Why are my sims able to set the booby trap?

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igazor
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Post by igazor » August 23rd, 2017, 5:22 pm

Okay, I don't know why SP alone would enable that interaction. There might be a way to disallow it entirely by way of Retuner thus removing it from the player's menu. Personally I wouldn't bother unless it's the case that these sims are booby trapping the computers autonomously. My brain tends to filter out things like unwanted menu choices after it "sees" them for a while.

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Post by sittingbear » August 23rd, 2017, 5:43 pm

No it's not a glitch using a fresh game with SP installed my sim also had the booby trap computer interaction and when I pulled SP out the interaction was no longer available

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Post by Rubysim » August 23rd, 2017, 5:53 pm

@igazor, Yes, that was what I wanted to know how to disallow it manually in SP mod. :) Actually I wanted to install Retuner it but does it disallow many autonomous actions? If it does, it would very useful. :) Not sure my sims can do it with their free wills because I usually like to control most of their actions but it doesn't seem to do it autonomously. Thanks.

@sittingbear, yes I feel like the SP mod does something with that but I don't know how it works. :)

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Post by sittingbear » August 23rd, 2017, 6:01 pm

The only time I've ever seen sims other than the types that would normally booby trap something is when they where the target of the booby trap and did it back to one that originally did the booby trap.

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igazor
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Post by igazor » August 23rd, 2017, 6:11 pm

Yes, Retuner has around a billion or so options. Slight exaggeration, but it's a pathway into the tunable portions of the game files. It is neither organized well nor documented, not can it ever be entirely, so one has to tread carefully. Here are some examples of how members here use it.
<a href="http://nraas.wikispaces.com/Members%27+ ... ettings</a>

We seem to have skipped over this question, but a progressed game will have more data involved with it than one that is not progressed, so longer startup times are to be expected. The "main" household in my overpopulated, well-progressed "main" world takes around 20 minutes to startup so sorry, no sympathy there (yet). :)

But you could check on the file size of your active world's nhd file within your game save. If it's getting bloated, and different players have different definitions of bloat, then running SaveCleaner or doing an equivalent cleanup using S3PE could be in order. I don't take any action myself usually until the world's nhd file exceeds 300 MB or so.

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Post by Rubysim » August 24th, 2017, 4:59 am

@igazor, Thanks for the information. I had a look the page and it looks so useful but my brain goes blank or question marks...seeing Retuner FAQ page.. I will try this mod. I would understand more after installing this. :)

Yes I partly agree with you because it has been 2 sim years since I started this game in Bridgeport. Bridgeport.nhd is 157 MB. I've no idea its size is big or small. Maybe overpopulated as this world has so many service sims in Bridgeport. :D

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Post by littlelambsy » August 24th, 2017, 3:03 pm

The way to stop sims setting booby traps is this setting: from City Hall > NRaas > Retuner > Settings > General > by object > iboobytrap / extended. You should be able to disable/not allow booby traps there.

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Post by Rubysim » August 24th, 2017, 3:23 pm

@littlelambsy, Oh Thanks very much! :D

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Post by sittingbear » August 24th, 2017, 4:25 pm

SP does have code to make scary computer available not only for young adults/adults but also for elders so it is coming from SP.

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Post by igazor » August 24th, 2017, 4:45 pm

@sittingbear -- Not in-game at the moment so can't test this, but would you know if blocking the actions in Retuner would prevent them from showing or would that kind of tuning be ignored?

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