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

jje1000 8th Apr 2020 2:30 PM

Is there any way of assigning a specific butler to a household via the NRAAS menus instead of having a sim call up services?

PlantSimmer 10th Apr 2020 11:08 PM

Is it possible to use MasterController to sucessfully apply the Unicorn life state to non-equine pets? I tried applying it to a humanoid sim and it didn't work.

(I know I've heard of people applying the Fairy life state to horses... the wings come out of the horse at a weird angle, but it technically works fine.)

SneakyWingPhoenix 11th Apr 2020 12:39 AM

Quote: Originally posted by SneakyWingPhoenix
Is there a reason why one of my triplet ya Sims has "Never Aging" set on him? All three of them are witches (if that has anything to do with it)

Also, I can't seem to allow Aging with that even when the option of is set to True under Story Progression.

topp 23rd Apr 2020 12:22 AM

I had a sim visit Al Simhara and reach the Soulpeace Chamber in the Sphinx. I've had them leave the lot and go to base camp, and ever since then, when not in map view, the building shell of the Sphinx is permanently brought down, and the tomb's entrance is still lowered and remains open. Essentially, when not in map view, I only see a square building instead of the cat/person monument.

The sim also appears to have big time trouble routing around the Sphinx now. When standing at the entrance and ordered to go to base camp, they'll actually start routing to the middle of the first floor, just behind the wall where the pushable statues are, and scream that the Sphinx object is causing a routing error. I tried clicking ctrl+shift > Reset on the shell in build/buy, but nothing. I've had no issues with any other monument. Anyone has any tips on how to restore the Sphinx?

enable_llamas 23rd Apr 2020 11:21 AM

I think once you complete a tomb it stays open permanently. You could reset it with Nraas Debug Enabler or alternatively bulldoze it and put a fresh copy from the library.

topp 23rd Apr 2020 12:49 PM

I've completed all the landmark tombs in Al Simhara, but they all close their doors once my sim exits the tomb. To see the inside of the tomb, I have to visit that lot again and regain entrance — meaning that the shell (for example, a pyramid or Abu Simbel) is visible once my sim is outside.

I will try to reset it with debug enabler. Here's hoping it won't reset the tomb progress.

jje1000 23rd Apr 2020 5:23 PM

Is it me, or do heavily populated saves take a bit of time to enter Edit Town mode after cleaning up with Kuree's Save Cleaner?

Is it because the game's busy regenerating all the portraits?

MurderPrincessK 23rd Apr 2020 8:31 PM

Quote: Originally posted by topp
I've completed all the landmark tombs in Al Simhara, but they all close their doors once my sim exits the tomb. To see the inside of the tomb, I have to visit that lot again and regain entrance — meaning that the shell (for example, a pyramid or Abu Simbel) is visible once my sim is outside.

I will try to reset it with debug enabler. Here's hoping it won't reset the tomb progress.

It's been a while since I played WA, but I think that's normal. The shells are still supposed to be visible after you explored a tomb to keep the over all Egyptian feel.

topp 23rd Apr 2020 10:13 PM

Exactly what I'm talking about - shells are supposed to be visible, as in, you're supposed to see the actual Sphinx when you glance over your shoulder while standing at the market. You're not supposed to see a white rectangle building and no Sphinx. I think the "shell" part is coming across fairly unclear here - by shell I mean the actual Sphinx, the actual Abu Simbel, an actual pyramid or an actual skyscraper from Bridgeport/Late Night, not the in-game walls confining the playable area of a tomb or a high-rise building.

Thanks for the debugenabler tip, Enablellamas! I managed to find a shell visibility toggle option which did it for me. The Sphinx is now back up in all its glory. :lovestruc

enable_llamas 23rd Apr 2020 11:16 PM

No problem, glad it worked Sounds like just the shell glitched, I had a highrise that did this and you could see floating floors in the sky from neighborhood view, it was weird

MurderPrincessK 24th Apr 2020 2:39 PM

Quote: Originally posted by topp
Exactly what I'm talking about - shells are supposed to be visible, as in, you're supposed to see the actual Sphinx when you glance over your shoulder while standing at the market. You're not supposed to see a white rectangle building and no Sphinx. I think the "shell" part is coming across fairly unclear here - by shell I mean the actual Sphinx, the actual Abu Simbel, an actual pyramid or an actual skyscraper from Bridgeport/Late Night, not the in-game walls confining the playable area of a tomb or a high-rise building.

Thanks for the debugenabler tip, Enablellamas! I managed to find a shell visibility toggle option which did it for me. The Sphinx is now back up in all its glory. :lovestruc

Ahh I see. I missed your previous post before the one I responded too.
Glad you got it fixed.

SneakyWingPhoenix 25th Apr 2020 7:26 PM

Does anyone know what's wrong with Moonlights falls? I suspect the routing could be bad, cause I keep getting bombarded wtih a hundreds or two notifications of script errors. And while I do know a fix of that world replacement exists for download, I'm having trouble with the existing game. Does anyone got a clue from what source exactly these are coming from within seconds?

igazor 25th Apr 2020 9:49 PM

Quote: Originally posted by SneakyWingPhoenix
Does anyone know what's wrong with Moonlights falls? I suspect the routing could be bad, cause I keep getting bombarded wtih a hundreds or two notifications of script errors. And while I do know a fix of that world replacement exists for download, I'm having trouble with the existing game. Does anyone got a clue from what source exactly these are coming from within seconds?

If you have NRaas GoHere in play, you will need to remove any LLAMA transport booths from the world as the mod cannot handle these and can react that way. As far as I know, MF is the only EA world that includes any because it is an EP specific feature and there should be one in the elixir consignment shop (there may be others).

But if that's not it, and if NRaas mods are in play of course, you would have to bring some representative samples of the script logs to us at NRaas so we can see what the problem might be. Otherwise we would only be guessing.

SneakyWingPhoenix 26th Apr 2020 3:19 AM

Quote: Originally posted by igazor
But if that's not it, and if NRaas mods are in play of course, you would have to bring some representative samples of the script logs to us at NRaas so we can see what the problem might be. Otherwise we would only be guessing.

Where can I find these logs?

igazor 26th Apr 2020 3:47 AM

Quote: Originally posted by SneakyWingPhoenix
Where can I find these logs?

Script logs accumulate in the TS3 user game folder in Documents. When you get around 11-12 of them, they will start overwriting each other with the oldest ones going out first. Their names look like

ScriptError + (name of computer) + (date/time stamp) + (some hex codes).xml

Some of them won't really be errors, as this is how the mods communicate with us. ErrorTrap will throw a small number of routine correction logs each session and Overwatch will put its overnight cleanup reports here. But when you get notifications of actual script errors, this is where the logs documenting those errors land. It takes some practice learning how to read those and we can help with interpreting them better at NRaas.

SneakyWingPhoenix 26th Apr 2020 4:54 PM

Oh so that's where they come from.

MurderPrincessK 1st May 2020 12:09 AM

1 Attachment(s)
What world/set did I get these flowers from? I found them while using CAW and have never seen these before.

PlantSimmer 1st May 2020 12:48 AM

Quote: Originally posted by MurderPrincessK
What world/set did I get these flowers from? I found them while using CAW and have never seen these before.


Into the Future! They only show up in the Utopian version of Oasis Landing.

MurderPrincessK 1st May 2020 1:02 AM

Quote: Originally posted by PlantSimmer
Into the Future! They only show up in the Utopian version of Oasis Landing.

Ahh, That explains it. I have never even tried to do the whole dystopian/utopian future path.
Thanks.

heye46 3rd May 2020 1:02 PM

Why can't I make a new thread in the sims 3 WCIF? I'm trying to find a horse HD EYE MOD BRIGHTER from this person https://hiraethstables.wixsite.com/...n-man-s-fashion but the link doesn't work.

jje1000 3rd May 2020 2:39 PM

@igazor

Is there any way of disabling the Overwatch StuckSim or the Unroutable Sim warnings, while allowing the system to continue to work on its own?

Most of the time, it's false positives, and the sim has already been reset to a safe area, or they've simply moved on elsewhere.

I really wish there was an option to allow NRAAS to work in the background, to improve the overall immersion of the game!

igazor 3rd May 2020 5:01 PM

Quote: Originally posted by jje1000
@igazor

Is there any way of disabling the Overwatch StuckSim or the Unroutable Sim warnings, while allowing the system to continue to work on its own?

Most of the time, it's false positives, and the sim has already been reset to a safe area, or they've simply moved on elsewhere.

I really wish there was an option to allow NRAAS to work in the background, to improve the overall immersion of the game!

Standard procedure for most of us is to keep the warnings but disable the auto-reset. That way we can focus the game camera on the sim and determine for ourselves if there is a false positive being reported or not, then MC Reset them if we think we need to and fix things like broken doors or objects that might be stuck in their way so this stops happening in the area where the sim was.

But sure, you can disable the notifications if you want sims being auto-reset all over the place by the mod when they aren't really in any kind of trouble and have no chance of being shown something that does need to be fixed. Or you can disable both and Overwatch just won't bother with any of this. But then sims who really are stuck will remain so until the game itself figures out there is a problem and resets them anyway or performance begins to degrade.

NRaas > Overwatch > Stuck Check > T/F
NRaas > Overwatch > Stuck Check Auto-Reset > T/F (this is the one I keep on False, I don't want the sims auto-reset without being shown what the problem might have been)

Mrmo 3rd May 2020 6:30 PM

Yeah, those warnings can be annoying "as can be" and I do not really understand why I get them either but I getting better and better when it comes to find those stranded sims. I do not let the game autoreset sims since my sim was teleported home while singing at a nightclub. A reset for no reason. And thank you Igazor for lerning me about this mods.

My stupid question is about the jealousy system in the game and how it works. Maybe a sensitive question, I don't know, but I ask anyway. I have two girls living in Isla Paradiso and I have the idea of letting them have a 2:nd partner. Something at least one of them want (she have the "Heartbreaker" lifetime wish). But how can I let them have someone "on the side" whit out starting a drama? Because I'm sure there will be drama as the girls are in love and living together. I did search this thread and found a post from PuddingFace from the 19:th of Octobet (post 8038) that in reply to a question about the difference between "No Jealousy" and "Above Reproach" LT rewards claims: "I would say No Jealousy makes your Sim no longer feel jealous when their partner cheats. And Above Reproach is for people to stop gossiping or not notice when your Sim cheats. However these rewards don't really work very well. I think they'e bugged". But what does this means. Is it "safe" for them to have a 2:nd partner or will I mess things up if I try to play this? I don't want to ruin this family. I just want to try.

igazor 3rd May 2020 6:54 PM

Quote: Originally posted by Mrmo
"I would say No Jealousy makes your Sim no longer feel jealous when their partner cheats..."

That is not correct, it's the other way around. If the No Jealousy LTR worked the way it was meant to, having it means that other sims will no longer feel jealous of your sim's behavior. Above Reproach only concerns itself with what other sims "see" your sim doing in public or when others are around.

But sims cannot have more than one partner within the same world. A partner is defined as Steady BF/GF or higher. There is one (world specific) field to hold that piece of information per sim. So your sim may have as many Romantic Interests as she likes, subject to hits on their reputation, but they cannot have two Steadies or a spouse and a Steady unless the second one only exists and stays within in a foreign world.

The only way I've ever gotten polyamory, although that might not be what you really wanted either, to work out in any satisfactory manner is to never let any of the sims involved progress beyond Romantic Interests so essentially, or at least officially, none of them really have partners.

PlantSimmer 5th May 2020 3:32 AM

Does turning off Story Progression keep a non-active household from making random autonomous decisions? My sister wants to play a second family in the same neighborhood, but she's scared of her first family making weird decisions (breaking up, quiting jobs, buying 50 sloppy jalopies, etc) behind her back while she's not controlling them. If not, are there any mods that can be used to keep an inactive household in stasis?

igazor 5th May 2020 3:49 AM

Quote: Originally posted by PlantSimmer
Does turning off Story Progression keep a non-active household from making random autonomous decisions? My sister wants to play a second family in the same neighborhood, but she's scared of her first family making weird decisions (breaking up, quiting jobs, buying 50 sloppy jalopies, etc) behind her back while she's not controlling them. If not, are there any mods that can be used to keep an inactive household in stasis?

Just switching off progression at the Game Options level still allows EA standard to do whatever it wants to with inactive resident households, up to an including culling/removing them from the game entirely.

Stasis is an option with NRaas StoryProgression, but it doesn't mean what many players think it does. That option halts various (but not all) forms of progression and keep the sims' motives maxed out at all times so they have no immediate needs to fulfill. It does not lock them in their houses, they still have to go to work/school, and will be pushed to populate community lots but will boring to be around if they are always that satisfied with everything.

Many of us find this to be a better alternative for us. AwesomeMod has its own ways to handle either strategy for those who prefer its approach.
http://www.nraas.net/community/Stor...-Caste-Settings

MurderPrincessK 5th May 2020 2:48 PM

1 Attachment(s)
Ignore me I found a cheat

PlantSimmer 5th May 2020 10:22 PM

The wiki says that all Genies carry the "Immune to Fire" hidden trait, but...
Code:
    <PyromaniacTraitChanceForInheritance value="0.5">
      <!--Range: Float under 1.0f.  Description:  Chance that a Sim will get the 'Pyromaniac' trait from a parent instead of 'Immune to Fire' trait.-->
    </PyromaniacTraitChanceForInheritance>

Obviously all first-generation Genies probably carry Immune to Fire, but if I have a genie couple and they have kids... is there a 50% chance for me to end up with a genie that has the Pyromaniac "mutation"? Or are genies an exception to this?

And if a sim carrying the "Pyromaniac" trait and a sim carrying the "Immune to Fire" trait try for baby, is there any chance of the baby inheriting both traits simultaneously?

lakme 9th May 2020 3:48 PM

Do graphics card and HD speed impact memory usage of the game? I'm asking because I'm upgrading to a better video card and a solid state hard drive soon. Will that make my game use less RAM?

Thanks!

iCad 9th May 2020 4:53 PM

Quote: Originally posted by lakme
Do graphics card and HD speed impact memory usage of the game? I'm asking because I'm upgrading to a better video card and a solid state hard drive soon. Will that make my game use less RAM?


Unfortunately, no. The game needs the RAM it needs, and different hardware doesn't change that. Better/faster hardware doesn't help with the limits imposed by the fact that TS3 is only a 32-bit game. There are things you can do to reduce the amount of RAM your game is using, but that involves changing how you play (i.e, play smaller worlds with a smaller population and not so much decoration, etc.), not what hardware you have.

igazor 9th May 2020 10:31 PM

A slight addendum to the above, if I may. Integrated graphics use more RAM because they do not carry their own dedicated video memory. So if the player is upgrading from integrated to a dedicated card or comparing the two on different setups, then this is an example of where RAM usage will be expected to be different between them.

iCad 11th May 2020 7:29 AM

Is there any way to prevent inactive Sims from purchasing certain vehicles? Specifically, I mean the hovercars and hovercycles from Into the Future.

igazor 11th May 2020 8:59 AM

Quote: Originally posted by iCad
Is there any way to prevent inactive Sims from purchasing certain vehicles? Specifically, I mean the hovercars and hovercycles from Into the Future.

NRaas StoryProgression can do this, it was added in v266. The option is under SP > General Options > Options: Money > Options: Purchasing > Disallow Cars > (select the ones you wish to disallow)
(SP Money add-on module required)

iCad 11th May 2020 9:20 AM

Ah, thank you, sir! I never would have thought to look there, though now it seems obvious.

Riesen 11th May 2020 12:09 PM

Is it a bug that you can still hear music from the instruments being played, even if you have all sound switched off? Is there any way to fix it? I usually listen to music while I play, and it's so annoying that I can still hear the sound from the instruments at the same time

enable_llamas 11th May 2020 2:20 PM

Can you 'train' sims on the ballet bar the same way you can with the treadmill?

Alunn 11th May 2020 2:36 PM

Is it possible to unlock interactions from active careers for all sims to use?

MurderPrincessK 11th May 2020 9:13 PM

Quote: Originally posted by enable_llamas
Can you 'train' sims on the ballet bar the same way you can with the treadmill?

Couldn't remember, but the store lists the interactions as exercise/warm up/train. So it does seem so.

Quote: Originally posted by Alunn
Is it possible to unlock interactions from active careers for all sims to use?

Possibly with a mod like Returned from Nrass. What interactions specifically?

enable_llamas 11th May 2020 11:18 PM

Quote: Originally posted by MurderPrincessK
Couldn't remember, but the store lists the interactions as exercise/warm up/train. So it does seem so.

Thanks! Should be good then.

demonic corndog 12th May 2020 12:43 AM

Can you have multiple festival lots in one world? Can you set them up to be only changed during one or two seasons?
I was thinking about making a world based off my town, which has a summer festival that takes place both in town, and a big field where a carnival sets up with rides. I also wanted to make the primary school lot become a "haunted house" for the spooky season like the irl one here does.

jje1000 12th May 2020 1:35 AM

Quote: Originally posted by demonic corndog
Can you have multiple festival lots in one world? Can you set them up to be only changed during one or two seasons?
I was thinking about making a world based off my town, which has a summer festival that takes place both in town, and a big field where a carnival sets up with rides. I also wanted to make the primary school lot become a "haunted house" for the spooky season like the irl one here does.

I think for the sake of a populated lot, you should stay with one main festival lot as the Lot Type determines its function.

However, it doesn't mean that you can't have seasonal markets on other lots as well!

I did this with a world, where one lot was a festival lot, while the main park in town had seasonal decorations, but remained assigned as a 'Big Park'.

Simbot177 12th May 2020 6:02 PM

Quote: Originally posted by igazor
Standard procedure for most of us is to keep the warnings but disable the auto-reset. That way we can focus the game camera on the sim and determine for ourselves if there is a false positive being reported or not, then MC Reset them if we think we need to and fix things like broken doors or objects that might be stuck in their way so this stops happening in the area where the sim was. [/I]


You know, somehow I never even considered that this could be the use of the mod. I learned something new today, thanks!

Mischief Managed 14th May 2020 12:50 AM

I am working on an Egyptian world. trying to build the nile. with lots on the bank/in water edge but they keep sticking in mid air?

Alunn 14th May 2020 3:05 AM

Quote: Originally posted by MurderPrincessK
Possibly with a mod like Returned from Nrass. What interactions specifically?

I’ve been kicking around the idea of making my own custom parenting skill and using the special interactions from the daycare profession as level up rewards.

I’ve never tried Retuned before, but I wouldn’t even know where to start once I had it

dlseis 17th May 2020 6:01 PM

Are Sims created by "Clone Drone" Elixir from Supernatural safe to be added to the current household?

enable_llamas 17th May 2020 10:21 PM

Does anyone who uses these public showers experience any issues with them? The public one makes the sim glitch and shower forever in my game with no hygiene gain and no way to cancel out of it except for a reset. The other one seems to work fine, the towel they exit with is a pretty cool detail but it removes the option to change outfit by clicking on the sim. They need a dresser, which I'm not sure won't cause issues down the road with the inactive sims using it and then running around town clad only in towels.

I hope there's some way to make both work, this one's superior to the store one cause they enter from the front and that's pretty much all I ever wanted from the stupid showers.

MurderPrincessK 23rd May 2020 5:01 AM

Can't remember what should not be compressed, been to long since I've done it.

Are Rabbithole rugs and CAS-able shells okay to compress?
Skins?

enable_llamas 24th May 2020 12:38 AM

Quote: Originally posted by MurderPrincessK
Can't remember what should not be compressed, been to long since I've done it.

Are Rabbithole rugs and CAS-able shells okay to compress?
Skins?

You should be fine with all of the above, compressing affects the texture files (doubt it will do anything for the RH rugs). You may want to double check the skins afterwards but I've never had issues.

MurderPrincessK 24th May 2020 8:15 AM

I ended up just removing most of the CASable Rabbitholes. I didn't realize how large those files were. 1.3 gigs. I kept the ones I am using.
Got rid of several large high poly skins also. I rarely used them and they are just bloating my game.

Anyone ever have a bug where your sims clothes just randomly change as they are walking?
No switch clothes animation, just one second they are wearing work clothes and the next they are in everyday outfit.

Alunn 2nd Jun 2020 4:44 PM

Is there a mod that expands therapy/counseling options at the hospital for sims? I know there was one a few years ago, but it was never updated to later patches. Could I try my hand at updating the mod myself? (For personal use only).

Secondly, is there a way to edit the meshes of individual harvestable plants? Like editing the grapes bush to make it more realistic, but leaving the other harvestable bushes as they are?

igazor 2nd Jun 2020 6:00 PM

Quote: Originally posted by Alunn
Is there a mod that expands therapy/counseling options at the hospital for sims? I know there was one a few years ago, but it was never updated to later patches. Could I try my hand at updating the mod myself? (For personal use only).

If we are talking about the Hospital Overhaul mods, those are (were) Script Mods and those can only be edited if one has (a) the original source code, which most script mod developers do not make available to the public like NRaas now does and (b) C# programming skills. These aren't like editing xml resources like Tuning Mods are, when Script Mods are provided for use then the code we get has already been compiled.

My sense is that if these mods could be more or less re-created from scratch by others with the required skill set, then that would have already happened by now I'm afraid. Although most of us certainly wouldn't mind if that statement gets proven wrong. But the patch that broke them was released by EA in 2013, so much time has already passed here.

lakme 2nd Jun 2020 8:22 PM

There's a psychologist custom career, although it's very inaccurate (speaking as someone in the profession)

Alunn 2nd Jun 2020 8:34 PM

Quote: Originally posted by igazor
If we are talking about the Hospital Overhaul mods, those are (were) Script Mods and those can only be edited if one has (a) the original source code, which most script mod developers do not make available to the public like NRaas now does and (b) C# programming skills. These aren't like editing xml resources like Tuning Mods are, when Script Mods are provided for use then the code we get has already been compiled.

My sense is that if these mods could be more or less re-created from scratch by others with the required skill set, then that would have already happened by now I'm afraid. Although most of us certainly wouldn't mind if that statement gets proven wrong. But the patch that broke them was released by EA in 2013, so much time has already passed here.

Yeah, I feared as much. What a shame, so many great mods lost fairly close to the finish line it seems. Thank you for the information.

One of these days I’ll get around to learning C# darn it! Nothing will stop me then!

iCad 15th Jun 2020 11:59 PM

Really stupid question: Is it possible to make alien abductions happen to inactive households such that they result in alien babies, especially if I crank up abduction via NRAAS Retuner? I think it might be fun to have a world where all the kids are alien kids and no one breeds in the normal way. I could accomplish this by switching households a lot, of course, but it'd be fun if it just happened by itself...

Flora2 19th Jun 2020 8:11 PM

Another stupid question: how do you achieve the Five-star Blogger lifetime want (UL EP I guess) if you play rotational style? I have a blogger sim in one of my households, but every time I switch to another active household, then later back to the blogger one, his blog rating resets to zero level (also his followers' number resets to zero), so I'm back to square one. The highest rank so far before switching was 2,5 before I got bored and needed to switch. I'll never reach Five-star. Is there a mod that can help to keep his level while inactive?

SneakyWingPhoenix 20th Jun 2020 1:10 AM

Is there a way to switch worlds in existing save without having to move/travel your family there (in edit world instead of being in live mode)? If not, what precautions I should take while sending them there to not corrupt the save (other than not saving the game after transition when exiting it; does that guarantee safe-travel)?

MurderPrincessK 20th Jun 2020 1:26 PM

Are you wanting to take a single family on vacation?
Move a single family to a new world?
Move the entire town to a new world?

For vacationing I would suggest you get Traveler from NRass.
https://www.nraas.net/community/Mods-List
Helps track errors and allows you to vacation in any world.

For moving sims I use Porter from NRass .
https://www.nraas.net/community/Porter-FAQ
This can move a single family, a couple households, or your whole town, If your town isn't monster sized. It does have limits and can error 12 you if you try to go to big.

SneakyWingPhoenix 20th Jun 2020 3:25 PM

I want to move myself (not any family) to another world screen.

igazor 20th Jun 2020 3:38 PM

Quote: Originally posted by SneakyWingPhoenix
I want to move myself (not any family) to another world screen.

If you are using NRaas Traveler, you can transition active gameplay to a different world. This is done by traveling "with no one on board," set up a trip for one sim as you usually would but shift them to the left side of the travel selection screen so that there is no one left on the right side. The household you are using for this purpose must have enough in funds to afford the trip at the price quoted, but with no one traveling they won't really be charged anything. When the next world loads up, you will be asked which household you would like to play. When you are done, transition back to the original world in the same manner. Is this what you had in mind?

nikel23 20th Jun 2020 4:39 PM

  1. Does anyone know why the front desk in unowned resorts are always empty? My Sims can never check in to any resorts.
  2. Does anyone know why my Sims can't click TV at all? In my observation, it only happens if Sim is a nerd, the first day after reloading the game I can still interact with TV, but the next day I can no longer interact with it. Children can still use it in the meantime.

SneakyWingPhoenix 25th Jun 2020 12:40 AM

Quote: Originally posted by igazor
If you are using NRaas Traveler, you can transition active gameplay to a different world. This is done by traveling "with no one on board," set up a trip for one sim as you usually would but shift them to the left side of the travel selection screen so that there is no one left on the right side. The household you are using for this purpose must have enough in funds to afford the trip at the price quoted, but with no one traveling they won't really be charged anything. When the next world loads up, you will be asked which household you would like to play. When you are done, transition back to the original world in the same manner. Is this what you had in mind?

Seems like it worked. Thanks!

BlackjackGabbiani 27th Jun 2020 10:11 AM

https://youtu.be/F_pqt1rnp6k

Started on a new playthrough with a semi-new household and I was filming the proceedings in windowed mode because apparently that's how you make it look normal instead of super dark like in full screen mode from my past recordings. But it still looks like utter crap! Why is the recording so fuzzy?

MurderPrincessK 27th Jun 2020 1:48 PM

Quote: Originally posted by BlackjackGabbiani
https://youtu.be/F_pqt1rnp6k

Started on a new playthrough with a semi-new household and I was filming the proceedings in windowed mode because apparently that's how you make it look normal instead of super dark like in full screen mode from my past recordings. But it still looks like utter crap! Why is the recording so fuzzy?

If you go into your Options menu you will find the Video Capture settings. It's the tab with the movie camera on it. Make sure it's set to the highest levels.

Edit: Scratch that . You aren't using the in game capture I realized.

BlackjackGabbiani 27th Jun 2020 11:51 PM

Right, I'm using xSplit.

MurderPrincessK 28th Jun 2020 12:45 PM

I don't know anything about xSplit, but I was able to find this.
I would try adjusting your settings.

https://www.xsplit.com/gamecaster/f...-it-look-better

BlackjackGabbiani 29th Jun 2020 11:01 AM

It seems to have fixed itself...somehow...idk what happened. Thanks for the help even with that!

MurderPrincessK 2nd Jul 2020 4:44 PM

Has anyone ever had a problem where your apartments aren't charging rent? They allow my sims to move in normally w/o purchasing the property, but they never charge them rent. Then if I move the sims out it give them the funds to cover the cost of the entire building and all its items.

I have tried switching the lots to other types and then switching them back, but nothing changes.
They are all displaying the correct apartment icon also.

igazor 2nd Jul 2020 5:45 PM

Quote: Originally posted by MurderPrincessK
Has anyone ever had a problem where your apartments aren't charging rent? They allow my sims to move in normally w/o purchasing the property, but they never charge them rent.

Under EA Standard, actively played sims do not pay rent as they always own their residential lots or at least the portions that are meant to be their living space. All the Apartment lot type as seen in Edit Town does is switch on the town's roommate service for up to 7 NPC rooomates to show up, share your living space, and pay you rent (I think). It's really the homeworld equivalent of a dormitory.

Are you maybe using an apartment mod and, if so, which one? There's Ani's (most recent version is at NRaas) and then there's pjsutton's mod , but the two handle things differently from each other and should never be used together.

MurderPrincessK 2nd Jul 2020 6:24 PM

No mod for apartments in my game. Maybe I did at some point in time and that's why I'm thinking they actually function differently than they do. I'll have to take a look at them and see if I want to add one to my game. Thanks

Jathom95 2nd Jul 2020 6:54 PM

Quote: Originally posted by MurderPrincessK
No mod for apartments in my game. Maybe I did at some point in time and that's why I'm thinking they actually function differently than they do. I'll have to take a look at them and see if I want to add one to my game. Thanks


I haven't used Ani's, despite having several of her other mods in my game. But I have tried pjsutton's mod and personally enjoy that one immensely. It feels very seamless, and accounts for playing as both an occupant and landlord. It does require a bit more setup (it requires NRaas Story Progression and its Money optional module for the purpose of being able to purchase rental properties. You'll also need to change the Rent Multiple to 0 in NSP Money's options like it says in pj's description, otherwise your tenants will be charged twice.) Other than that, I can attest that it's a fantastic mod.

MurderPrincessK 3rd Jul 2020 7:46 AM

I must have had pjsutton's in my game years ago, before the landlord additions. I think I'll give it a try again.

BlackjackGabbiani 5th Jul 2020 1:52 AM

I have the "cook anything at any time" mod but it isn't working. Like, I went and reloaded it but it isn't working. What gives?

MurderPrincessK 5th Jul 2020 4:34 AM

Quote: Originally posted by BlackjackGabbiani
I have the "cook anything at any time" mod but it isn't working. Like, I went and reloaded it but it isn't working. What gives?


Usually if something stopped working it means you have another mod that's not compatible.
Have you added any new mods?

BlackjackGabbiani 5th Jul 2020 7:30 AM

Nothing that's showing as conflicting.

chokolady 5th Jul 2020 1:50 PM

Quote: Originally posted by BlackjackGabbiani
Nothing that's showing as conflicting.

It doesn't work on normal stove? Store stuff like pizza oven inst covered by the mod.
And are you using twoftmama's mod? or something else?

I would take out all mods except the food one and do some tests in a new neighborhood to see if the mod itself is broken or not first.

BlackjackGabbiani 5th Jul 2020 3:00 PM

Yeah, just that one, normal stove, that mod.

chokolady 5th Jul 2020 4:17 PM

Quote: Originally posted by BlackjackGabbiani
Yeah, just that one, normal stove, that mod.

Try vanilla(only that mod) in a fresh world. It might be an undetected conflict or maybe broken save itself.
And does your sim have any cooking skill by itself?

kin.gyo1413 8th Jul 2020 2:47 AM

I've got a weird issue. There are two sisters in my game who share a recognisable skin tone. Sister A had a baby, sister B had two. For all three births, each baby came out with the mother's skin tone but after a few seconds, they all inevitably changed to something completely different (not the father's skintone either). I can fix it with NRaas, of course, but I'm curious what might cause this. EA genetics? NRaas genetics? Placeholder skin after birth? Aliens?

BlackjackGabbiani 8th Jul 2020 5:27 AM

Quote: Originally posted by chokolady
Try vanilla(only that mod) in a fresh world. It might be an undetected conflict or maybe broken save itself.
And does your sim have any cooking skill by itself?


Yeah, one of my sims is even a Natural Cook and he still gets it.

Mrmo 12th Jul 2020 7:38 PM

Hi.

I just returned to Sims 3 after a major break and I already have a question for you.

I was playing in the Starlight Shore world and had created a new sim just for fun. I did place her in a random home and that was the home of Darrel Lott. Then I did return to my played sim. A couple of sim days I wanted to end my play session but just before I left my sim a popup told me that she was sad because Darrel (who she met at a party) have died. Now I have seen this type of messages before and just have to ask: What's up whit this mystical deaths? My sims is supposed to live for 964 days (aging turned off). And Darrel was a adult (or maybe a young adult). So why did he die? And why wasn't I informed? Do anyone know about a fix for this? It's no fun playing a game that do random things like that.

chokolady 12th Jul 2020 11:25 PM

Quote: Originally posted by Mrmo
Hi.

I just returned to Sims 3 after a major break and I already have a question for you.

I was playing in the Starlight Shore world and had created a new sim just for fun. I did place her in a random home and that was the home of Darrel Lott. Then I did return to my played sim. A couple of sim days I wanted to end my play session but just before I left my sim a popup told me that she was sad because Darrel (who she met at a party) have died. Now I have seen this type of messages before and just have to ask: What's up whit this mystical deaths? My sims is supposed to live for 964 days (aging turned off). And Darrel was a adult (or maybe a young adult). So why did he die? And why wasn't I informed? Do anyone know about a fix for this? It's no fun playing a game that do random things like that.


I would think he had an accident, like a drowning or something so then it would have nothing to do with aging. Those kind of accidents are hard to fight if you don't know what killed him in the first place.

SneakyWingPhoenix 13th Jul 2020 1:09 AM

Quote: Originally posted by Mrmo
Hi.

I just returned to Sims 3 after a major break and I already have a question for you.

I was playing in the Starlight Shore world and had created a new sim just for fun. I did place her in a random home and that was the home of Darrel Lott. Then I did return to my played sim. A couple of sim days I wanted to end my play session but just before I left my sim a popup told me that she was sad because Darrel (who she met at a party) have died. Now I have seen this type of messages before and just have to ask: What's up whit this mystical deaths? My sims is supposed to live for 964 days (aging turned off). And Darrel was a adult (or maybe a young adult). So why did he die? And why wasn't I informed? Do anyone know about a fix for this? It's no fun playing a game that do random things like that.

Perhaps he didn't die of old age. Should be an option to disable death altogether, no?

BlackjackGabbiani 13th Jul 2020 7:30 AM

Sometimes the message will say what happened and usually they either drowned or were electrocuted.

Mrmo 13th Jul 2020 8:32 AM

Quote: Originally posted by BlackjackGabbiani
Sometimes the message will say what happened and usually they either drowned or were electrocuted.


Yes, there are of cause many reasons for death. But I did not see anything in the message that gives me a clue to his death. It just said that my sim was sad because he passed away and something about that she would keep him in her memories. (I do not remember exacly).

Edit: If someone have ideas or tips to solve this it's welcome. I'm not so interested in playing anymore until it's solved or I know what's going on.

MurderPrincessK 16th Jul 2020 8:31 AM

I'm playing a Klepto and when she moved to a new home I lost all my stolen goods $ towards her lifetime wish.
Meaning I had stolen thousands of dollars worth of items and it reset to zero.
Is this a known issue or a side effect of a mod maybe?
I am using Free Your Klepto.
Also have Nrass SP and Mastercontroller and pretty much everything else.

SneakyWingPhoenix 17th Jul 2020 1:42 AM

Wild guess, but maybe selecting to not pack household furniture during the moving interface might have excluded those items and thus confiscated those items as well.

BlackjackGabbiani 17th Jul 2020 5:06 AM

Quote: Originally posted by Mrmo
Yes, there are of cause many reasons for death. But I did not see anything in the message that gives me a clue to his death. It just said that my sim was sad because he passed away and something about that she would keep him in her memories. (I do not remember exacly).

Edit: If someone have ideas or tips to solve this it's welcome. I'm not so interested in playing anymore until it's solved or I know what's going on.


Sometimes it doesn't say. It's weird but I don't think it's a glitch or anything.


Why do Sims sometimes decide that something out in the open is suddenly inaccessible? They were using the fridge just fine one day, and then the next morning they all decided that they couldn't get to it. Wasn't even between play sessions but literally overnight for them. Even moving the fridge to another location didn't fix it. I had to get an identical fridge and put it in the same spot and suddenly everything was fine again.

Also, why would a sim suddenly start mourning another one? One who's very much alive and directly in front of them?

MurderPrincessK 17th Jul 2020 6:31 AM

Quote: Originally posted by SneakyWingPhoenix
Wild guess, but maybe selecting to not pack household furniture during the moving interface might have excluded those items and thus confiscated those items as well.


No, I packed my furniture so it wasn't that.

nikel23 17th Jul 2020 7:02 PM

Quote: Originally posted by MurderPrincessK
I'm playing a Klepto and when she moved to a new home I lost all my stolen goods $ towards her lifetime wish.
Meaning I had stolen thousands of dollars worth of items and it reset to zero.
Is this a known issue or a side effect of a mod maybe?
I am using Free Your Klepto.
Also have Nrass SP and Mastercontroller and pretty much everything else.

I think it's just vanilla bug. The counter reset when my Sims traveled abroad as well. Although I honestly can't confirm if it's vanilla or not since I play with lots of mods, I don't even bother trying to fulfill klepto LTW anymore.

enable_llamas 17th Jul 2020 10:45 PM

^ That ltw is very borked and practically incompletable - the counter resets at a slight breeze and with the object value depreciation you need to steal something like a Fresh Prince 500 000-1 000 000 car to get it done. And iirc it was the only one where you can't cheat it back with MC, cause change tally doesn't affect it Shame cause it's one of the most fun to play.

MurderPrincessK 18th Jul 2020 7:48 AM

Well that sucks. I don't think I've played that LTW since playing a vanilla base game when it first came out. Guess I'll just have to find me a car to steal.

glowstarsinajar 19th Jul 2020 8:31 PM

The Classically Cool Fixer-Upper Car - does waxing it do anything? What about working on the engine after the car is functional?

SneakyWingPhoenix 19th Jul 2020 11:41 PM

It completes the body last thing I checked, which is required to finish constructing it.

glowstarsinajar 20th Jul 2020 12:34 AM

Quote: Originally posted by SneakyWingPhoenix
It completes the body last thing I checked, which is required to finish constructing it.


I've actually been able to drive it, but the waxing and work on engine option still show up. Does it affect the appearance or speed of the car?

MurderPrincessK 20th Jul 2020 7:52 AM

Once the car is finished you can keep working on the engine and waxing as a way to improve the handiness skill. It won't actually change anything once its done though. The worth of the car upon completion should have been 39000$, but if you've been done for a bit I'm sure its depreciated.

SneakyWingPhoenix 25th Jul 2020 10:39 PM

Would deleting objects nrass way (with mastercontrol purging feature) affects the value of how much the lot willl cost (in drop of value)? Cause I wanna oblirate objects faster with families that are in them before annihilating them as well.

Quote: Originally posted by glowstarsinajar
I've actually been able to drive it, but the waxing and work on engine option still show up. Does it affect the appearance or speed of the car?

Oh dumb me, I thought this is TS2 secion when asking it so I thought you were referring to its restorable car. Lol

chokolady 27th Jul 2020 12:45 PM

Is it normal that an inactive male townie didn't switch to normal everyday after pregnancy? He is still wearing his maternity clothes around town, no bump though. I'm using cmar male maternity clothes.

nikel23 28th Jul 2020 5:31 AM

I've been using StoryProgression for years and has been assigning inactive Sim's careers manually for years as well, and it's starting to drive me crazy doing all this micromanagement. What settings could possibly hinder inactive YA Sims from getting assigned a career on their own? Every few Sim days, whenever I check MC, I see a lot of unemployed YAs in my world. They're residents, not immigrants.

igazor 28th Jul 2020 6:51 AM

Quote: Originally posted by nikel23
I've been using StoryProgression for years and has been assigning inactive Sim's careers manually for years as well, and it's starting to drive me crazy doing all this micromanagement. What settings could possibly hinder inactive YA Sims from getting assigned a career on their own? Every few Sim days, whenever I check MC, I see a lot of unemployed YAs in my world. They're residents, not immigrants.

If you could, please grab some of these sims who are remaining unemployed and check out their individual SP > Sim Options. In particular, do you see any of them set for Career: Allow Progression > False, or Career: Allow Find Job > False? And if so, are the False settings showing up as explicit or in parentheses like this: (False)? Anything showing up on these sims under Career: Allow Job or Career: Disallow Job?

And you are certain that SP is actually in control of progression under SP > General Options > Enable Progression?

My reason for asking these questions is that many players have exactly the reverse experience. SP is, under its default settings, very forceful about shoving sims into the careers it thinks they should have and tends to not leave resident sims unemployed for very long at all.

SneakyWingPhoenix 28th Jul 2020 1:14 PM

Is there any reason why UL laundry system is not working in my game. I have place all its laundry objects (hamper, dryer and washer) on the lot and the Sim living on it doesn't drop pile of clothes when changing. My Sim lives in a yard, and if makes any difference - he sleeps in the buydebug bed (breakfast or what it's called) and showers in the cheapest base game shower.


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