re-play happen while there. Sometimes it's plenty, sometimes almost none. Then again just before returning home and finally again upon a safe arrival back home.

Now I don't need five or ten frozen in time saves forever documenting all of that progress, the point is to have many safe (safer) points to retreat to should something go wrong here. After convinced that all is well, sometime after returning home I'll just delete the unnecessary ones. Maybe keep one where they were still on that vacation should I ever want to load it up in the future to look something up about the world they are visiting or what was happening back then.

I should point out that I have only one ongoing game, coming up on seven years old now, and have easily 200 saves accumulated documenting chapters of its evolution like this. I'm sure the entire system can be scaled back to fit more "normal" (whatever that may mean) games. It's really helpful for me to load up save #65 or #137 realtime years later when I suddenly need to see or find something for whatever reason, but I don't need to see 65a, 65b, etc. from all different travel points that were generated by Save As just to have safe retreat points for that particular portion of the game. If two or five years later save #65 turns out to be a dud and can't be loaded, it's really no big deal and I'll try the ones just before or after it.

When your destination has no base camp, and your sims do not own a vacation home in it, you are offered a place to stay among any unoccupied residential lots in the world. We are to think of the cost of lodging being built into the travel tickets. It's a feature of the Traveler mod. If my intention is to stay with friends/relatives or a resort while in town, I will tend to select an empty 10x10 or something as the place to stay, even if my sims have no intention of actually staying there after they arrive safely. Such a placeholder lot would, however, be where they reset to should they ever do get reset mid-trip. One thing worth mentioning, if your world has no base camp and no suitable (even empty) unoccupied lots to select from, it's possible to get stuck on the selection screen upon arrival and not be able to move from it because there will be no lots to select.

I always run NRaas SP's version of progression on my foreign vacation worlds, even on Uni, I never have SP's Manage the Homeless switched on (except by accident once or twice) and I never agree to "run the homeless out of town." It's all a matter of player preference as to how the homeless populations are handled, not so much one way being better over the others.

Selling grown harvestables through consignment will tend to generate more money especially as your sim gains experience in doing so (or at least that's the way it's supposed to work, that hidden skill never does seem to advance as it should due to some programming glitches), at the risk of no one buying them at all. Selling at the grocery store or by drag and drop through the inventory interfaces may generate less income overall, but you get the cost of the "sale" immediately instead of waiting with bated breath for the next 5pm consignment sales report to roll around.

lil bag2 4th Oct 2018 1:08 AM

Quote: Originally posted by igazor
This is the most relevant part (emphasis added):
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00029 ldfld.o in Sims3.Gameplay.Socializing.SocialInteractionA+Definition:GetTraitIcon (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Abstracts.GameObject) (559D8740 [58EED800] [00000000] )


You seem to have (or have had) a trait (LTR, etc.) in play that the game cannot cope with. Has this ongoing game and/or its sims save ever "seen" the Kinky mod? If so, I would suspect that one first has left something unwanted behind after having been removed. If not, it would almost have to be one of your other non-NRaas mods that is producing this error.


Edit: I also note that you have SimsMX's Hospital Overhaul mod in play. That one is not compatible with current patch levels and is known to break players' games. Not sure what that could really have to do with the error at hand, but just worth mentioning.


I've had Hospital Overhaul for a while and never had this problem (though I've also recently updated my game to the 1.67 patch) so I assume it's the other one (will remove Hospital Overhaul next time I play, just to be sure) As for the kinky world mod, you say the issue with a trait my sim may have that was leftover from this mod (said mod did use custom traits). So is there, like, a way to take this sim's traits back to their factory settings?

igazor 4th Oct 2018 1:15 AM

Quote: Originally posted by lil bag2
I've had Hospital Overhaul for a while and never had this problem (though I've also recently updated my game to the 1.67 patch) so I assume it's the other one (will remove Hospital Overhaul next time I play, just to be sure) As for the kinky world mod, you say the issue with a trait my sim may have that was leftover from this mod (said mod did use custom traits). So is there, like, a way to take this sim's traits back to their factory settings?

It's Patch 1.63 (and higher) that breaks the Hospital Overhaul mod.

Can't say for sure but we do know that Selector doesn't go around barking about sims' traits on a regular basis unless it has a very good reason for doing so. Was afraid that the KW removal tool or whatever procedure its developer has players use might not be as thorough as it could be. That would really be a question for her to answer. We do know that you cannot just remove the mod and play forward, at least we don't know of many players who have successfully done so. But from what we can see, this is only really a suspicion more than something we can prove.

Sorry, this is unknown territory for us. I'm tempted to say scrap this game and start a new one with all new sims and without KW ever having seen it. But maybe others here have a prognosis that is less severe sounding.

Shaghayeghyz 4th Oct 2018 12:22 PM

Quote: Originally posted by igazor
The only NRaas mod that has a different version for 1.69 vs. 1.67 is ErrorTrap. Yes, we do have to fix that one so that both versions are once again available.

The other mods including DebugEnabler are exactly the same for both patch levels because the game files themselves are exactly the same other than their internal build numbers. Everywhere it currently says "Download for 1.69" (except for ErrorTrap and UntranslatedKey that almost no one ever asks about) should really say/mean "Download for 1.67/69."

Hi Igazor
I did what you told me to do and used Debugenabler mod and selected the option "fix invisible sims" but what happened was the same and all my sims appearance totally changed and they all looked the same like NPCs...I don't know what to do now...isn't there any other options for me?and isn't there a way that I move the old sims to the town and and transfer they look and outfits to ones that changed?
Help me please

igazor 4th Oct 2018 6:15 PM

Quote: Originally posted by Shaghayeghyz
Hi Igazor
I did what you told me to do and used Debugenabler mod and selected the option "fix invisible sims" but what happened was the same and all my sims appearance totally changed and they all looked the same like NPCs...I don't know what to do now...isn't there any other options for me?and isn't there a way that I move the old sims to the town and and transfer they look and outfits to ones that changed?
Help me please

If your sims are corrupt to the point that changing their outfits by any means causes them to change appearances entirely as described, then no. Continuing to work with corrupt sims and moving them to other worlds would just cause them to take the corruption, wherever it came from, with them.

You could try to bring the sims into CAS and copy them to the saved sims collection, then make all new sims using the templates. That should be okay but then you will have all new sims that merely look like your originals (and have the same traits and other CAS attributes like favorites). Or you could try saving their households down the household bin and place them in a different game, that way would however still risk the corruption following them to wherever you placed them and they will stand to lose their histories and relationships that way. the relationships can be fixed with MasterController, the histories not so much.


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