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attuned 25th May 2019 2:59 AM

@Igazor every time you say that about your ongoing game, I feel you are tempting fate.

You can use the lots from edit town, if you place them thoughtfully and do not use too many, but as Ghost sdoj advised, I really try to avoid it. You can delete or add trees and bushes in the world from edit town.
EIG (edit in game) is a feature of CAW that is a light version of the game, that allows you to build on lots in CAW, or add binned lots to the CAW world.
Directions for using CAW with Steam: https://steamcommunity.com/sharedfi...s/?id=126164888

igazor 25th May 2019 1:41 PM

Quote: Originally posted by attuned
@Igazor every time you say that about your ongoing game, I feel you are tempting fate.

I should have also said that I don't really go around adding and removing lots and their lot footprints by the dozens all in one Edit Town session; that would probably result in my sims reporting for work at some undefined location under the ocean or up in the sky. More like one or two at a time here and there, return to gameplay, do a MC Reset Everything if it seems warranted, if all seems fine after a few sim days return to editing the town much later on for the next one or two lots that don't already exist. You said it much better, if such edits are to be done they should be done thoughtfully and in small numbers.

As for tempting fate, perhaps. But I have this game saved and backed up so many ways that it would take something really catastrophic to ruin it completely to the point where I cannot just revert to last month's or last year's copy and redo things from there. I did have a mishap with the Traveler mod recently, it was all my own fault, and as a result one of my favorite sims who wasn't being actively played at the time got duplicated across two different worlds. Overwatch resolved that up for me by removing the "wrong" copy, so my poor sim who was a YA, still has YA experiences behind him, and whose birthday party was quite a public event in Bridgeport is now a teen again in Riverview (and his Bridgeport friends are probably wondering whatever happened to him as to them he just suddenly disappeared one day and never even said goodbye or left a note). I can live with that, will tend to him properly when I next get to his original homeworld where he ended up landing. One has to have a sense of humor about such things when working with this game.

MurderPrincessK 26th May 2019 7:25 AM

Is there a known problem with the Transparent Sim Meshes that came with certain CC costumes like Deadpool and Spider-man? Every time I add one to my game it lags horribly, so I wondered if there was one out there that doesn't cause problems?

AGuyCalledPi 26th May 2019 7:03 PM

Uhm, so, I could've sworn there's overhead stage lighting in the game. And I'm talking the typical kind that hangs off big steel truss. But I've looked everywhere and can't find anything of the sort. Ditto for the Store. For a game that supposedly has everything, especially something so non-specific....how can there not be? I certainly don't remember expecting to find something before, and then discovering it doesn't exist in any form.

tunafishfish 26th May 2019 8:34 PM

ST and LN have stage lights of various sorts in the show menu. I think the kind that hang from the ceiling are in edit town or buy debug

PlyPlay665 29th May 2019 7:38 AM

If I install store pack files that are already installed in my game, does it cause duplicates in the game files and slow it down? I recently noticed I was missing a few store items in my game and had to reinstall them. However, I now want to go through and reinstall them all to make sure there aren't other unknown store items not installed. The problem is that it is such a slow process to do, that I want to do it over time instead of starting fresh and installing them all at once.

Fluse 29th May 2019 8:27 AM

@PlyPlay665
To my knowledge if an item is already installed, and you have tried installing it again the launcher says " this item is already installed" and nothing will happen ^^

TheThirdWizard 29th May 2019 9:44 AM

I once reinstalled a world that was installed, but the launcher said it wasn't. That way I've managed to get a duplicate of the same world. It appears in my world selector as two different worlds, with the same name except of a ' (1)' at the end of the name. That's the only way to obtain an in-game duplicate of an installed item that I know of so far.

Ghost sdoj 29th May 2019 3:39 PM

If you've decrapified a sims 3 pack it becomes a different object (or world) so you could get duplicates by installing both the decrapified version and the standard version. The Launcher is designed to skip anything that it already reads as being installed, though.

Emmett Brown 29th May 2019 4:00 PM

Quote: Originally posted by Fluse
@Emmett Brown
Thanks, that's good to know. That explains why it's sometimes hard to find rare gems.
mmh but does that mean, that all spawners you can place in CAW should work as intended in the homeworld? I know, if you place spawners from debug, they work - at least fishes, shells from IP, gems, bugs, even nanites, but other ITF-spawners seem not to work.

Perhaps spawners behave differently if on a lot or off.

jje1000 30th May 2019 6:04 AM

As babies are technically objects, is there any way of making them draggable?

igazor 30th May 2019 5:29 PM

Quote: Originally posted by jje1000
As babies are technically objects, is there any way of making them draggable?

Babies are objects in the same sense that all sims are, they just don't have the ability to get around on their own. Moving sims such as by using the Move Object On cheat tends to break them. So I would have to go with...no?

scjohnson17 30th May 2019 7:57 PM

i created my first sim last night and i bought the house and confirmed it. Then after 2 hours it was still spinning saying downloading. Help!

SneakyWingPhoenix 2nd Jun 2019 2:55 PM

How the street names are given to lots? Through CAW? I kind of their name after their initial empty lot name prior being occupied with built lots from the bin.
Is there anything that determines the names of consecutive empty/built lots that will be player placed down?

SneakyWingPhoenix 2nd Jun 2019 9:54 PM

Quote: Originally posted by SneakyWingPhoenix
How to get couch shell for my mermaid Sim? Turning a Sim into one via master control didn't provide her one

Anyone?

TheThirdWizard 3rd Jun 2019 3:55 AM

@SneakyWingPheonix

I have not played with mermaids very much, but from my last game that contained mermaids (I've forced the whole household to eat mermaidic kelp as soon as I could get it), I vaguely remember that when my sims became mermaids using the method stated before, they did not receive conch shells. According to the wiki, you can find them in the ocean and on the beach. Their rarity is uncommon, so they shouldn't be too hard to find.

Riesen 3rd Jun 2019 1:46 PM

Quote: Originally posted by SneakyWingPhoenix
How the street names are given to lots? Through CAW? I kind of their name after their initial empty lot name prior being occupied with built lots from the bin.
Is there anything that determines the names of consecutive empty/built lots that will be player placed down?


Yes, the lot addresses can only be added through CAW, however there is an NRaas mod that allows you to change or add an address in game, I believe it is Tagger, but I'm not 100% sure

Mrmo 3rd Jun 2019 6:34 PM

I have not been in this forum section for long so if there is a thread about the subject please link me.

I had a sim in the political career but as I found it very hard for her to getting somewhere I let her quit and gave her a job as a babysitter. She is now on the first step and she does do a decent job but the problem is that she always have to take care of two toddlers. This means that the woman have to have her sister to help her out. So my question is: Is there a way to limit the number of children that my sim have to take care of? One would be perfect because then the younger sister can do her things (and it will be easier for me to play ).

iCad 3rd Jun 2019 7:39 PM

Is there any way in TS3 -- via a mod or whatever -- to assign a particular Sim to a desk, similar to how you can assign a bed to a particular Sim? I've been putting desks in kids' rooms for them to do their schoolwork on, but 9 times out of 10 they just use the dining room table. Which is perfectly fine, but if there's no way to force them to use the desks in their rooms, then I'm just gonna take out the desks and use the space for something else.

I thought maybe either NRAAS Retuner or Master Controller would do this, but if so I can't find the options to make it happen...

TheThirdWizard 3rd Jun 2019 11:36 PM

@Mrmo I am not sure if that is possible via modding, but I do know that the number of kids increases with your level in the daycare profession. So if you have troubles taking care of two toddlers, I wonder what you will do when you will reach level 5 and you will have to take care of 6 kids, toddlers and occasionally children too.

My advice is to read Carl's Daycare Profession Guide to better understand what you could do to take care of them better. If Tom Schlueter who wrote the guide managed to take care of 5 children with only one sim, you can do it too. While it will not magically solve your problem, it will help you to organise better towards succesfuly taking care of the two toddlers. After all, practice makes perfect!

Mrmo 4th Jun 2019 6:53 AM

Quote: Originally posted by TheThirdWizard
@Mrmo I am not sure if that is possible via modding, but I do know that the number of kids increases with your level in the daycare profession. So if you have troubles taking care of two toddlers, I wonder what you will do when you will reach level 5 and you will have to take care of 6 kids, toddlers and occasionally children too.

My advice is to read https://www.carls-sims-3-guide.com/generations/daycare.php to better understand what you could do to take care of them better. If Tom Schlueter who wrote the guide managed to take care of 5 children with only one sim, you can do it too. While it will not magically solve your problem, it will help you to organise better towards succesfuly taking care of the two toddlers. After all, practice makes perfect!


The link did not work but I found the guide and did take a look. I did not know that the number of toddlers increases if the sim levels up but if that's true I guess my sim have to change to an other career. The daycare career seems to be better for a single sim, not a sim in a family of three and there is also a lot of pets on the lot that needs attention. Oh well I guess I did make a bad choise but as I'm still new to this game I do not feel to sorry about it. But thanks for the help anyway.

enable_llamas 6th Jun 2019 12:52 AM

Do any of you guys use S-club's 3D eyelashes? Set N2 to be more specific, I've only used N3 so far and they were nicely separated in different packages for the Eyeliner and Accessory categories so you could pick which one you wanted. These seem to be all merged together tho, so I ended up with the same thing in Eyeliner and both in Earrings and Necklaces and my Accessory tab is already a nightmare without 2 new useless additions... Is there some way to clean out the package file, will deleting the casp resources be enough?

Don Babilon 7th Jun 2019 9:04 PM

Quote: Originally posted by iCad
Is there any way in TS3 -- via a mod or whatever -- to assign a particular Sim to a desk, similar to how you can assign a bed to a particular Sim? I've been putting desks in kids' rooms for them to do their schoolwork on, but 9 times out of 10 they just use the dining room table. Which is perfectly fine, but if there's no way to force them to use the desks in their rooms, then I'm just gonna take out the desks and use the space for something else.

I thought maybe either NRAAS Retuner or Master Controller would do this, but if so I can't find the options to make it happen...
Sims will always choose the nearest table with chair as soon as you order them to do their homework, so the only way to force them to use the desk in their room is to move them to said room and click on "do homework" there.
There also seems to be a hierarchy of preferred objects for certain tasks, so sometimes Sims will walk far away to drink nectar on a chair with a surface attached instead of using the armchair nearby because apparently it is preferable to dring nectar seated at a table and they will only use the armchair when all tables are occupied or none are present.

Quote: Originally posted by Fluse
@Emmett Brown
Thanks, that's good to know. That explains why it's sometimes hard to find rare gems.
mmh but does that mean, that all spawners you can place in CAW should work as intended in the homeworld? I know, if you place spawners from debug, they work - at least fishes, shells from IP, gems, bugs, even nanites, but other ITF-spawners seem not to work.
WA gem and insect spawners only work in WA worlds by default. But there's a mod by shimrod at simsasylum that unlocks them for all worlds.

Quote: Originally posted by SneakyWingPhoenix
Anyone?
What shell do you mean? Mermaids don't come with any extra shell as far as I remember. Do you mean the triton shell Sims use to call a mermaid?

Tiinii 8th Jun 2019 9:57 AM

Quote: Originally posted by jje1000
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.


Hi everyone, did this problem ever get resolved? I am experiencing the same unpretty treelessness in map view. For me, the reason seems to have been patch 1.67 as I don't remember having this problem before. Also, I experimented a little and found that if I made a new install of Sims 3 Base Game, the trees load fine - if I add the 1.67 superpatch directly to it, they disappear. They problem is also consistent on two very different computers.
I'm getting really frustrated because I'm in the middle of putting lots into my new custom world, and it's kinda hard to get the overall feel of the neighborhood if all the trees are missing ...
Any idea or suggestion would be greatly appreciated!!!

SneakyWingPhoenix 8th Jun 2019 1:15 PM

Quote: Originally posted by TheThirdWizard
@SneakyWingPheonix

I have not played with mermaids very much, but from my last game that contained mermaids (I've forced the whole household to eat mermaidic kelp as soon as I could get it), I vaguely remember that when my sims became mermaids using the method stated before, they did not receive conch shells. According to the wiki, you can find them in the ocean and on the beach. Their rarity is uncommon, so they shouldn't be too hard to find.

Oh I see. Makes a lot more sense. I'm in a custom, so there's no option except to put a spawner probably.
Quote: Originally posted by Don Babilon
What shell do you mean? Mermaids don't come with any extra shell as far as I remember. Do you mean the triton shell Sims use to call a mermaid?

Yeah.

Don Babilon 8th Jun 2019 11:06 PM

Quote: Originally posted by SneakyWingPhoenix
(...)
Yeah.
That's an accessory and not an in-game object; it's used for the sole purpose of calling a mermaid. It's sort of an oddly shaped telephone.

SneakyWingPhoenix 9th Jun 2019 12:25 AM

Evil mermaid could summon sharks.

PlyPlay665 13th Jun 2019 1:17 AM

Has anyone ever found out a way to stop inactive households from advancing in their skill challenges? Particularly, athletic? I am having the issue where all of my Sims with the athletic skill trait are accruing all of their statistics when I'm not playing and so now they don't become fatigued.

igazor 13th Jun 2019 7:06 AM

Quote: Originally posted by PlyPlay665
Has anyone ever found out a way to stop inactive households from advancing in their skill challenges? Particularly, athletic? I am having the issue where all of my Sims with the athletic skill trait are accruing all of their statistics when I'm not playing and so now they don't become fatigued.

Sims aren't really pushed to complete skill challenges just for the sake of having completed them, but it's more like they become completed as a side-effect/bonus of them doing skill gaining activities for other reasons. Whether and how much they are pushed and how controllable that is depends on what one is using for story progression. EA's and AwesomeMod's are not selectively customizable in this regard, NRaas SP is up to a point by way of rotational play caste settings, among other ways to manage these things.

But the Athletic skill is trickier than most of the others because sims gain hours on two of the three categories by doing various to them everyday things not necessarily involving gym equipment, such as playing sports games recreationally and going for swims. So even if they are excluded from SP pushes to skill up on purpose as they will do according to their traits, careers, and their daily routines, there will still be some gains there. Just to clarify the issue though, why is this a problem? It's not that sims who satisfy those skill challenges are prevented from becoming tired, it's that they should be prevented from becoming fatigued while engaging in and specifically due to rigorous athletic activity. Or is it the case that you are finding that inactive sims are increasing their hours among the challenge categories when they aren't really exercising in any way anymore, such as while they are sleeping, working in non-athletic careers, or hibernating in their own homes? That's a different issue, potentially.

tunafishfish 13th Jun 2019 5:37 PM

Is there a way to get townies to form a group to do something the same time each week? Like a group of friends that goes to a specific bar and plays pool or goes dancing? Also a way to get certain sims to go to the bar every night so there would be like "Person's stool" and "so-and-so's table."

Mischief Managed 13th Jun 2019 5:47 PM

I'm working on an Egyptian Pharoah over in the creator fourm that I plan to submit for upload but it seems nobody has visited lately . So I'm looking for an opinion,the kilt I have on the sim in game is only available through dragon valley, and I figure not many people would be willing to buy the whole thing just for that, However there is another store kilt, but it's only for everyday the dragon valley one is for everyday formal and athletic. If I used the other store kilt the best option for formal and athletic is this denecklaced African thingy. should I switch it to the other store kilt?

PlyPlay665 13th Jun 2019 8:21 PM

Quote: Originally posted by igazor
Sims aren't really pushed to complete skill challenges just for the sake of having completed them, but it's more like they become completed as a side-effect/bonus of them doing skill gaining activities for other reasons. Whether and how much they are pushed and how controllable that is depends on what one is using for story progression. EA's and AwesomeMod's are not selectively customizable in this regard, NRaas SP is up to a point by way of rotational play caste settings, among other ways to manage these things.

But the Athletic skill is trickier than most of the others because sims gain hours on two of the three categories by doing various to them everyday things not necessarily involving gym equipment, such as playing sports games recreationally and going for swims. So even if they are excluded from SP pushes to skill up on purpose as they will do according to their traits, careers, and their daily routines, there will still be some gains there. Just to clarify the issue though, why is this a problem? It's not that sims who satisfy those skill challenges are prevented from becoming tired, it's that they should be prevented from becoming fatigued while engaging in and specifically due to rigorous athletic activity. Or is it the case that you are finding that inactive sims are increasing their hours among the challenge categories when they aren't really exercising in any way anymore, such as while they are sleeping, working in non-athletic careers, or hibernating in their own homes? That's a different issue, potentially.

igazor, you're such a saint for answering everyone's questions all the time. The reason it is a problem is because I tend to only allow my Sims to have ~4 skills (excluding social media since that one is inevitable), and then I like to work towards earning the challenge rewards. It takes the fun away in my rotational game when I come back and the Sim has already beat all the challenges even though they're just a teenager. They're definitely just earning it by swimming or using exercise equipment at the gym when I'm not playing them. Of course it is not game-breaking. Just a small nuisance.

Emmett Brown 13th Jun 2019 8:22 PM

Clone a skirt and call it a Egyptian Kilt and make it available to males?

Mischief Managed 13th Jun 2019 9:41 PM

Quote: Originally posted by Emmett Brown
Clone a skirt and call it a Egyptian Kilt and make it available to males?


Yes but I don't have the skill or interest to do so

igazor 13th Jun 2019 10:24 PM

Quote: Originally posted by PlyPlay665
The reason it is a problem is because I tend to only allow my Sims to have ~4 skills (excluding social media since that one is inevitable), and then I like to work towards earning the challenge rewards. It takes the fun away in my rotational game when I come back and the Sim has already beat all the challenges even though they're just a teenager. They're definitely just earning it by swimming or using exercise equipment at the gym when I'm not playing them. Of course it is not game-breaking. Just a small nuisance.

I guess you could attempt to lock these sims out of gyms and community lots with swimming pools, deny them access to any gym equipment and pools they own themselves when they aren't being played actively, and SP Lot restrict them from using beaches (not sure how successful that one would be). This kind of thing becomes a trade-off though, I like seeing the sims I play in rotations enjoying themselves when I'm playing others and for some of them these are their sources of enjoyment. If you are playing the entire world or a huge portion of it, this also might mean that your gyms and swimming locations will be less populated.

enable_llamas 14th Jun 2019 1:15 AM

Quote: Originally posted by tunafishfish
Is there a way to get townies to form a group to do something the same time each week? Like a group of friends that goes to a specific bar and plays pool or goes dancing? Also a way to get certain sims to go to the bar every night so there would be like "Person's stool" and "so-and-so's table."


I remember someone had made a mod that used the Event Lot Marker from buydebug - you could set certain "events" and it would push the sims according to the specified criteria to the lot (and possibly push them to do stuff? not sure about this tho). Never tried it myself, but it sounded like it would be helpful up to a point. Can't remember who it was by but almost positive it had "Lot Event" in the name

Giga 14th Jun 2019 2:44 AM

How do paparazzi behave in other peoples games? I do not have the security gate but still. Mine is misbehaving. She comes inside the house, sometimes takes food out of the fridge.
She does that hell yeah gesture when some sims are topless. She also skinny dips in my hot tub.
What am I doing wrong?


AGuyCalledPi 14th Jun 2019 3:36 AM

You're not killing enough paparazzo's, clearly, so they're getting ballsy.

Giga 14th Jun 2019 8:05 AM

ah so you're saying that people disable them entirely?
I did use nraas to only have one paparazzo because I don't want them completely annihilated but if this is how they always behave

tunafishfish 14th Jun 2019 2:07 PM

Even if you disable celebrities, there are still paparazzi. I opt my family out of the celebrity system and I only see them on lots. Never with cameras, though. I have had paparazzi walk right up to the house even with a gate.

AGuyCalledPi 14th Jun 2019 3:15 PM

Come to think of it, there's none in my game. At all. How odd.

Flora2 16th Jun 2019 6:32 PM

Okay, stupid question because likely everyone else knows the answer but me - and mainly because I rarely download CC stuff like hair or clothes. So: can CC hair cause a bug like keeping the active sim's actions cancelled, and reset the sim mid-action, frequently? I strongly suspect that the CC hair worn by my active sim is triggering this annoying action-cancelled bug in my game because I changed it to EA hair and it seems this solved it, but really, A CC hair can cause such an annoying in-game behavior? Or I must keep investigating for another culprit?

Mrmo 16th Jun 2019 6:55 PM

What I know from TS2, any type of CC can causes bugs. I can be any types of CC and it can be enough to have it on the lot alone. I guess it can be the same in TS3.

tunafishfish 16th Jun 2019 7:15 PM

@floraflora2 Does the sim have the absent minded trait?

tunafishfish 16th Jun 2019 7:23 PM

Does anyone know how an inactive's traits are taken into account by NRAAS Story Progression with respect to woohooer and having babies? I created ~40 sims to play my town and it's week 3 in game time and most sims are paired up and having babies, but two sims I made with the Disciplined trait. They're in serious committed relationships, but unlike the others they haven't had any babies. Most of the messages that are popping up about pregnancies imply that they were unexpected so I wonder if the disciplined trait makes it so they are more deliberate in their liaisons.

Flora2 16th Jun 2019 8:39 PM

Quote: Originally posted by tunafishfish
@floraflora2 Does the sim have the absent minded trait?


Absolutely not, I never choose this trait to any of my sims.

iCad 17th Jun 2019 3:11 AM

Quote: Originally posted by AGuyCalledPi
Come to think of it, there's none in my game. At all. How odd.


Do you use NRaas Register? You can use that such that you have no/fewer paparazzi (and no/fewer tourists, no/fewer stray/wild animals, etc.) You have to set it that way, though. But perhaps you did that and forgot you did it. I mean, I dunno how old you are, but I'm at the age where the ol' memory is not as reliable as it once was, so...

Quote: Originally posted by Floraflora2
Okay, stupid question because likely everyone else knows the answer but me - and mainly because I rarely download CC stuff like hair or clothes. So: can CC hair cause a bug like keeping the active sim's actions cancelled, and reset the sim mid-action, frequently? I strongly suspect that the CC hair worn by my active sim is triggering this annoying action-cancelled bug in my game because I changed it to EA hair and it seems this solved it, but really, A CC hair can cause such an annoying in-game behavior? Or I must keep investigating for another culprit?


It seems odd that a hair would cause this. Usually, queue cancellations are caused by routing issues more than anything else. At least, that's how it is for me. Is your game generating any error logs? If so, looking at those might give you a clue as to what is causing the issue. The hair thing might just be a coincidence...or it might not. The programming for Sims games is complex enough that chaos theory applies.

And speaking of routing issues, my stupid question: I've got doors sticking open in my TS3 game. In TS2, this happens when there's another object overlapping the door. So I thought maybe that's what this was, but I've looked at the stuck doors thoroughly, including in Edit Town mode where invisible objects like emitters and such might lurk, and removed anything that might remotely have a possibility of overlapping the door and...no joy. So, I'm guessing this is caused by something else in TS3. Is there a fix for this phenomenon? There's a mod for TS2 for this, so that doors close even when there's an overlapping object, but I'm not finding anything like that for TS3...

enable_llamas 17th Jun 2019 4:59 PM

Quote: Originally posted by iCad
And speaking of routing issues, my stupid question: I've got doors sticking open in my TS3 game. In TS2, this happens when there's another object overlapping the door. So I thought maybe that's what this was, but I've looked at the stuck doors thoroughly, including in Edit Town mode where invisible objects like emitters and such might lurk, and removed anything that might remotely have a possibility of overlapping the door and...no joy. So, I'm guessing this is caused by something else in TS3. Is there a fix for this phenomenon? There's a mod for TS2 for this, so that doors close even when there's an overlapping object, but I'm not finding anything like that for TS3...

I think it happens randomly, they just get stuck sometimes... If you have Nraas Debug Enabler a simple Object Reset fixes it right away, otherwise a MC Lot Reset will also do the job... But I don't remember them being permanently stuck anyway, maybe even a quit and reload the save should do it?

SneakyWingPhoenix 18th Jun 2019 7:24 PM

Unrelated note, anybody made a video explaining "Why the The Sims 3 lags/runs poorly?". Many seem to still believe in the myth that think it's due to open world, when really it's how poorly optimized the game was (of course amongst other things, like routing/coding and technical specs).

Mischief Managed 27th Jun 2019 2:38 AM

Ok for anybody who has uploaded a sim Do I have to remove cc before uploading?

AGuyCalledPi 27th Jun 2019 2:59 AM

Not if you can include or link said CC.

Mischief Managed 27th Jun 2019 3:09 AM

Quote: Originally posted by AGuyCalledPi
Not if you can include or link said CC.


I thought cc wasn't suppose to be included? and for the female sim I'm working on her athletic outfit is a CC denecklaced version of the mermaid sarong from the store, I recategorized the cc version so it shows as athletic is it ok to include that?

CatMuto 27th Jun 2019 5:03 PM

Which NRaas Master Controller module adds the Triggery Age Transition option for a Sim? I thought it was the regular or extended version, but I didn't see the option on the infant I wanted to trigger to toddler; had to use testingcheats for that one.

And Population also allows me to set the rate of wild animals to spawn, right?

tunafishfish 27th Jun 2019 6:10 PM

Register will govern the animals. You can trigger age transition through activating cheats and then shift clicking your target sim. Master Controller will do it to under the "sim" menu.

demonic corndog 28th Jun 2019 4:25 PM

Is having subway stations and LLAMAs both in a town bad? I remember reading somewhere it was or wasn't good at the least and just discovered the custom town I'm playing has both, so I was wondering if I should remove one or the other.

Mischief Managed 30th Jun 2019 3:16 PM

I recently uploaded a sim, then looking at the photos I realized the make up was set to all categories, when it was actually supposed to be all but sleepwear, is there a way to fix without uploading a whole new sim, or am I just overthinking and it's fine?

Ghost sdoj 30th Jun 2019 9:29 PM

Quote: Originally posted by Katie Turner
I recently uploaded a sim, then looking at the photos I realized the make up was set to all categories, when it was actually supposed to be all but sleepwear, is there a way to fix without uploading a whole new sim, or am I just overthinking and it's fine?


I would post in Creator Issues, but I'm pretty sure you can get the opportunity to replace the sim with a corrected version.

attuned 1st Jul 2019 4:01 AM

Quote: Originally posted by Katie Turner
I recently uploaded a sim, then looking at the photos I realized the make up was set to all categories, when it was actually supposed to be all but sleepwear, is there a way to fix without uploading a whole new sim, or am I just overthinking and it's fine?

Once the sim is available for download, you can edit the download, but the only way to change this would be by replacing the sim file. I suggest adding a note to the download, like: Isabella is very dramatic, so she sleeps in full makeup. If you would like to change this... (include instructions for the fix). Or more to the point: Isabella has full makeup in all clothing categories. You can adjust this by....
I have been waiting for these sims!

Mischief Managed 1st Jul 2019 2:24 PM

Ok thanks guys, it seems to be a random glitch with my game, I can edit with the mirror but every time they change clothes it goes right back,


the good news I think it was just the hood I was playing, Saved the sims in new hood and glitch is gone. so I updated the file.

310175 5th Jul 2019 9:18 PM

This could also go into the WCIF thread but it's really stupid.
I have a mod that randomly and autonomously makes sims leave the home lot to go to some lot in the world.
I started the Nothing Is Free challenge, so there is nowhere to go and I'd like to turn it off. I'm fairly certain it's turn-offable but I don't remember how and I don't know what it's called. Nothing in my loooong list of mods seems to be the one.
I don't venture much beyond MTS, Naughty Sims Asylum or NRAAS for mods but I'm at a loss what it is. I installed it probably last year, not too long ago. Any ideas?

Ghost sdoj 5th Jul 2019 9:39 PM

A binary search through your mods folder may be the recommended way to track down a bad mod, but it's also a way to simply track down anything in there that you want to find... Just don't delete it.

ETA: Since you are not looking for a possible mod conflict, you don't even need to bother testing the other side each time. Just put half of the mods in and test. Then test half of the group that had it, rinse and repeat until you are down to one mod. And you can start by putting in everything that you are certain you know the function of, because the one you are looking for is a mystery mod.

SneakyWingPhoenix 5th Jul 2019 9:52 PM

1. How to earn the Grand Master in Chess title?
2. At what hours should I check for the Symphony?

igazor 6th Jul 2019 1:07 AM

Quote: Originally posted by 310175
This could also go into the WCIF thread but it's really stupid.
I have a mod that randomly and autonomously makes sims leave the home lot to go to some lot in the world.
I started the Nothing Is Free challenge, so there is nowhere to go and I'd like to turn it off. I'm fairly certain it's turn-offable but I don't remember how and I don't know what it's called. Nothing in my loooong list of mods seems to be the one.
I don't venture much beyond MTS, Naughty Sims Asylum or NRAAS for mods but I'm at a loss what it is. I installed it probably last year, not too long ago. Any ideas?

There's the pretty famous More Sims in Clubs (MSC) mods and then Townies on the Town. But if we're talking about sims in the active household being pushed out of their residential lots without player involvement, that's an option of NRaas StoryProgression. Could this be what you are seeing?

NRaas > SP > General Options > Options: Sims > Push Actives to Visit Lots > T/F (SP Extra add-on module)

310175 6th Jul 2019 4:38 AM

Quote: Originally posted by Ghost sdoj
A binary search through your mods folder may be the recommended way to track down a bad mod, but it's also a way to simply track down anything in there that you want to find... Just don't delete it.

ETA: Since you are not looking for a possible mod conflict, you don't even need to bother testing the other side each time. Just put half of the mods in and test. Then test half of the group that had it, rinse and repeat until you are down to one mod. And you can start by putting in everything that you are certain you know the function of, because the one you are looking for is a mystery mod.

Ah, my laziness and the 300MB of mods were hoping for an easier solution.
I keep thinking it was somehow toggled on the mailbox but in my empty world, nothing pops, neither with testingcheats on nor off.
I'll check with a full world and StoryProgression. If that doesn't help, I will have to go the long way.
Thanks, everyone!

ETA: Found it! It works in Sunset Valley and shows up to be toggled at the mailbox. It's from Arsil. I can't find it in his Downloads, so it's probably from some thread somewhere here on MTS I happened to read. No idea how to find it but if someone wants to go look, this is the file name: : Arsil_Leavinghomeainteasy

enable_llamas 9th Jul 2019 5:02 PM

Does having a lot of tomb room markers on a community lot - not a tomb - impact performance/lag? I mean when used instead of hidden room markers to black out unnecessary rooms. I've seen it used that way before on custom lots and it's handy cause you don't need to use 'restrictbuildbuy' every time you wanna edit something, but is there some limit to their number? And when I say a lot, I mean a lot, it needs probably round 50-ish for 1x1/2x2 columns and such.

Don Babilon 10th Jul 2019 9:09 AM

Quote: Originally posted by enable_llamas
Does having a lot of tomb room markers on a community lot - not a tomb - impact performance/lag? I mean when used instead of hidden room markers to black out unnecessary rooms. I've seen it used that way before on custom lots and it's handy cause you don't need to use 'restrictbuildbuy' every time you wanna edit something, but is there some limit to their number? And when I say a lot, I mean a lot, it needs probably round 50-ish for 1x1/2x2 columns and such.
I don't know about performance but tomb markers on a community lot can disrupt gameplay on that lot. Ghosts, for example, can't float through walls on lots with tomb markers and graveyard ghosts won't be able to return to their graves on such a lot. Also, if any non-played Sims happen to enter a room with a tomb marker they cannot leave that room on their own anymore.

Quote: Originally posted by SneakyWingPhoenix
1. How to earn the Grand Master in Chess title?
2. At what hours should I check for the Symphony?

1. You will have to challenge other chess masters (Sims with at least one (hidden) skill point in chess) to a game of chess and then win. It's not enough to play chess with any random Sim. The option to challenge another chess master is either available on your Sim's phone or when you click on the chess board and another chess master is present on the lot, too. It works in a similar way to the martial arts challenges.

2. I can't remember the exact days but I think there's only two possible days a week when there are either concerts, plays or symphonies at the theatre and the stadium, possibly starting at 3pm. A good way to find out about them is to place the search lights from the community objects section in Build Mode on these lots, because they will light up automatically whenever there's a performance. Whether it's a symphony or not seems to be random.

SneakyWingPhoenix 10th Jul 2019 11:22 PM

Ah it's not enough then. I only discover and realized you need to call for a ranked chest quite some time playing. Thanks though.

New questions:
1. Certain objects that been broken but are fixed still have the interaction to be "replace"d. Bug?
2. So I receive the opportunity of " oh my ghost" and thought heck, why not have another household member that's paranormal. Thing is, I don't who this deceased relative is and which urn is (I suspect inactive household send their member's grave to graveyard) it. And I don't think Rhett Funke has any blood-related relatives besides his family that live under the same hood. So any how to find this deceased Sim's grave?

tunafishfish 11th Jul 2019 12:55 AM

1. It just means that it's old and wearing out.
2. Go to the mausoleum and there should be an option to collect graves.

tunafishfish 11th Jul 2019 4:06 AM

Stupid question of my own: if you've cloned a sim, did the clone baby end up with some weird traits? Clone baby has the "flirty" trait which is not available until the teen birthday.

enable_llamas 11th Jul 2019 8:03 PM

Quote: Originally posted by Don Babilon
I don't know about performance but tomb markers on a community lot can disrupt gameplay on that lot. Ghosts, for example, can't float through walls on lots with tomb markers and graveyard ghosts won't be able to return to their graves on such a lot. Also, if any non-played Sims happen to enter a room with a tomb marker they cannot leave that room on their own anymore.


Thanks, good to know for future reference. It won't be a problem with the current lot as the rooms are mostly just small structural elements necessary for the building and don't have any doors/windows to begin with, so if a sim - ghostly or corporal - somehow manages to find himself inside he'll have a hella time getting out, markers or not lol.

CatMuto 11th Jul 2019 8:29 PM

Vargfjell suddenly chooses to have the game close itself when I move in a sim I just made.
I double-checked; she's not wearing any CC that I haven't used before, and the sims I moved in just before her in that town loaded in just fine.
I even repaired my game and its EPs, to see if that maybe was the issue, and I deinstalled and reinstalled the world...

MurderPrincessK 13th Jul 2019 12:33 PM

Do active Sims who are not hopeless romantics ever autonomously propose marriage? I have a couple who lives together that will kiss and woohoo all day long, but nobody pops the question. Maybe I need a mod?

igazor 13th Jul 2019 8:40 PM

Quote: Originally posted by MurderPrincessK
Do active Sims who are not hopeless romantics ever autonomously propose marriage? I have a couple who lives together that will kiss and woohoo all day long, but nobody pops the question.

No, but there is a mod by bluegenjutsu at The Sims Asylum that allows for this. Many players find that the romantic interactions it pushes are a bit too random and chaotic for their tastes, though. NRaas StoryProgression will push relationships forward (and backward) as will AwesomeMod's Story Mode, but that's not exactly the same thing as having proposals and weddings actually take place and these options do not affect actively being played sims and their potential partners.

BlackjackGabbiani 13th Jul 2019 9:57 PM

What would make my wood oven (from Monte Vista) and teppenyaki grill suddenly stop functioning? The oven isn't interactable at all now, and the grill only lets me do tricks and never gives me cooking options.

igazor 13th Jul 2019 10:28 PM

Quote: Originally posted by BlackjackGabbiani
What would make my wood oven (from Monte Vista) and teppenyaki grill suddenly stop functioning? The oven isn't interactable at all now, and the grill only lets me do tricks and never gives me cooking options.

Very likely that would be an issue with your ccmerged.package file that lives in DCBackup. It is required for TS3 Store premium content to work correctly. If you had ever replaced your user game folder and brought the installed content in from the old one without also copying over this file, that will happen. Or sometimes the file just "goes bad" all on its own or players delete it by accident.

To rebuild the file, all of your TS3 Store premium content would need to be Launcher installed again (unless you can copy the ccmerged file in from a prior game folder). Or you could download and use Nonamena's, she accounts for all premium content in hers and it's fine to use no matter how much or how little premium store content you have going.
https://nonasims.wordpress.com/2012...m-content-items
(see the download link about 3/4 of the way down the page)

If all else fails even with the freshly downloaded ccmerged file, then that means things are loading out of the expected order on startup. The next step would be to leave it where it is in DCBackup but put a second copy in Mods\Overrides though not everyone needs to take that step to get things working again.

MurderPrincessK 14th Jul 2019 4:34 AM

Quote: Originally posted by igazor
No, but there is a mod by bluegenjutsu at The Sims Asylum that allows for this. Many players find that the romantic interactions it pushes are a bit too random and chaotic for their tastes, though. NRaas StoryProgression will push relationships forward (and backward) as will AwesomeMod's Story Mode, but that's not exactly the same thing as having proposals and weddings actually take place and these options do not affect actively being played sims and their potential partners.

Hey Thanks, I will have to try out one of the many flavors of that mod by bluegenjutsu. It may be what I was wanting or the unforeseen consequences might keep things interesting.

Mandelyn 14th Jul 2019 4:42 AM

I have that mod by Blue, one of the up to proposal ones. I had one of the up to marriage but they kept getting married in the bathroom and it irritated me. I have had it work on the active sim, frequently with an inactive love interest and if I remember correctly the active but not currently selected partner. I know it works well on married active sims because every time I look away Vladimir was knocking up Ellery in my Bridgeport game.....he plans on taking over the world with his spawn....they had 8 last time I played and he had just knocked her up again.

SneakyWingPhoenix 15th Jul 2019 1:03 AM

Is there a mod that allows a Sim to keep their inventory stuff when moving out?

MurderPrincessK 15th Jul 2019 4:43 AM

Update: Added Blegenjutsu's mod and my sim asked his boyfriend to marry him in 3 sim days time. Which was right as they had maxed relationship and have been living together for at least a sim year now. Also the game gave me a wish to propose right after I added the mod, not sure if that was coincidence or not. I let them progress on their own though.

Quote: Originally posted by SneakyWingPhoenix
Is there a mod that allows a Sim to keep their inventory stuff when moving out?

Pocket Protector at Nrass will work for personal inventory, but I have never seen a mod for Family Inventory.

igazor 15th Jul 2019 8:40 AM

NRaas PocketProtector only works on the specific objects it is designed to protect, tablets and potion cases (one mod file for each). Not sure what the issue is here, I've never seen a sim drop their personal inventory items because they have moved out unless the sims became homeless NPCs in the process. I have seen family inventory stick to the "wrong" household after a split, but sometimes the game sees the surviving household and the split off one as the opposites of what we had in mind. Had a just aged up YA sim move out solo once and had to redo the move three different ways so that he didn't drag generations of baby cribs, strollers, high school diplomas, old furniture he didn't need, great great grandpa's sculptures that weren't on display, etc along with him; his new home wasn't quite large enough for all that junk to set up the family museum just yet.

If world moves are in play, then that might be different.

SneakyWingPhoenix 15th Jul 2019 1:47 PM

I checked to kick them off, so they can and find move in their own home. This is without nrass story progression.

CatMuto 15th Jul 2019 3:01 PM

Regarding Nraas Story Progression, can you alter the stories so they don't mention things like skill gains? And the frequency of certain things; it feels like every sim I interact with ends up getting into a relationship hours after becoming their friends or get into relationship trouble, with someone becoming a stalker (or both sides becoming a stalker, making the messages of them complaining about being stalked really hypocritical), etc?

igazor 15th Jul 2019 4:12 PM

Quote: Originally posted by SneakyWingPhoenix
I checked to kick them off, so they can and find move in their own home. This is without nrass story progression.

The homeless virtual household is not designed to carry an inventory. Seems like personal inventory items should be okay, but as per your experiences perhaps not.

Deshong 15th Jul 2019 5:49 PM

Minecraft on the PC has a mod that utilizes the real time A.I. ray tracing capabilities in the RTX 20 series cards, though there's an update for it as well on the higher-end GTX cards.

In the video below showcases a mod using a ray tracing shader and most likely other mods like texture overhaul, realistic water, etc.
https://www.youtube.com/watch?v=NehSihoHCpc

Question I have is: I wonder if any modders are looking into taking advantage of this ray tracing and apply it to TS3 if that's possible?

SneakyWingPhoenix 17th Jul 2019 2:57 PM

So I deleted a Sim using move objects (was broken animation wise). Will she reset back home and appear again in the skewer immediately after I return to the game? I didn't though twice and there's toddler left unattended at home.

igazor 17th Jul 2019 7:37 PM

Quote: Originally posted by SneakyWingPhoenix
So I deleted a Sim using move objects (was broken animation wise). Will she reset back home and appear again in the skewer immediately after I return to the game? I didn't though twice and there's toddler left unattended at home.

No sims of any kind should ever be deleted by way of testingcheats. Not actives, inactive residents, NPCs, stray animals, none of them. Doing so deletes their body as if they were an object only, but their sim data remains in the game and that will cause game corruption and other issues the next time the sim is called upon to instantiate or do something. There is always a better solution, or at least one that doesn't cause more problems than it solves.

There may be a clever way to get her back by way of eviction and one of the NRaas mods (Overwatch) retrieving missing sims. But generally we advise to retreat to a save before this happened and play things through another way. If any corruption does set in, there's usually no way to fix that.

Deshong 18th Jul 2019 7:24 PM

If you want a Sim to reset back at home for whatever reason, you have to bring up the cheat console by pressing CTRL SHIFT and C. Then type in the box in the upper left corner, "resetsim first name last name". So the format should look like this: resetsim Kim Oakes

SneakyWingPhoenix 18th Jul 2019 10:39 PM

Phew, she returned. About the inventory thing, I also running with base game and yeah - kicking two sims out of the household made their stuff go from their inventory to their mother's (remaining on the lot Sim).

Do birthday cake really never spoil as leftovers when in the fridge? Or it's something I have not noticed. If it doesn't, does that make it the only meal with special attribute?
What's the rage of price/showers that result "Cold Shower" and "Exilerating Shower" moodlets?

tunafishfish 19th Jul 2019 5:34 AM

If I wanted to make a splash park, would sims play in the fountains like they do for the sprinklers? I want to make a playground that also had a splash pad for sims to play on... maybe with a wading area? Is that even possible?

Edit: Does anyone know if it's possible to make a pool with CFE so that there are different depths like you see with lakes and oceans? Does it work?

MurderPrincessK 19th Jul 2019 5:45 AM

Quote: Originally posted by tunafishfish
If I wanted to make a splash park, would sims play in the fountains like they do for the sprinklers? I want to make a playground that also had a splash pad for sims to play on... maybe with a wading area? Is that even possible?

Edit: Does anyone know if it's possible to make a pool with CFE so that there are different depths like you see with lakes and oceans? Does it work?

I don't know but maybe try to use the transmogifier mod to change the script of fountains to spinklers. Then use moveobjects cheat to place on the ground. Or alternatively make sprinklers invisible and place on fountains.Not at my computer or I would test them myself as it sounds like a fun idea.

TheThirdWizard 19th Jul 2019 9:46 PM

Is there any trick (NRaas or otherwise) I could use to find out which sims are in a specific career track at a specific level?

For example, I would like to know which sim(s) is at level 7 (Mayor) in the political career.

(EDIT: Sure, I could ask all the townies, but that's not an efficient solution.)

tunafishfish 19th Jul 2019 10:09 PM

I think if you go by mc > sims > status > career it will give you a specific sim's career status. Story Progression will list how many sims are in each career under "demographics" I think

igazor 19th Jul 2019 10:35 PM

StoryProgression does not have a Demographics function, that's MasterController.

On City Hall or an in-game computer, NRaas > MC > Demographics > Career Summary (or try Jobs By Level, Jobs By Career, etc. until you get the list you want) > "X" to dismiss the filter. Or you could run any harmless MC Command, such as Family Tree, filter to Career (Political) and Job Level (Level 7), and see who shows up.

Orilon 20th Jul 2019 1:32 AM

I'm trying to figure out why my vampire child Sim got the want to hunt. Her back story is that her mother and father are both vampires. Her mother had a fling with a human inactive and got pregnant. When her son was born, it appears he takes after his human dad. I didn't see the vampire girl have a want to hunt until her human half-brother was born. Did the fact that he's human and not vampire trigger the want to hunt her baby half brother?

tunafishfish 20th Jul 2019 1:37 AM

Oops! Sorry Igazor!

attuned 21st Jul 2019 12:32 AM

Quote: Originally posted by tunafishfish
If I wanted to make a splash park, would sims play in the fountains like they do for the sprinklers? I want to make a playground that also had a splash pad for sims to play on... maybe with a wading area? Is that even possible?

Edit: Does anyone know if it's possible to make a pool with CFE so that there are different depths like you see with lakes and oceans? Does it work?


You can hide the yellow sprinkler under something, as long as a bit of it sticks out to use for turning it on/off. Then use fountain pieces to fill out the rest. We used this in the "summer" version of this lot: A Lot For Every Season, and also the dog park in Petlandia Village.

Based on editing lots with pools and different levels, I doubt you can make pools of different depths. If you have a pool on the ground level and a below ground level adjacent to it, it is possible to flood the entire area, so i guess a "bug" in the game can be used as a feature with trial and error, but I don't think it would give you the result you want. Good luck!

MurderPrincessK 21st Jul 2019 9:44 AM

Am I mistaken that if you save your game paused and exit, then it's unpaused when you restart the game, that a mod is corrupt or incompatible?

Edit: taking out the Proposal/Marriage mod from Bluegenjutsu seemed to fix my problem. Must not be compatible with another mod, though it doesn't show anything on Dashboard.

MurderPrincessK 21st Jul 2019 11:44 AM

Quote: Originally posted by tunafishfish
If I wanted to make a splash park, would sims play in the fountains like they do for the sprinklers? I want to make a playground that also had a splash pad for sims to play on... maybe with a wading area? Is that even possible?


I found these sprinklers with a smaller footprint at TSR.
https://www.thesimsresource.com/dow...ms3/id/1081411/
I used moveobjects on and place fountains inside them to make a cute little splash zone.

tunafishfish 21st Jul 2019 3:16 PM

Is there a rhyme or reason to when/why caking up a sim doesn't work? It's my sim's YA birthday and I threw her a party. She stood there cheering and clapping for two sim hours and didn't age up. I'm frustrated! If it helps, she was one day from aging up naturally. Guess who is going to school tomorrow!

tunafishfish 21st Jul 2019 3:17 PM

Thanks @attuned and @murderprincessk I'll play around with it.


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