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Field Researcher
#7826 Old 18th Aug 2018 at 2:35 AM
As for the TS2 mod, I'm sure it wasn't that.

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

Ahah, just the fact that I haven't used the parking spaces in four whole years is surprising enough (I hadn't realized it was that long). Thanks though, that would've driven me crazy not knowing.
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Top Secret Researcher
#7827 Old 18th Aug 2018 at 5:43 AM
So I was seeing a little bit of lag in my game. Too many Sims... so I went into Master Controller and did a total annihilation of half the population.
Oh muh gawd... I'm Thanos.
Screenshots

Sims are better than us.
Lab Assistant
#7828 Old 18th Aug 2018 at 11:43 PM
That household must be very unlucky. It can't be linked to wealth as my new sim got robbed on her very first night. The burgler took the toilet, which says a lot about how good her stuff was. I have always thought it was just random.
Forum Resident
#7829 Old 20th Aug 2018 at 5:57 PM
Does anyone know what this icon's gesture means or means to you?


I think this icon originally comes from UL and is seen during the "Ask to Sketch" social. Anyone good at picture/image interpretation and analysis?
Test Subject
#7830 Old 20th Aug 2018 at 6:56 PM
If it's any help, I think I have seen my Diva sim with that same, or a very similar, thought bubble when she is complimenting herself. In that context I have taken the thumbs of the icon to be pointing at itself with an I am great attitude.
Department of Post-Mortem Communications
#7831 Old 25th Aug 2018 at 11:46 AM
Quote: Originally posted by Gargoyle Cat
Ugh! For the love of sims! rubs temples

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

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

On the other hand a Babilon is an extremely covetable item, so in a way I do understand the burglar's motive.
Mad Poster
#7832 Old 26th Aug 2018 at 2:34 AM
Quote: Originally posted by Gargoyle Cat
Can I keep a playable sim from getting a job? I have writers that do okay while I'm playing them, but as soon as I make another household active, they go get a job elsewhere.

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

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

Note that this only prevents SP from shoving the sim into a career, the game itself might still do so. For further protection, I might give them the Careers mod Unemployed placeholder career while inactive -- it is a career technically, but with no hours, location, work to be done, pay, or retirement plan. They probably won't be pushed to write while inactive that way though, so in this case it might be a last resort.
Forum Resident
#7833 Old 27th Aug 2018 at 1:27 PM
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!
Mad Poster
#7834 Old 27th Aug 2018 at 1:43 PM
Quote: Originally posted by lakme
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!

Will this do what is needed?
http://www.modthesims.info/download.php?t=588077
Top Secret Researcher
#7835 Old 27th Aug 2018 at 1:46 PM
Quote: Originally posted by lakme
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.

Thanks!

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

[eta] Dang, too slow
Forum Resident
#7836 Old 27th Aug 2018 at 2:29 PM
Thank you! I didn't know the horse going home would be an issue, so these are super helpful.
Mad Poster
#7837 Old 28th Aug 2018 at 1:01 PM
Quote: Originally posted by miriamnz
Does Nraas provide a way to remove the "Service/NPC" status of a sim and make them a regular resident? I've tried moving them into a residential lot and assigning a regular job, but Nraas MC status still recognises their NPC role.

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

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

Role Sims are those who are (usually) tied to a role giving object in town. These include cash register attendants, mixologists, bouncers, coffee baristas, tattoo artists, Seasons festival booth workers, again among others. Role Sims can be either homeless or proper residents belonging to a proper household, but they shouldn't really be a part of an actively played household as their role assignments then become unstable. NRaas Register is required, on the role giving object, to remove their assignment to it. There are a few special cases called Global Role Sims, the Paparazzi, Uni Mascots, WA Special Merchants, whose assignments can be reached and removed using the Register > Global Roles menu on City Hall.
dodgy builder
#7838 Old 28th Aug 2018 at 2:48 PM
Here comes the original tutorial on populating worlds. The part about what type of sims are needed is useful .

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

Townies will be drafted into the following roles:

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


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

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


This is not totally updated, but later information is googlable.
Scholar
#7839 Old 28th Aug 2018 at 3:36 PM
Quote: Originally posted by Gargoyle Cat
Can I remove the 'best friend' status with vehicles with Retuner? My sims don't need status of any kind with the vehicles they own.


Removing the vehicle enthusiast trait should do the trick imo.

If you like my mods. Consider supporting me on Patreon
Check out my website for updates on my mods and other work PuddingFace.wixsite.com
Check out my Youtube channel for tutorials(modding tutorials) and other content Youtube

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Field Researcher
#7840 Old 28th Aug 2018 at 10:45 PM
Say I have several mods that modify the same xml.. These mods will conflict, but I can get them both to work if put one of them in the overrides folder? I'm not really clear on how to avoid conflicts by using the override.
Scholar
#7841 Old 28th Aug 2018 at 11:37 PM
Quote: Originally posted by tysika
Say I have several mods that modify the same xml.. These mods will conflict, but I can get them both to work if put one of them in the overrides folder? I'm not really clear on how to avoid conflicts by using the override.


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

If you like my mods. Consider supporting me on Patreon
Check out my website for updates on my mods and other work PuddingFace.wixsite.com
Check out my Youtube channel for tutorials(modding tutorials) and other content Youtube

Follow me on Twitter Instagram Pinterest Tumblr
Field Researcher
#7842 Old 29th Aug 2018 at 12:28 AM
Quote: Originally posted by skydome
No if you have multiple mods that mdify the same xml file. Only one will load regardless of whether you put in Overrides or packages.
What you can do is edit the xml yourself so the same xml contains the edits of all those mods. S3PE is required for this. And check out the tutorial for making tuning mods.


Ahh! I see. I have 0 programming knowledge... well there's a first to everything.
Scholar
#7843 Old 29th Aug 2018 at 1:11 AM
Quote: Originally posted by tysika
Ahh! I see. I have 0 programming knowledge... well there's a first to everything.


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

If you like my mods. Consider supporting me on Patreon
Check out my website for updates on my mods and other work PuddingFace.wixsite.com
Check out my Youtube channel for tutorials(modding tutorials) and other content Youtube

Follow me on Twitter Instagram Pinterest Tumblr
Mad Poster
#7844 Old 29th Aug 2018 at 6:20 AM
Quote: Originally posted by miriamnz
Anyway, any help you can provide is much appreciated.

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

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

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

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

This is not to be confused with the setting under Options:Lots > Options:Immigration/Emigration, those are for the immigration (or lack thereof) of newly spawned households, and that menu has its own settings.
Department of Post-Mortem Communications
#7845 Old 29th Aug 2018 at 1:20 PM
Quote: Originally posted by skydome
Removing the vehicle enthusiast trait should do the trick imo.
Not enough, I'm afraid. But Buzzler's No Car Relationship should do the trick.
Top Secret Researcher
#7846 Old 29th Aug 2018 at 5:01 PM Last edited by Emmett Brown : 29th Aug 2018 at 6:01 PM.
I forgot that if you have a vehicle and live in the dorms at university, one of your roommates will take it. Only a motorcycle this time and not a Motive Mobile... so no big loss... just one hour cloning a plasma bug to replace it
Edit: got my motorcycle back. Found it in the parking lot at night. Seriously, the science degree: skills are science (make sense), alchemy (uh.. okay) gardening, fishing. Gardening and fishing? Wut?

Sims are better than us.
Department of Post-Mortem Communications
#7847 Old 29th Aug 2018 at 7:39 PM
Quote: Originally posted by Emmett Brown
(...) skills are science (make sense), alchemy (uh.. okay) gardening, fishing. Gardening and fishing? Wut?
Makes sort of sense, no? Considering that gardening and fishing are part of the requirements for the science career.
Top Secret Researcher
#7848 Old 29th Aug 2018 at 9:22 PM
I was playing a solo alien. I have a bunch of odd mods like NRAAS Woohooer. I've noticed that if you woohoo in university you get a bunch of kids when you return home from Uni.
Well, my Alien, Zork, didn't woohoo. He's a serious student.
Anyway, I thought, "you know, the frat house has some interesting characteristics. I can clean it up and add it to my home world." So, I added it to my library and then did an edit home town from University, so I could move in as soon as I return to home. Added it to the home world, and go back to game...
Got a New Sim! Welcome Paige Corono! Her Parents are Leonard Shelly and Ashley Corono, who were roommates at the dorm. I see how this happened, I think I'm going to go with it and keep poor little Paige. Zork is a better parent than either of her parents. Gonna say she was abandoned and I took her in as my ward.
Screenshots

Sims are better than us.
Alchemist
#7849 Old 2nd Sep 2018 at 11:23 AM
You know how Kleptomaniac sims steal items from community lots if you leave them unattended, and how you can return those items via the mailbox?
Well, are those items placed back where they were stolen from, or do they just disappear into the ether? :o

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

Tumblr - more downloads! ◾ CC reuploads / creator backupsTS3 CAS Conversion Catalog - for basegame, EP, SP, and Store clothing!
Site Helper
#7850 Old 2nd Sep 2018 at 4:03 PM
No, they are not replaced. Your sim just feels good about sending it back, but you can edit the lot yourself to replace it.
The bigger problem comes when you accept an invitation to another sim's house (especially for a party) and your Klepto is left alone in a room after dark. I've seen evidence that items stolen from another sim's house may not be replaced, either. And you can't replace them yourself without either moving the family or making them active.

I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
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