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Fix: Sims need less Space

by OhRudi Posted 24th Mar 2024 at 8:21 PM - Updated 29th May 2024 at 4:17 PM by OhRudi
 
70 Comments / Replies (Who?) - 49 Feedback Posts, 20 Thanks Posts
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Field Researcher
Original Poster
#51 Old 1st Apr 2024 at 10:44 AM
Quote: Originally posted by simsi45
I would have loved to participate in the beta testing but unfortunately I got busy, still glad you managed to actually release it, phenomenal work! These "less space" mods are life saving.


No problem, it's here to stay
Imagine Wonderfully!
staff: trainee moderator
#52 Old 1st Apr 2024 at 3:38 PM
Quote: Originally posted by OhRudi
@TheSweetSimmer @Algester
I checked the code of the More Pregnancy Interactions Mod but didn't find any obvious reason why that should conflict. @Algester can you test it again, might it be a random coincidence? @TheSweetSimmer do you know if this could conflict somehow?


The base part of my mod is a pure script, so unless someone was to use the same name as the one I used in the mod (which is unique), there really shouldn't be any possible conflicts. And unless the files inside Sims need less Space mod got corrupt or something, there is no logical reason for it to show that behaviour either, otherwise you'd still get the issue with EA's too. It could be an issue with the other person's game itself, as I have both my mod and this mod installed and I don't have any issues at all in my game. Who knows what the issue could be though.

- When one gets inspired by the other, the one inspires another - Anything is Possible.

You can view some of my WIPs and other stuff for TS3 on my Twitter here ---> https://twitter.com/SweetSavanita
Test Subject
#53 Old 2nd Apr 2024 at 10:32 PM
Thank you so much! This is a life saver, I still don't really get why the sims 3 sims need so much space for no reason lol!
Test Subject
#54 Old 3rd Apr 2024 at 2:26 AM
Quote: Originally posted by TheSweetSimmer
The base part of my mod is a pure script, so unless someone was to use the same name as the one I used in the mod (which is unique), there really shouldn't be any possible conflicts. And unless the files inside Sims need less Space mod got corrupt or something, there is no logical reason for it to show that behaviour either, otherwise you'd still get the issue with EA's too. It could be an issue with the other person's game itself, as I have both my mod and this mod installed and I don't have any issues at all in my game. Who knows what the issue could be though.

Interesting could it be because I did something to "fix" all the interactions with more pregnancy interactions hmmm....

Back to the drawing board I guess
Field Researcher
Original Poster
#55 Old 3rd Apr 2024 at 1:18 PM
Quote: Originally posted by Algester
Interesting could it be because I did something to "fix" all the interactions with more pregnancy interactions hmmm....

Back to the drawing board I guess


Please keep us posted, if you find the source of the problem
Field Researcher
Original Poster
#56 Old 3rd Apr 2024 at 1:19 PM
Quote: Originally posted by strangetownfungi
Thank you so much! This is a life saver, I still don't really get why the sims 3 sims need so much space for no reason lol!


Exactly Same reason why all the EA builds are so empty and spacious
Test Subject
#57 Old 3rd Apr 2024 at 3:10 PM
ok I tried again with more pregnancy interaction I now got the debug messages again.... WEIRD
Field Researcher
Original Poster
#58 Old 3rd Apr 2024 at 6:25 PM
Quote: Originally posted by Algester
ok I tried again with more pregnancy interaction I now got the debug messages again.... WEIRD


Good to hear that
Test Subject
#59 Old 4th Apr 2024 at 11:49 PM
Hi there! This mod looks amazing, but I'm bummed that Simler90's core conflicts with these fixes. Does that apply to your Pets need less space fix as well?

I just closed out of the game annoyed by a bunch of sims getting stuck trying to interact in a hallway and searched for an applicable mod, but I'd hate to have to choose between Simler's huge bug fixes and your awesome space-saving changes. Are there any possible solutions? Thanks!!
Test Subject
#60 Old 5th Apr 2024 at 1:07 AM Last edited by vaddish : 5th Apr 2024 at 1:23 AM.
Guys, I don't know if my game is buggy as hell and for me I think it's fine, or I don't have any problems like other people say they have.

I have many mods, the majority modifies the gameplay, so I have basically everything from Savanita (the toddler, baby, pregnancy mods), mods that modifies the interactions, reactions, many mods that fixes the game and etc. And i have many Nraas mod except Story Progression. So, I have Dreamer, Errortrap, Master Controller, Overwatch, DebugEnabler, GoHere, Retuner, Relativity, Traveller, Traffic, tempest, woohooer, etc etc etc. And I have Simler90 Core mod for a WHILE, all together, and i never had any problems like everybody out there said, like they becoming incompatible and conflicting. The one thing I had to do with the Simler90 core mod is to apply some modified files to make the mod compatible with Overwatch and Random Sim Fixes from Lazy Duches. And I have the space fixes, even the guitar option. And my game it's fine, I can travel anywhere, nothing got's corrupted, I don't have crashes, just if I minimize the game, and the errortrap register just some errors periodically when the game itself bugs, from the normal simulation, or when I travel to anywhere, but when I save and reload the game, everything runs fine.

I have more incompatible mods like the acne mod that crashes the sims who had acne in their faces when i make a town reset, and the sim hard reset, losing all the wishes, opportunities and items from inventory. But i don't detect any problems from the combination from simler90 and nraas like eeeeverybody complains.

I'm having the message error DEBUG:Error during Job Update bug I searched and I find that error it's from Moar interactions mod. but it doesn't make nothing to my game, that error don't prejudice my experience in the game, it's just the popup.

In performance, my game runs fine, most 60fps, dropping from 59, 58, and when the clock go by 10am. 12pm, the game starts to lag, but stop moments later. (Tip: I discovered the principal reason from the lag it's the tourists visiting your city, you can reduce to maximum 5 in the nraas register and the lag will decrease). Contradicting that people said, the Less Space mod doesn't conflict with anything, just improves.

And last but not least, that the Delphy Dashboard, the only conflict it's from two objects that are the same, a punch bag from the boroughsburg CC and the same punch bag that I download from ATS3 CC site.



So, please, anybody can tell me what type of bugs do you have with those mods, including the less space mod, that i can't understand? Or my game it's buggy and I'm wrong?
Screenshots
Test Subject
#61 Old 11th Apr 2024 at 5:17 AM
Quote: Originally posted by OhRudi
@vaddish
I may didn't test it enough with simlr90's core fix mod. It may be possible for both to be installed or even merged. The source of the problem is, that simlr90's core fix mod replaces the whole GameplayObjects.dll file (one of the core files) that implements many of the core functionalities (including the space that sims require). By including the core mod, it overwrites every mod that alters data in the GameplayObjects.dll. That even includes all tuning-mods, I think. I'll test it further with simlr90's core fix mod and check if both are compatible with each other. I'll keep you postet in the comments here.


So I spent a few days testing this with simlr90's core and without the core. The routing behavior is the same either way and there are no overlapping files, so they don't have any conflicts.

Some objects routing do seem to have problems with this mod though that I think can be explained by this tutorial. https://modthesims.info/d/showthread.php?t=382724

Some of these edits probably need more than just the FTPT edited (which is all these "needs less space" mods contain) if this tutorial is correct. I hope this is helpful, these are awesome mod ideas with just a few issues currently. Thank you very much for them.
Field Researcher
Original Poster
#62 Old 11th Apr 2024 at 3:17 PM Last edited by OhRudi : 14th Apr 2024 at 9:34 PM.
Quote: Originally posted by Sparklisms
So I spent a few days testing this with simlr90's core and without the core. The routing behavior is the same either way and there are no overlapping files, so they don't have any conflicts.

Some objects routing do seem to have problems with this mod though that I think can be explained by this tutorial. https://modthesims.info/d/showthread.php?t=382724

Some of these edits probably need more than just the FTPT edited (which is all these "needs less space" mods contain) if this tutorial is correct. I hope this is helpful, these are awesome mod ideas with just a few issues currently. Thank you very much for them.


@Sparklisms
Oh nice, thank you so much for testing!
Which objects do you mean, which still have routing issues with my mods?
Test Subject
THANKS POST
#63 Old 19th Apr 2024 at 1:07 PM
You're a game-life saver <3
Field Researcher
Original Poster
#64 Old 19th Apr 2024 at 4:59 PM
Quote: Originally posted by Captree
You're a game-life saver <3

Test Subject
#65 Old 21st Apr 2024 at 3:56 AM
Quote: Originally posted by OhRudi
@Sparklisms
Oh nice, thank you so much for testing!
Which objects do you mean, which still have routing issues with my mods?

The rocking horse which some children sims to be adicted to.... sometimes when someone needs to actually "talk" the receiver of the action just "freezes" in place requiring the actor of the action to requeu the action so the sims arent just "staring at nothing" since the jig actually pushes them a bit than their "frozen" location

This is what I'm assuming if the receiver and the actor of the action takes about 5+ sim minutes to reach each other the jig isnt "summoned" therefore the action is forever in queue
Top Secret Researcher
THANKS POST
#66 Old 29th Apr 2024 at 3:38 PM
Just wanted to say again, how awesome this is. I'm currently playing a household with three toddlers and the pick-up animation is so much easier and faster than before. They don't spend so much time getting in position.
Field Researcher
Original Poster
#67 Old 29th Apr 2024 at 6:53 PM
Quote: Originally posted by 310175
Just wanted to say again, how awesome this is. I'm currently playing a household with three toddlers and the pick-up animation is so much easier and faster than before. They don't spend so much time getting in position.


Very much appreciated, Thank you
Test Subject
THANKS POST
#68 Old 4th May 2024 at 11:50 AM
If this is anything like your other space saving mods it will be a great addition! So Thanks
Forum Resident
#69 Old 28th May 2024 at 12:45 PM
Quote: Originally posted by OhRudi
I may didn't test it enough with simlr90's core fix mod. It may be possible for both to be installed or even merged. The source of the problem is, that simlr90's core fix mod replaces the whole GameplayObjects.dll file (one of the core files) that implements many of the core functionalities (including the space that sims require). By including the core mod, it overwrites every mod that alters data in the GameplayObjects.dll. That even includes all tuning-mods, I think. I'll test it further with simlr90's core fix mod and check if both are compatible with each other. I'll keep you postet in the comments here.


Hi! Just wondering if you got the chance to investigate more with possible conflicts with your mod and simler90’s core fix mod?
Field Researcher
Original Poster
#70 Old 29th May 2024 at 4:00 PM Last edited by OhRudi : 29th May 2024 at 4:12 PM.
Default This Mod does NOT conflict with simler90's Gameplay Core Mod
@WooHoo31 @Sparklisms @Mookymilk @Nyny10000 @PETTIE @Captree

This Mod does NOT conflict with simler90's Gameplay Core Mod (Update 198, since 28th Apr 2024). I just tested it myself: only OhRudi's mods and simler90's Gameplay Core Mod installed in the package-folder. Both is working as excepted. Nothing breaking or crashing Delphys Dashboard is not bringing up any conflicts. I don't know if it's true for simler90's Gameplay Core Mod before Update 198 too.

Happy Simming
Lab Assistant
#71 Old 5th Jun 2024 at 6:27 PM
Default Unmoving sims?
Hello. I love this mod and as others have said I barely get Overwatch errors anymore since I started using it. I do have a few weird instances that I'm not sure are even mod related. I did check and there are no conflicts with other mods.

In the first instance a sim was standing in front of a couch and the other sim went to talk to them and they were in a position so close together there's no way they could actually talk. Instead, they just stood there doing nothing until I canceled the interaction and moved them. I've had this happen a few times. It's like they'll stand side by side facing each other shoulder to shoulder and do nothing.

In the second instance I noticed with the Tagger mod that two sims that should have been done with work (I have Ultimate Careers) at the hospital hours before were still there. I switched to them both and they had "go home" queued but were just standing next to each other by the elevator. It seemed to me that instead of doing a route fail they were just waiting for the other to move before moving themselves.

Do you think either of these were caused by this mod? I feel like if they can't complete the interaction they're trying to do they should route-fail and drop their queue instead of just standing in place for hours. It makes me wonder if this is happening all over the neighborhood and I'm just not catching it.

Sims Blog: Stormy Dayz Gamez
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