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chokolady 6th Dec 2018 2:42 PM

Can only bookworm sims join the book club? And if yes, is there a mod to enable it to every sim?

happycigarettes 7th Dec 2018 3:53 PM

Quote: Originally posted by happycigarettes
Stupid Question #594:

Is France more graphically-intensive than other worlds?

I've never noticed a problem until the last few days but now I get access exception error crashes after one sim day (ALWAYS between 5 and 6am. If I save and reload at 4am then it will still crash around 0530 anyway) unless I play France with all the graphics turned way down. Don't get that in China and Egypt, which I'd assume - especially China! - were more graphics-y. I have the graphics on max in every other world with no issue whatever. Weirdzoids.


Turns out it was the Traveler mod which I'd not been using before. Removed it and now I can play France in full-HD without a single solitary crash for 18 straight days.

@Igazor any idea why? It was fully updated and didn't have any issues in Egypt & China.

PuddingFace 7th Dec 2018 5:18 PM

Quote: Originally posted by happycigarettes
Turns out it was the Traveler mod which I'd not been using before. Removed it and now I can play France in full-HD without a single solitary crash for 18 straight days.

@Igazor any idea why? It was fully updated and didn't have any issues in Egypt & China.


The traveller mod doesn't really effect after you travel. It only changes the travel interaction and UI as far as I know.

igazor 7th Dec 2018 5:44 PM

Quote: Originally posted by happycigarettes
Turns out it was the Traveler mod which I'd not been using before. Removed it and now I can play France in full-HD without a single solitary crash for 18 straight days.

@Igazor any idea why? It was fully updated and didn't have any issues in Egypt & China.

Quote: Originally posted by PuddingFace
The traveller mod doesn't really effect after you travel. It only changes the travel interaction and UI as far as I know.

Well, that's not entirely true as Traveler is charged with the carrying of and interacts to some extent with worlds having been traveled to as custom destinations even when active gameplay is in a WA world. It also has options related to the travel countdown clock, Treat as Vacation (True/False), it allows resident pets in foreign worlds and optionally allows the Seasons EP weather manager to run, things like that. Removing the mod mid-trip will result in your sims getting stuck in that world forever if your travel party happens to include sims who would otherwise not be allowed to travel back home (babies, toddlers, pets, anyone who is pregnant, friends of the family).

Afraid I can't say why France is crashing on you. But if Traveler seems to be a contributor, of the above I would have to guess the problem might be something Seasons or weather related that isn't going to fire if the mod is no longer present. Otherwise I would have to suggest bringing this issue to us at NRaas, this isn't something I recall seeing reported.

happycigarettes 7th Dec 2018 6:32 PM

Quote: Originally posted by igazor
Afraid I can't say why France is crashing on you. But if Traveler seems to be a contributor, of the above I would have to guess the problem might be something Seasons or weather related that isn't going to fire if the mod is no longer present. Otherwise I would have to suggest bringing this issue to us at NRaas, this isn't something I recall seeing reported.


It's definitely an 'out of memory' error of some kind (although I get no error at all from the game, it just crashes to desktop) and I don't know why since I have plenty of it. I think I still have at least one of the older crash reports, so I'll file it over at NRAAS if someone feels like peeking at it.

As it is, I just removed Traveler which isn't much of an issue to me personally.

Thanks!

igazor 7th Dec 2018 6:55 PM

Quote: Originally posted by happycigarettes
It's definitely an 'out of memory' error of some kind (although I get no error at all from the game, it just crashes to desktop) and I don't know why since I have plenty of it. I think I still have at least one of the older crash reports, so I'll file it over at NRAAS if someone feels like peeking at it.

As it is, I just removed Traveler which isn't much of an issue to me personally.

Thanks!

Actually no, unlike script error logs, crash logs are generally useless. It might be interesting to note how much RAM your game (in GBs, not %s) was using just before the crash by observing Windows' Task Manager. No matter how much RAM you have, the game can never address more than ~3.7 GB because of it being 32-bit only. If something is ramping RAM usage up into the danger zone above 3.5 GB at the same sim time every day even if you have plenty to spare, the challenge becomes finding out what exact processes taking place at that hour could be causing it -- hence my suspicion of something weather related as that wouldn't take place in Traveler's absence.

Our developer may have other suggestions if you wish to pursue this and may ask for a dump alarms type of report (after explaining how to run one). But the crash log itself I'm afraid wouldn't include any of this information.

happycigarettes 7th Dec 2018 7:07 PM

Quote: Originally posted by igazor
Actually no, unlike script error logs, crash logs are generally useless. It might be interesting to note how much RAM your game (in GBs, not %s) your game was using just before the crash by observing Windows' Task Manager. No matter how much RAM you have, the game can never address more than ~3.7 GB because of it being 32-bit only. If something is ramping RAM usage up into the danger zone above 3.5 GB at the same sim time every day even if you have plenty to spare, the challenge becomes finding out what exact processes taking place at that hour could be causing it -- hence my suspicion of something weather related as that wouldn't take place in Traveler's absence.

Our developer may have other suggestions if you wish to pursue this and may ask for a dump alarms type of report (after explaining how to run one). But the crash log itself I'm afraid wouldn't include any of this information.


Oh that's interesting. I've made a thread on NRAAS with the info I have right now but I'll run another test in a few hours once I'm done with chores with Traveler fully enabled again and take a look at the usage then update over there.

I suspect (in fact can almost completely confirm) that you're right about it being the weather since I ran it with Traveler on about half an hour ago, but with the seasons disabled in France and didn't get the issue. Didn't see if we made it through the entire vacation, but we at least made it to day 4 before I called it as 'probably fine'.

Thanks for your help, as ever!

simrune 9th Dec 2018 10:31 PM

Do you guys think ea still collects telemetry on sims 3?

Deshong 9th Dec 2018 11:15 PM

Quote: Originally posted by simrune
Do you guys think ea still collects telemetry on sims 3?


I think so. When I disable usage sharing it usually gets forced back on the next time I play.

Orilon 10th Dec 2018 7:28 AM

Do downloaded worlds like this one http://naiyasfury.tumblr.com/post/9...1338/naiyasfury not have police officers to catch burglars? The first night I played the world, a burglar tried to rob my Sim's house. The boyfriend kicked the burglar's butt and stopped the robbery but no police ever showed up.

Flora2 10th Dec 2018 8:58 AM

Quote: Originally posted by Orilon
Do downloaded worlds like this one http://naiyasfury.tumblr.com/post/9...1338/naiyasfury not have police officers to catch burglars? The first night I played the world, a burglar tried to rob my Sim's house. The boyfriend kicked the burglar's butt and stopped the robbery but no police ever showed up.


Maybe it's a better scenario than the case when the cop shows up, arrests the burglar, then they are suddenly reseted because they have nowhere to go without a police station, and your arrested sim becomes so bugged that you have to reload a previous Save. This happened to me when I started a custom neighborhood without fully realizing that there was no police station at all. My career criminal sim went to work, finished his shift, and as soon as he left the criminal workplace, a cop caught him and handcuffed him, The next moment the police NPC froze, my sim had been reseted, and after that became totally unplayable (his portrait disappeared from the UI and I couldn't control him anymore). So it seems, yes, worlds without police station can spawn police officers, but it's very risky to let them operate without the rabbithole.

Elanorea 10th Dec 2018 12:08 PM

Quote: Originally posted by Orilon
Do downloaded worlds like this one http://naiyasfury.tumblr.com/post/9...1338/naiyasfury not have police officers to catch burglars? The first night I played the world, a burglar tried to rob my Sim's house. The boyfriend kicked the burglar's butt and stopped the robbery but no police ever showed up.

Did you actually call the police? They don't automatically show up unless there's a burglar alarm.

Orilon 10th Dec 2018 5:52 PM

I placed a school, combo police station/military, and combo grocery store/diner rabbit hole into the world so there is a police station. (Hopefully I didn't screw something up to get bugged Sims.) Both Sims are low level police officers. They do have a burglar alarm, but I'm not sure if it went off. It didn't have the little sound waves coming from it. Both Sims woke up when the burglar came on lot, so I don't know if it was the burglar alarm without the sound waves or if it was something else that woke them up. When the burglar got by the door the boyfriend went downstairs and outside and kicked the burglar's butt in a fight then the burglar left.

I'm glad he won the fight. I'm just curious for other Sims that may not be as athletic (or if that even is what helped him win.)

Edited to Add: I had sound off last night to not bug my roommate, so that is why I didn't hear or know if the burglar alarm went off.

jje1000 10th Dec 2018 11:27 PM

How high is a default Sims 3 foundation IRL actually?

I think a grid square is roughly 1x1m, so it would roughly be 3/4th of a meter?

Loconutto 11th Dec 2018 1:32 AM

Is there a way to not have aggressive/loyal pets spawn burglars every 5 minutes? If I don't remember to cancel the "Guard the house" interaction they spawn around 2-3 burglars a night. It's really irritating. I don't think this has anything to do with the traits themselves per sec, but rather the time pets with those traits spend doing it. I've tried to google this every which way and either no one has heard of the problem or no-one knows how to stop it D:

Shaghayeghyz 11th Dec 2018 11:17 AM

Hi everyone!
Can I have DELICIOUSLY INDULGENTÂ*BAKERY from Sims 3 store and install it in my game by having only base game and IP and generations? Or it needs other EPs too?

PuddingFace 11th Dec 2018 4:33 PM

Quote: Originally posted by Shaghayeghyz
Hi everyone!
Can I have DELICIOUSLY INDULGENT�*BAKERY from Sims 3 store and install it in my game by having only base game and IP and generations? Or it needs other EPs too?


Store content only need base game so you're safe to go

SneakyWingPhoenix 11th Dec 2018 7:03 PM

Quote: Originally posted by jje1000
How high is a default Sims 3 foundation IRL actually?

I think a grid square is roughly 1x1m, so it would roughly be 3/4th of a meter?

60 cm I'd say.

Volvenom 11th Dec 2018 8:03 PM

Quote: Originally posted by SneakyWingPhoenix
60 cm I'd say.


It's been said in a livestream or something it's 1x1.

Shaghayeghyz 14th Dec 2018 2:12 PM

Quote: Originally posted by PuddingFace
Store content only need base game so you're safe to go

Thank you so much

Don Babilon 19th Dec 2018 10:06 AM

Quote: Originally posted by jje1000
How high is a default Sims 3 foundation IRL actually?

I think a grid square is roughly 1x1m, so it would roughly be 3/4th of a meter?

A grid square is 1.0x1.0 metres
Height of a step is 0.1875
Foundation height is 4 steps, so 0.75
Wall height is 4 foundation heights, so 3.0

jje1000 19th Dec 2018 4:36 PM

Quote: Originally posted by Don Babilon
A grid square is 1.0x1.0 metres
Height of a step is 0.1875
Foundation height is 4 steps, so 0.75
Wall height is 4 foundation heights, so 3.0


Perfect, thanks!

r_deNoube 21st Dec 2018 9:05 AM

Let me just insert, as I do from time to time, my statement that one US yard (not one meter) is also a possible size for a grid square, and that some dimensions in the game -- e.g. the heights of walls -- would be more realistic if we were to assume one yard rather than one meter.

But all the heights @Don Babilon supplied are correctly proportioned anyway. The height of a step is 0.1875 of whatever a grid-length is. You can rely upon that for building, and set aside the question of whether that makes the IRL step height 18.75 cm (=0.1875 meters), or 6.75 inches (=0.1875 yards). I just wanted to point out that the question does exist. Although I surely don't advocate the US system, I do consider it possible that the developers were thinking in terms of US units.

CatMuto 24th Dec 2018 12:35 AM

Can a pregnant sim go scuba diving? I don't think she can...?

Ghost sdoj 27th Dec 2018 4:25 PM

Yes, I think I saw a tutorial on how to extract the music, but I don't remember where. (Other than it was probably here.) Odds are you will find it before I do. I'll edit this with a link when/if I find it again.

Edit:
Ok, I think this thread is what I was remembering. It's not -exactly- what you were looking for, since they were focusing on the problem of replacing the music, but if you wade through it and poke around a bit it looks as though it should be enough to help you figure out how to extract the music you want and get it available for your audio player.

http://www.modthesims.info/showthread.php?t=418050

Shaghayeghyz 31st Dec 2018 9:42 AM

Hi everyone
My problem is that my sims are all rich and even if they are not they will be rich after they're parents die and they inherit money...
It becomes kinda annoying to me that they can have and buy everything they wish for...and as soon as their money becomes less than 1,000 they will get 20,000 loan and I think they even don't pay that too :/
What should I do to make them become less rich and even have some poor families in my town?is there a way to donate all your money to a charity or s.th?
I will be happy if you help me

igazor 31st Dec 2018 12:58 PM

Quote: Originally posted by Shaghayeghyz
Hi everyone
My problem is that my sims are all rich and even if they are not they will be rich after they're parents die and they inherit money...
It becomes kinda annoying to me that they can have and buy everything they wish for...and as soon as their money becomes less than 1,000 they will get 20,000 loan and I think they even don't pay that too :/
What should I do to make them become less rich and even have some poor families in my town?is there a way to donate all your money to a charity or s.th?
I will be happy if you help me

Money management is indeed too easy in this game, I'll be one of the first ones to admit that. Tax (bill) rates are too low once one gets up to about middle class, inactive sims pay no taxes (bills) at all and everything they need like food is provided for them. If anyone really needs some cash, they can develop the Collecting skill without too much fuss and sell rocks they find on the ground, take up dumpster diving, cheat codes are readily available to the player. But even with all of that, I've never heard of §20,000 loans being granted automagically with no payback required unless one is applying for additional funds while attending Uni or starting over in a new world.

What some of us do is leverage NRaas StoryProgression's Money module to set up graduated property and income taxes for different Net Worth classes (mine are different in every world I play because they each have such different economies), deploy the mod's Unified Billing option so inactives have to pay the same rates, invoke Daily Fees per sim for inactives (only) to compensate for them not having to buy food and other daily necessities, set Private School fees, and use mods that charge for taxi rides, subways, and entry to most fun things in town that shouldn't be free for anyone to just wander in -- with exceptions for municipal buildings and traditionally taxpayer funded things like public schools, parks, and libraries that remain free. SP Money also allows for loans applied for at the bank (Business Bldg), but payback is certainly required and at hefty interest rates applied by way of a transaction initiation fee. If inactives cannot afford their bills, then they get granted the same kind of loan and go into debt, after a while if they continue living beyond their means they will attempt to move to a downsized residential lot they can better afford, be taken in by friends or relatives, or else go bankrupt and may have to leave town (if SP Emigration is enabled). It's actually not easy to get and stay rich in my games unless the household started out with a tremendous amount of "Old Money" or they win the lottery.

Without SP and its tools to arrange these things, I really don't know how to make that aspect of the game more challenging other than periodically throwing money away or spending it all on the neighbors so they can have nicer toys to play with too.

Shaghayeghyz 31st Dec 2018 4:49 PM

Quote: Originally posted by igazor
Money management is indeed too easy in this game, I'll be one of the first ones to admit that. Tax (bill) rates are too low once one gets up to about middle class, inactive sims pay no taxes (bills) at all and everything they need like food is provided for them. If anyone really needs some cash, they can develop the Collecting skill without too much fuss and sell rocks they find on the ground, take up dumpster diving, cheat codes are readily available to the player. But even with all of that, I've never heard of §20,000 loans being granted automagically with no payback required unless one is applying for additional funds while attending Uni or starting over in a new world.

What some of us do is leverage NRaas StoryProgression's Money module to set up graduated property and income taxes for different Net Worth classes (mine are different in every world I play because they each have such different economies), deploy the mod's Unified Billing option so inactives have to pay the same rates, invoke Daily Fees per sim for inactives (only) to compensate for them not having to buy food and other daily necessities, set Private School fees, and use mods that charge for taxi rides, subways, and entry to most fun things in town that shouldn't be free for anyone to just wander in -- with exceptions for municipal buildings and traditionally taxpayer funded things like public schools, parks, and libraries that remain free. SP Money also allows for loans applied for at the bank (Business Bldg), but payback is certainly required and at hefty interest rates applied by way of a transaction initiation fee. If inactives cannot afford their bills, then they get granted the same kind of loan and go into debt, after a while if they continue living beyond their means they will attempt to move to a downsized residential lot they can better afford, be taken in by friends or relatives, or else go bankrupt and may have to leave town (if SP Emigration is enabled). It's actually not easy to get and stay rich in my games unless the household started out with a tremendous amount of "Old Money" or they win the lottery.

Without SP and its tools to arrange these things, I really don't know how to make that aspect of the game more challenging other than periodically throwing money away or spending it all on the neighbors so they can have nicer toys to play with too.

Thank you so much because of your useful guidelines

Mrmo 3rd Jan 2019 10:19 PM

Hello all simmers!

I'm still learning the basics of the game and just want to ask if there is a list of sims (read: NPC's) that shouln't be inteacted whit. It's no secret that I have been playing TS2 for years and years and the Wiki here on page lis a lot of NPC's that are unsafe to add to a household or to play as. But are there any unsafe sims in TS3? A few pages back I did read something about Taxi drivers, Carpooldrivers but are there any more? And how about Agnes Crumplebottom from Sunset Valley? In TS2 Mrs. Crumplebottom is a grumpy old lady that hits all sims whit her handbad if they are kissing in public or show off to much naked skin. She is not to be inteacted whit in any other way then "intended", meaning: if your sim don't fight her it's better to run away. All other interactions can bork the game. But in TS3 Miss C seems different and the story says nothing about it being forbidden to interact whit her or visit her or make friends whit.

So, please tell me about who is safe or not. Excuse me for being so noobish but I have to learn the things before making any major misstakes.

SusannaG 4th Jan 2019 7:14 PM

Grim. Taxi/carpool/bus drivers. (Am I forgetting anyone?) Anyway, this list is shorter than the one for Sims 2.

Mrs. Crumplebottom from Sunset Valley is OK to interact with, by the way; she's a regular sim.

Mrmo 5th Jan 2019 3:13 PM

Quote: Originally posted by SusannaG
Grim. Taxi/carpool/bus drivers. (Am I forgetting anyone?) Anyway, this list is shorter than the one for Sims 2.

Mrs. Crumplebottom from Sunset Valley is OK to interact with, by the way; she's a regular sim.


Nice to read that! It was very helpful.

SneakyWingPhoenix 5th Jan 2019 4:21 PM

Anges Crumplebottom is completely different person from Mrs. Crumplebottom (though may have ties of being distinct relative). Evident by the fact she also appears in TS2 base game, but as a dead Sim in Goth's cemetery. She is a playable Sim, not strict NPC.

jje1000 5th Jan 2019 5:17 PM

If I have a savegame, and I go update the world files, is there anyway of updating the savegame's world?

Deniisu 6th Jan 2019 10:53 PM

Quote: Originally posted by Gargoyle Cat


What is this thing called? Is it a lunar globe?


A moondial. It is a real thing, but the TS3 one with the glass globe is pretty much fantasy stuff.

Sorceress Supreme 7th Jan 2019 8:21 AM

Propably a really stupid question but how do you unlock the hidden island map (the one with the knife) outside Isla Paradiso, especially without diving lots? I looked through Buydebug and tried the cheat code but no luck.

SusannaG 7th Jan 2019 6:39 PM

I believe moondials come in Supernatural.

tysika 10th Jan 2019 9:34 AM

I've heard that if I delete the DCbackup folder my cc won't upload with my lots. Does this also apply to store items? Because I sent a lot to a friend in sims3pack format (she's caveman af) and she told me the store items didn't show up. I know we both have those same store items, so what is going on?

SneakyWingPhoenix 12th Jan 2019 10:23 AM

Quote: Originally posted by varpunen
Propably a really stupid question but how do you unlock the hidden island map (the one with the knife) outside Isla Paradiso, especially without diving lots? I looked through Buydebug and tried the cheat code but no luck.

Wouldn't they need to have terraformed island first in the world? Other worlds outside Isla Paradiso might not have them, which ceases for the game mechanic to be relevant.

My question: Can you impregnate Sims in and from university?

Sorceress Supreme 12th Jan 2019 10:38 AM

Quote: Originally posted by SneakyWingPhoenix
Wouldn't they need to have terraformed island first in the world? Other worlds outside Isla Paradiso might not have them, which ceases for the game mechanic to be relevant.

My question: Can you impregnate Sims in and from university?


I don't know. I think it was said at the SimsVIP site that it unlocks with the cheat outside of IP but that didn't work. The reason I want it is that I made a recolor of it in the style of 'Rise of the Tomb Raider'. I even tried to clone it but the sucker refuses to show up in buymode.


Your question: One of my simmies did get another sim pregnant in UNI but the pregnancy didn't progress. After my sim went back home and got the UNI sim to move in with him, the pregnancy went on as planned again.

jje1000 14th Jan 2019 4:25 AM

Quote: Originally posted by Don Babilon
A grid square is 1.0x1.0 metres
Height of a step is 0.1875
Foundation height is 4 steps, so 0.75
Wall height is 4 foundation heights, so 3.0


Building on top of that, how thick are Sims 3 walls typically, and I guess half-walls are actually around 1 meter tall?

SusannaG 14th Jan 2019 8:27 PM

Can a vegetarian sim eat foods made with eggs, cheese, or fish?

SneakyWingPhoenix 14th Jan 2019 11:38 PM

Do Sims get assignments when in university, just like in TS2? And if so, any difference?

igazor 15th Jan 2019 12:43 AM

Quote: Originally posted by SusannaG
Can a vegetarian sim eat foods made with eggs, cheese, or fish?

Yes on the eggs and cheese but no on the fish, same as us vegetarian humans. An exception seems to be made for Ambrosia even though one of the ingredients is technically a fish.

Those who consume no animal products at all are called vegans, but that concept doesn't really exist in the game.

SusannaG 15th Jan 2019 12:45 AM

Thanks! I was iffy on the fish in particular.

DrowningFishy 15th Jan 2019 4:19 PM

So my motherboard to a dump so I had to reinstall Sims3. Now I got something funny going on that I am calling stupid human error.

First off let me start off and say before this forced reinstall I could move the camera even in build mode without ever touching my keyboard. Now I cannot because it won't move forward or sideways it just sits in one place laughing at me till I have to get up and use keyboard commands.

My biggest issue is though, my stupid question is, what did I do to make the camera move in OPPOSITE of the way I command? I say right it goes left, I say go forward it goes back. XD

AGuyCalledPi 15th Jan 2019 4:49 PM

That's camera translation, not ROTATION?

DrowningFishy 15th Jan 2019 5:48 PM

Quote: Originally posted by GrijzePilion
That's camera translation, not ROTATION?


Even rotation is oppisite. Like seriously this is messed up to the point I can't help but laugh my arse off. Like what did I do?

Giga 16th Jan 2019 2:41 AM

Mod that lets me change the weather immediately in game?

Ghost sdoj 16th Jan 2019 3:28 AM

Try http://www.modthesims.info/d/481816...ns-version.html for the weather.

ChickenMadam 16th Jan 2019 4:11 AM

I've always wondered what the "World Event Spawners" do in-game (in the buydebug menu) - I can't find any information on that, and I'm kiiiiiiiiinda iffy about just plopping them in my current game because I don't wanna mess them up. So, anyone know what those weird things do?

Giga 16th Jan 2019 6:57 AM

@ChickenMadam, they seem change the surroundings depending if it is dystopia or utopia http://www.carls-sims-4-guide.com/f...p?topic=20031.0

@Ghost sdoj Thanks, I'll have a crack with that.

Elynda 16th Jan 2019 8:40 AM

Quote: Originally posted by DrowningFishy
So my motherboard to a dump so I had to reinstall Sims3. Now I got something funny going on that I am calling stupid human error.

First off let me start off and say before this forced reinstall I could move the camera even in build mode without ever touching my keyboard. Now I cannot because it won't move forward or sideways it just sits in one place laughing at me till I have to get up and use keyboard commands.

My biggest issue is though, my stupid question is, what did I do to make the camera move in OPPOSITE of the way I command? I say right it goes left, I say go forward it goes back. XD


On the two or three occasions when I've had to re-install the game I've found that Edge Scrolling doesn't work, even though the Options check box is ticked. I've had to uncheck it, go back into the the game, then back to Options and re-check it, after which it works. Also, under the General tab in Options, are two check boxes: 'Invert Horizontal Camera Rotation' and 'Invert Vertical Camera Rotation'. I've never had occasion to touch those, but you might try them if you haven't already.

Also, on the subject of Options, here's my stupid question: is there any way to permanently disable Usage Sharing? Whenever I uncheck that it's checked again the next time I go into Options.

sweetdevil 16th Jan 2019 11:07 AM

Quote: Originally posted by Elynda
Also, on the subject of Options, here's my stupid question: is there any way to permanently disable Usage Sharing? Whenever I uncheck that it's checked again the next time I go into Options.


Not exactly what you asked, but you can block TSRW.exe TS3W.exe through the Windows firewall. I also blocked Sims3LauncherW.exe and the loading time on the Launcher has been significantly improved since it's not trying to connect to the internet to serve ads all the time. I found it useful for installing certain things like patterns or counters if I don't feel like going through the hassle of converting them to packages).

Guide on how to block an app through firewall for Windows 10

You could also try setting your Options.ini file (under My Documents) to read-only, making sure that the "enabletelemetry" option is set to 0 i.e. disabled. But that means you won't be able to change game settings. However, I haven't tested it out extensively, and don't know how it would handle local settings (for specific savegames).

Elynda 16th Jan 2019 1:10 PM

That's helpful, thanks. Especially so far as the Launcher goes, since that takes an age to start up.

igazor 16th Jan 2019 4:32 PM

Quote: Originally posted by sweetdevil
Not exactly what you asked, but you can block TSRW.exe through the Windows firewall.

Isn't that The Sims Resource Workshop executable -- perhaps you meant TS3W.exe here? (or what would be TS3.exe without the "W"if on Patch 1.69)

ChickenMadam 16th Jan 2019 4:52 PM

Quote: Originally posted by MeowMixPls
@ChickenMadam, they seem change the surroundings depending if it is dystopia or utopia http://www.carls-sims-4-guide.com/f...p?topic=20031.0

@Ghost sdoj Thanks, I'll have a crack with that.


Thank you!

I may just open a fresh game, figure out what each one does, and write it down (and obviously post it here for everyone) - I looked it up on the link and it really doesn't say exactly what each one does - ditto for water effects spawner. So, I'm going to go find out and report back.

jje1000 17th Jan 2019 5:44 AM

Is 2-3 the optimal setting for the 'High Detail Lots' options setting?

I sometimes find that areas with a large number of tightly packed lots, the game lags a bit more due as you switch between different lots (forcing the game to continuously load in lots)- so I'm wondering if having one or two lots pre-loaded might help in this case.

sweetdevil 17th Jan 2019 5:34 PM

Quote: Originally posted by igazor
Isn't that The Sims Resource Workshop executable -- perhaps you meant TS3W.exe here? (or what would be TS3.exe without the "W"if on Patch 1.69)

Yes, sorry, a typo slipped through Been having a long week.

RoyalexLuna 17th Jan 2019 5:42 PM

Kay so a stupid queston probably but like; is there a way on here to save Modded and created stuff without making it public? Just so I dont loose the work Ive done?

AGuyCalledPi 17th Jan 2019 6:35 PM

Quote: Originally posted by jje1000
Is 2-3 the optimal setting for the 'High Detail Lots' options setting?

I would say so, yes. I tend to keep it at 3.

DrowningFishy 17th Jan 2019 9:07 PM

Quote: Originally posted by Elynda
On the two or three occasions when I've had to re-install the game I've found that Edge Scrolling doesn't work, even though the Options check box is ticked. I've had to uncheck it, go back into the the game, then back to Options and re-check it, after which it works. Also, under the General tab in Options, are two check boxes: 'Invert Horizontal Camera Rotation' and 'Invert Vertical Camera Rotation'. I've never had occasion to touch those, but you might try them if you haven't already.

Also, on the subject of Options, here's my stupid question: is there any way to permanently disable Usage Sharing? Whenever I uncheck that it's checked again the next time I go into Options.


IT'S FIXED! You had the answers congratulations.

ChickenMadam 19th Jan 2019 4:23 AM

Quote: Originally posted by ChickenMadam
Thank you!

I may just open a fresh game, figure out what each one does, and write it down (and obviously post it here for everyone) - I looked it up on the link and it really doesn't say exactly what each one does - ditto for water effects spawner. So, I'm going to go find out and report back.


Allrighty. I loaded up Builder's Island, and ran thru each of the World Event Spawners, and Cause Effect Water spawners. Nothing. Time traveled to Oasis Landing (as apparently they are only going to work there as per the description in game) and what they seem to be are object/event spawners that only activate whether or not you choose Dystopian or Utopian futures. So, nothing really unless you are playing OL's bad/good options. I mean, I think most everyone knew that, but just in case people were curious, like I was.

Ghost sdoj 19th Jan 2019 7:07 PM

Quote: Originally posted by RoyalexLuna
Kay so a stupid queston probably but like; is there a way on here to save Modded and created stuff without making it public? Just so I dont lose the work Ive done?


Yes.
If you simply want to store a backup copy:
Make sure you are offline. (Probably not strictly needed, but I've stopped trusting EA.)
For something you want to save as a sims3pack, "Share" it, and then go to your folder in Documents where it saved (Uploads) and move it to wherever you plan to store it.
If you want to save something in package format, save it to the bin and then find it in your Documents (in whichever folder it saved to; Library for lots, saved sims for sims) and copy it to your storage location. (Probably better, since the package doesn't need to use the Launcher. But you do need to be sure that you also store any CC that goes with it.) It will be the item with the most recent time stamp if you track it down right after saving it.

If you are trying to save something that you are still working on, or don't want to track something down in your Documents folder:
If it's an incomplete lot you're working on, going to Edit Town and dropping it into the bin will save it. You can then put it back the next time you want to work on it. (Or you can just build in a world where it's convenient to save the game with your unfinished lots scattered all over it.)
For sims, you can save them in CAS and then pull them out to use again. Or you can just use them as a template. (They don't need to be named before you save them. Nor do they need to have had their traits and/or Lifetime Wish set.)

lakme 20th Jan 2019 7:21 PM

Is there a list of the default game eye colors? Sometimes I can't tell from the swatch thumbnail.

jje1000 22nd Jan 2019 5:53 PM

Is there something about gates that if you move them in a certain way with moveobjects on, they can crash the game?

Deshong 22nd Jan 2019 8:07 PM

Quote: Originally posted by lakme
Is there a list of the default game eye colors? Sometimes I can't tell from the swatch thumbnail.


Don't when you save a new eye color there is the folder icon at the bottom whereas base game eye colors does not display any icons at all? Or so is the case in my game.

(Note: This is my own description for the default eye colors. From left to right, top to bottom Purple, Amber, Dark Green, Blue, Grey, Brown, Light Green, Hazel)
https://sims.fandom.com/wiki/Create_a_Sim

Creating new eye colors is a lot of fun.

Kylaaab 23rd Jan 2019 12:09 AM

Why the hell is this painting worth §1,088? My ghost sim isn't even very high a level (level 4) and she's not artistic. Also, look at it

Lonerbum 24th Jan 2019 6:10 PM

How do you make statues glow? I saw a house here with glowing statues as a decorative.

Also, if Nraas Dresser can't detect a blacklisted item, what can I do to fix it?

Tacitala 25th Jan 2019 5:42 PM

Quote: Originally posted by Kylaaab
Why the hell is this painting worth §1,088?


There's something odd going on with how the game determines what paintings are worth when a ghost paints them (at least from what I can tell). I believe what's going on is that the game is giving the maximum possible appreciated value- like the painting was made at some infinite point in the past. It's a good way to make money (unless you are trying to have your ghost be a poor artist- in which case it's annoying)

It reminds me of how in the Sims 1 your Sim could drink a potion and turn you into Frankenstein's monster. When they ran out of things to break, if they were near an easel they would paint really hight value paintings.

Kylaaab 26th Jan 2019 1:09 AM

Quote: Originally posted by Tacitala
There's something odd going on with how the game determines what paintings are worth when a ghost paints them (at least from what I can tell). I believe what's going on is that the game is giving the maximum possible appreciated value- like the painting was made at some infinite point in the past.


Ah, that makes sense. I've been noticing a pattern with the values,

and perhaps even one with the content of the paintings..?

lakme 26th Jan 2019 4:17 PM

Haha, they do say an artist's work goes up in value after they die.

BlackjackGabbiani 27th Jan 2019 5:24 AM

Speaking of artists, is there any way I could have a child artist get their lifetime achievement AS a child rather than having them go up in age? I'm going to run a house based on Final Fantasy 6 and painting is Relm's whole thing, and it doesn't seem fair that she can reach level 10 as an artist, but not be able to get her award for it unless she becomes an adult.

Shaghayeghyz 28th Jan 2019 3:50 PM

Hello everyone!
My problem is that my sims is too slow....I deleted many of my mods and my mods folder's size is only 18.8 mg and there is only essential mods like errortrap and overwatch there and I deleted many CCs....I even did a reset factory and made the game's graphics lower to improve the game performance but steel nothing changed....before that I never had this problem by the way I disabled memories and deleted inventory objects too but nothing changed
Can you help me please?

Ghost sdoj 29th Jan 2019 6:51 PM

Did you clear the caches? (If nothing has changed, no downloads or removals, you can also try leaving the caches alone for a session. The game slows down when it's rebuilding them. But they can get corrupt, especially when things have been removed or added and the changes are not reflected in the cache file. so clearing them and forcing the game to generate an accurate copy can help.)

By this date, system specs are probably not an issue, but it's probably worth checking...

Have you also made sure that everything that you have left really is a Sims 3 file and not for Sims 2 or Sims 4?

Giga 31st Jan 2019 8:35 AM

So apparently there is a foggy weather type that came with seasons? I have been tweaking weather ini files and I noticed that the time shifter mod that allows changing the weather gives you an option for fog. It just doesn't seem to be doing much when I choose it. I always thought that fog came from the ini files but guess it is a combination of the inis and this weather?

Shaghayeghyz 31st Jan 2019 6:00 PM

Quote: Originally posted by Ghost sdoj
Did you clear the caches? (If nothing has changed, no downloads or removals, you can also try leaving the caches alone for a session. The game slows down when it's rebuilding them. But they can get corrupt, especially when things have been removed or added and the changes are not reflected in the cache file. so clearing them and forcing the game to generate an accurate copy can help.)

By this date, system specs are probably not an issue, but it's probably worth checking...

Have you also made sure that everything that you have left really is a Sims 3 file and not for Sims 2 or Sims 4?

Yes I did that all...and I have deleted all my new items but the problem still remains

Giga 1st Feb 2019 12:30 PM

Is there a thread we can ask real quick opinion questions? e.g Do you think this sim looks better in A hairstyle or B hairstyle.

I tend to get a distorted view of my own work fast especially if I have been tinkering with it for hours/days.

Ghost sdoj 1st Feb 2019 3:09 PM

Quote: Originally posted by MeowMixPls
Is there a thread we can ask real quick opinion questions? e.g Do you think this sim looks better in A hairstyle or B hairstyle.

I tend to get a distorted view of my own work fast especially if I have been tinkering with it for hours/days.


Not that I could find.
Creator Feedback is one thread for each project, so I'm not sure if an "Opinion Please" thread would go there. But those are the ones who are most likely to have good opinions and suggestions.
It would (by necessity) be somewhat picture-heavy, so it might do well in Pictures.
If it were here in Sims 3 discussion, you would want to specify that all pictures go in spoiler tags.


Yes, spoilers are fun. :D

Anyway, the point is that you can make a thread, since there doesn't seem to be one.

Giga 1st Feb 2019 6:38 PM

@Ghost sdoj thanks, I ended up making a thread in creator feedback cos it actually went deeper than 'do you like A or choice B more'.

Ghost sdoj 2nd Feb 2019 10:30 PM

The major purpose of the DCBackup folder seems to be to make it possible to package a Sims3pack with CC added into it. You can completely empty it with no effect on what you are seeing in your game. So yes, you would still need to delete it via the Launcher if you want it gone.

jje1000 8th Feb 2019 7:32 PM

More of a technical question- what causes trees to 'unload' from large, unloaded lots? They're still there, they just don't appear on unloaded lots.

I have a park with lots of trees on it, and it's a bit of an eyesore as the trees disappear especially when I go to Map View, leaving the whole lot feeling rather barren.

Quote: Originally posted by jje1000
Is there something about gates that if you move them in a certain way with moveobjects on, they can crash the game?


More elaboration- if I move the gate with the handtool while moveobjects is on, and the gate moves over another gate, the game crashes. Really odd bug.

Giga 9th Feb 2019 9:39 AM

@jje1000

Is this what you're talking about? https://i.imgur.com/0SqLjaE.jpg

In the GraphicsRules, under option TreeQuality, Veryhigh, I changed from prop $ConfigGroup RenderTreeGroundLODDistances "15, 100, 3300, 4000" to prop $ConfigGroup RenderTreeGroundLODDistances "30, 400, 3300, 4000". It is the very last line of all the settings related to TreeQuality.

edit// oh my GraphicsRules is heavily edited so your last line of the TreeQuality will be different to mine but the trick is to match the first 2 numbers of that line to lines above so the small trees that are on the lot will load as the same as the trees placed in CAW/World editor.

The after Image is dark, it is taken at during the day but I'm also testing weather mod settings. The difference in tree detail should still be clear.

And yes, moveObjects seem to be risky sometimes. My game tends to crash more often if I leave it on after going back to live mode.

jje1000 9th Feb 2019 1:43 PM

Quote: Originally posted by MeowMixPls
@jje1000

Is this what you're talking about? https://i.imgur.com/0SqLjaE.jpg

In the GraphicsRules, under option TreeQuality, Veryhigh, I changed from prop $ConfigGroup RenderTreeGroundLODDistances "15, 100, 3300, 4000" to prop $ConfigGroup RenderTreeGroundLODDistances "30, 400, 3300, 4000". It is the very last line of all the settings related to TreeQuality.

edit// oh my GraphicsRules is heavily edited so your last line of the TreeQuality will be different to mine but the trick is to match the first 2 numbers of that line to lines above so the small trees that are on the lot will load as the same as the trees placed in CAW/World editor.

The after Image is dark, it is taken at during the day but I'm also testing weather mod settings. The difference in tree detail should still be clear.

And yes, moveObjects seem to be risky sometimes. My game tends to crash more often if I leave it on after going back to live mode.


Hmm, you might be onto something, I tried that but the results seem inconsistent. It doesn't seem to work on all lots as well (the city hall rabbithole lot should also have some trees).

Trees in map view worked once:

But I loaded in a few more times, and it gave me the usual tree-less lot:


Could you upload your GraphicsRules file? Maybe there's some additional things you might have changed that help fix this.


And yes, that moveobjects gate crash bug is weird. My Sims 3 game is strangely very stable over the years, but that one bug is also very consistent.

AGuyCalledPi 10th Feb 2019 12:06 AM

I recall having a few issues with the Map View impostor lots as well. Surely there must be some sort of flag to prevent objects from unloading in Map View? Should be as simple as dragging something into TSRW and seeing if there's a toggle for it, really. I don't know what I have my tree LODs set to, personally, but considering the hardware I have I might as well not bother with LODs at all. I'll crank them up to 1.21 jiggamiles and see if it does anything.

jje1000 10th Feb 2019 1:14 AM

Maybe. The LargeObjects flag is what keeps objects visible in neighborhood view, which you can change in S3PE, or a cloned tree in TSRW.

Giga 11th Feb 2019 4:27 AM

1 Attachment(s)
I hate the LargeObjects flag. If you put LargeObjects on floors above the ground floor, they will be always visible to the ground floor.

@jje1000

I did more testing. I realised that if I go to map view directly from the lot the trees won't load. If I zoom out as much as possible and then go to map view, the trees load. I tried this with EA values and mine, same result.
https://i.imgur.com/dWz4LR0.png

I removed most of the chances I have made to test this. The above pic's settings with EA's default tree details:

jje1000 11th Feb 2019 4:32 AM

Quote: Originally posted by MeowMixPls
I hate the LargeObjects flag. If you put LargeObjects on floors above the ground floor, they will be always visible to the ground floor.

@jje1000

I did more testing. I realised that if I go to map view directly from the lot the trees won't load. If I zoom out as much as possible and then go to map view, the trees load. I tried this with EA values and mine, same result.
https://i.imgur.com/dWz4LR0.png

I removed most of the chances I have made to test this. The above pic's settings with EA's default tree details:


Thanks for the values! Will try to do some testing- I tried to do the zoom out then map, but it didn't work for me.

That being said, if there's an object that might work well with the LargeObjects tag, it's trees. I think they always appear from the ground regardless of which floor you place them on- so that tag might be worth a shot.

Giga 11th Feb 2019 4:52 AM

There was one lot that was acting out, the platform view lot.

Doesn't the world generate pictures of the lots that it uses to load faster? and if you change the lot, the new changes do not necessarily show unless you do something to refresh the image?

LargeObjects tag, so it seems like the smaller trees that are usually used in lots in themselves are NOT tagged as largeObjects? that doesn't make sense to me but wouldn't put beyond EA. And im too lazy to check.

igazor 11th Feb 2019 3:58 PM

Quote: Originally posted by Gargoyle Cat
2 questions; they're not related.

@igazor Will I mess up my game if I install fire alarms in houses that are lived in by NPCs?

Does anybody have a website they use for dog names? Regina wants a third dog, but I can't decide what kind or what to name it. I'm hoping that if I can come up with a name, it will inspire me pick a dog. Odds are this makes no sense to anybody but me; that's okay.

By NPCs do you mean inactive (not player controlled) residents? Then no, that's certainly fine. Or do you mean homeless NPCs who appear to live in but really go to darkened out NPC-only units of LN style apartment buildings to hibernate? That's probably fine too, but not really sure I see the point as there is nothing in those units to catch fire.

I know this is no help, but one of the best names I've ever seen for a dog was mentioned on the EA forums recently and that would be Askim.

"So, what's your dog's name?"
"Askim."

AGuyCalledPi 12th Feb 2019 4:05 AM

Clouds can't possibly be red unless you've got a world lighting setup to have red clouds under certain circumstances. Chances are yours does, and it's one of the 5 default weather types. I believe there's one that only has a .1% chance of happening, and you may have just happened upon it.

Elynda 12th Feb 2019 4:39 AM

Oh wow! Whatever the cause, I'd really love it if I could order up a red sky like that when I need it. I have a particular use in mind for something like that.

Elynda 15th Feb 2019 6:20 AM

Thanks, I'll give that a try.

Kylaaab 16th Feb 2019 3:15 AM

Here's a stupid question; If a sim takes a photo with a camera in a town and then that town is deleted, will the photo be wiped as well?

attuned 17th Feb 2019 5:37 AM

Quote: Originally posted by Kylaaab
Here's a stupid question; If a sim takes a photo with a camera in a town and then that town is deleted, will the photo be wiped as well?

No, photo still exists in the camera. In fact, you can stick the picture on a wall, share the lot, and the downloader can have the picture while having nothing that is in the picture actually in their game. A tutorial you might like: http://www.modthesims.info/showthread.php?t=532440

Kylaaab 17th Feb 2019 6:24 AM

Quote: Originally posted by attuned
No, photo still exists in the camera. In fact, you can stick the picture on a wall, share the lot, and the downloader can have the picture while having nothing that is in the picture actually in their game. A tutorial you might like: http://www.modthesims.info/showthread.php?t=532440


Yes! That'll really come in handy for CC free uploads

Mrmo 17th Feb 2019 11:54 AM

As I'm new to this game I always have questions. Here is one of them:

In TS2 the game always starts in hood view and it's easy to jump into a family but in TS3 the game always starts on the same lot. I once wanted to switch to an other lot but there was a message saying something like that all hopes and primisses would be lost if I did switch lot. And as I do not know what that means I did not go on. So, what dos it mean? What will be lost?
(Sorry for not remembering the exact phrase and as I'm on the wrong computer I can not check the detail now).

igazor 17th Feb 2019 3:11 PM

Quote: Originally posted by Mrmo
As I'm new to this game I always have questions. Here is one of them:

In TS2 the game always starts in hood view and it's easy to jump into a family but in TS3 the game always starts on the same lot. I once wanted to switch to an other lot but there was a message saying something like that all hopes and primisses would be lost if I did switch lot. And as I do not know what that means I did not go on. So, what dos it mean? What will be lost?
(Sorry for not remembering the exact phrase and as I'm on the wrong computer I can not check the detail now).

Actively played sims have up to four promised wishes that they may be working on as well as possibly some opportunities as can be seen on their information panels. If you switch active player controlled households in the manner described without a mod to protect the saved wishes, then the saved in-progress ones for the sims you will no longer be controlling will be dropped.

For those so inclined, there are five NRaas mods that offer different ways to preserve these promised wishes and opportunities for sims when they become inactive -- MasterController, StoryProgression, Mover, PortraitPanel, and Selector. Note however that too many, and how many is "too many" is difficult to nail down, dream managers running on inactive, not player-controlled sims at the same time can cause a serious drain on performance.

Mrmo 17th Feb 2019 5:59 PM

Quote: Originally posted by igazor
Actively played sims have up to four promised wishes that they may be working on as well as possibly some opportunities as can be seen on their information panels. If you switch active player controlled households in the manner described without a mod to protect the saved wishes, then the saved in-progress ones for the sims you will no longer be controlling will be dropped.

For those so inclined, there are five NRaas mods that offer different ways to preserve these promised wishes and opportunities for sims when they become inactive -- MasterController, StoryProgression, Mover, PortraitPanel, and Selector. Note however that too many, and how many is "too many" is difficult to nail down, dream managers running on inactive, not player-controlled sims at the same time can cause a serious drain on performance.


In your opinion, whitch one is the best and easiest to work whit? My wish was to play whit as few mods as possible but as TS3 seems to be unable to keep track of things (unlike TS2) I can download a mod for this because I want to jump from family to family (so I don't get bored).

igazor 17th Feb 2019 9:40 PM

Quote: Originally posted by Mrmo
In your opinion, whitch one is the best and easiest to work whit? My wish was to play whit as few mods as possible but as TS3 seems to be unable to keep track of things (unlike TS2) I can download a mod for this because I want to jump from family to family (so I don't get bored).

The door is right over there. See ya. Okay, just kidding...

It really depends on your play style and what you are trying to do. Although biased of course, I have all of the mods I just listed for other reasons anyway and I can't imagine playing without MasterController.

MasterController - The mod is very complex, but it's a player control center and actually does nothing at all once its command menus are loaded at startup after which it sits back and waits for a command to perhaps be selected. One of its options is to make active switches Dream Catching, and one of its commands is "Make Active" which will switch active households without a trip to Edit Town and operate according to how the option is set. It has no impact on Edit Town switches.

StoryProgression -
If you have no interest in a modded version of story progression, then it makes no sense to even consider this mod.

PortraitPanel -
If you do not have a need to alter the default behavior of the portrait panel on the left side of the screen, such as by playing a household with more than eight sims or by wishing to list inactive sims from other households on it, then it makes no sense to consider this mod either.

Selector -
This is the easiest to use for household switching, as by option it can be done by right-clicking on a sim. It is also therefore the easiest to use accidentally when one didn't mean to switch actives and for that reason I keep this option switched off. Selector active switches are always Dream Catching.

Mover - This one extends Dream Catching to household move-outs, splits, and Edit Town, but not in any other ways.

I will repeat the warning, though. If you switch households all over town and keep Dream Managers running on all of them, then your game performance will suffer possibly to the point where the game is no longer playable or all of the RAM that the game can use is taken up by them. MasterController can be used to see how many Dream Managers are running across town and has a command to drop all of them (meaning except for the currently being played household), but there is no way to be selective about it once you have too many going.

SusannaG 18th Feb 2019 5:44 PM

I would recommend Error Trap and Overwatch (and probably also Go Here) for any game of Sims 3 at all. They're also from Nrass. (Error Trap and Overwatch run in the background; Go Here helps with routing. And we all know Sims and routing!)


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