Moving in role sims

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sittingbear
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Moving in role sims

Post by sittingbear » May 25th, 2019, 12:49 pm

kkaizer wrote:
May 25th, 2019, 12:37 pm
So the possibilities are:

1) I made them accidentally stasis
2) too many resident sims
3) too many sims in one lot
4) sims get stuck

Igazor: Isn’t what you mean is “stories: allow summary” ?
Role Sims have their Motives set to Static by default (there are a couple of exceptions)

Stories Summary gives a list of the stories that you may or may not of had a notice given about the event. Such as if you only have your Stories set to Blood Relatives you would only get detailed stories from SP about your sims relatives while only getting a summarized list of everything else.

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Moving in role sims

Post by igazor » May 25th, 2019, 1:20 pm

kkaizer post_id=66402 time=1558802221 user_id=17748 wrote: Igazor: Isn’t what you mean is “stories: allow summary” ?
Individual stories and story summaries can be disabled somewhat independently of each other. Disabling either or both does not change the effects progression, only that which is reported to the player.

sittingbear post_id=66403 time=1558802987 user_id=16428 wrote: Role Sims have their Motives set to Static by default (there are a couple of exceptions)
Isn't that only while they are on duty or is it Register that seems to make such a distinction?

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Moving in role sims

Post by sittingbear » May 25th, 2019, 4:15 pm

igazor wrote:
May 25th, 2019, 1:20 pm
sittingbear post_id=66403 time=1558802987 user_id=16428 wrote: Role Sims have their Motives set to Static by default (there are a couple of exceptions)
Isn't that only while they are on duty or is it Register that seems to make such a distinction?
Only when their on duty, yes with the exception of the Uni Mascot and one other I can't remember offhand cause they don't have to stick around for 6 or so hrs at a time.
Both the game and Register make this distinction, Register just makes sure their motives stay maxed and static.

Although some Role Sims need some watching especially after a Town or Lot Reset cause their motive lock get totally busted. As I noted in my support thread here register-discussion/topic5129

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Moving in role sims

Post by JohnL83 » May 25th, 2019, 5:59 pm

igazor post_id=66401 time=1558800900 user_id=6716 wrote: Stasis (is this what you meant?)
I guess, I am talking about when you Ctrl click on the mailbox and get the option to either "make everyone happy" or "make needs static". When I use the mailbox on occasion I do so because it's quicker than clicking through the Nraas menu. And as I stated I almost never make needs static anymore, but I do sometimes max motives thru the mailbox in a pinch. I see why you think of "stasis" since that is what it's called using the Nraas menu, but I suppose either one yields the same results. Which is what I was referring to, but as I stated I don't know if the OP's got any of his sims with this turned on. It was just an added possibility for them to consider Cuz when one is trying to fix a problem, leaving no stone (or sim) unturned is a good idea in my experiences with this game. :)

kkaizer - I have had towns with too many sims and I don't get the problem of no one doing anything at parties, (I am speaking of towns with upwards of 150 residents) What I get is choppy gameplay, even on my new PC with 16GB of RAM and a higher to mid-range processor. So as much as I hate to do it, I've dropped most of my games populations down to 120 resident sims max. It's a shame I can't get more out of the game, I grow my families too big too and have the same issue with everyone ending up related before long. I hate there isn't' a better way, but in my longest running game I've moved groups of extended family to new towns and created new games with them so I can populate the older town with a new crop of sims for the actives to interact with.
Last edited by JohnL83 on May 26th, 2019, 9:56 am, edited 1 time in total.

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Moving in role sims

Post by igazor » May 25th, 2019, 6:08 pm

JohnL83 post_id=66414 time=1558821579 user_id=18010 wrote: I hate there isn't' a better way, but in my longest running game I've moved groups of extended family to new towns and created new games with them so I can populate the older town with a new crop of sims for the actives to interact with.

I don't know about a better way, but a different way is to move these sims to new worlds within the same game by way of Traveler. Then instead of having multiple games to play, you have multiple worlds and the sims can still stay in touch long distance and visit each other.

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Post by JohnL83 » May 26th, 2019, 10:09 am

igazor wrote:
May 25th, 2019, 6:08 pm
JohnL83 post_id=66414 time=1558821579 user_id=18010 wrote: I hate there isn't' a better way, but in my longest running game I've moved groups of extended family to new towns and created new games with them so I can populate the older town with a new crop of sims for the actives to interact with.

I don't know about a better way, but a different way is to move these sims to new worlds within the same game by way of Traveler. Then instead of having multiple games to play, you have multiple worlds and the sims can still stay in touch long distance and visit each other.
Yes, You've mentioned this before. IDK why I keep forgetting. I kind of forget about traveling oddly enough. I have only used UNI a few times when I first got it and after I bought WA, a few of my sims traveled to each of the 4 locations once or twice, then the novelty wore off on that too. I guess wasn't as impressed with the traveling as some people are. It just felt like same ole same ole only with sims my sims didn't know. What's a touch ironic was I was partially ruined by EA's treatment of traveling and the glitches. So I downloaded the Nraas Traveler mod but then I barely made use of it. LOL :oops:

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Moving in role sims

Post by igazor » May 26th, 2019, 10:37 am

Ah. Yes, it's all a matter of how we approach the mod or came to want its benefits.

Certainly if I live in somewhat boring suburban world A and go to visit somewhat boring suburban world B where I don't know anyone, it's probably not going to be a very exciting vacation for me. Look, they have the same kind of grocery store, burger stand, laundromat, park, and playground we have back home (big deal) and playing darts by myself at the local watering hole isn't any different from back home either. But when we put specific things out there only in certain worlds, so my sims have to travel to go to a casino, see a live show, work on a certain relatively obscure skill, go horseback riding, paint a landscape from atop a mountain, or hit the beaches/dive lots where their homeworld is landlocked and has none to speak of, then travel can become much more interesting.

In my case at first it was more like okay, Generation 2 had 16 children between its two grown siblings and these sims started to have families of their own of varying sizes. Where the heck am I going to put all of these sims if I want to keep them in the same game and stay in touch with each other? Traveler offered the perfect solution at least incrementally. I mean after a while, like at Generation 50 or so, I expect this will all fall apart in the same way on a wider scale as ALL of my worlds will be full of sims at least somewhat related to each other. But as slowly as I play, I would probably be 200 years old myself before that happens. :)

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Moving in role sims

Post by kkaizer » May 26th, 2019, 5:54 pm

sittingbear post_id=66403 time=1558802987 user_id=16428 wrote: Role Sims have their Motives set to Static by default (there are a couple of exceptions)

I meant role sims whom I have moved in and made residents. I checked "workers" caste setting I made and I didn't turn that stasis thing on.

So "1) I made them accidentally stasis" is crossed out.
Sara_Darkees post_id=66393 time=1558762389 user_id=18005 wrote: Click on character, and calling DE, find in the list of "current interaction".
Also, I was trying to check "current interaction" through Debug Enabler as Sara_Darkess suggested, but those sims who are just standing still on the community lots don't even have that menu in their debug enabler menu.

So I guess it's not their interactions are stuck. "4) Sims get stuck" is also crossed out.


Then, for 3) too many sims in one lot, I separated those 40 workers in 3 different lots, so about 14 sims in each lot. It seems to be a little bit better. When I move my camera to one of the community lots, sims are standing still there, but after a certain amount of time, one or two sims seem to start moving...just a little bit... but I don't know if that makes a big difference and actually now, I don't quite remember how the game originally should be.
igazor post_id=66404 time=1558804822 user_id=6716 wrote: Individual stories and story summaries can be disabled somewhat independently of each other. Disabling either or both does not change the effects progression, only that which is reported to the player.
So, "Stories: allow" is just about that pop-up message in the top right corner? With this thing false, story progression still does its job just without telling me?
How about "general-stories-disallow stories"? will this stop some of the progressions or is it about the display as well?? If it is, is there any option I can control the number of stories that are happening in my world? It would be awesome if I can control it in the caste setting.. That would make my computer performance a little bit better and solve this standing still problem i guess..?


Igazor and JohnL83: I am also planning to move some of my sims out to a new world once too many sims are family related. But I hope this whole "worker" caste thing with those resident role sims works well autonomously. Except for that standing still problem, it has been working quite well so far. I made this "Control" caste and gave this to sims who have multiple siblings and make it inheritable. So if my inactive family has three kids, only one can get married and have babies with sims from other resident households. The rest of those kids will have this "control" caste. "Control" caste only can have a relationship with other sims who have "worker" caste and their children will do the same autonomously. That way, I think I can keep their family tree acceptable and protect their pursuit of happiness at the same time. Those "control" caste sims will be autonomously attracted to "worker" sims.
Also, my inactive families only can have two children maximum. :)
Last edited by kkaizer on May 26th, 2019, 6:36 pm, edited 1 time in total.

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Moving in role sims

Post by igazor » May 26th, 2019, 6:12 pm

kkaizer post_id=66432 time=1558907650 user_id=17748 wrote: So, "Stories: allow" is just about that pop-up message in the top right corner? With this thing false, story progression still does its job just without telling me?
How about "general-stories-disallow stories"? will this stop some of the progressions or is it about the display as well?? If it is, is there any option I can control the number of stories that are happening in my world? It would be awesome if I can control it in the caste setting.. That would make my computer performance a little bit better and solve this standing still problem i guess..?

There are a number of ways to control Stories and Story Summaries. The first stop is usually SP > General Options > All Stories. Then we have SP > General Options > Options: Stories where we can restrict things by their specific subject matter and find a few other controls. Story generation can be further limited by general topic under many of the SP > General Options > Options: (fill in the blank) categories such as flirt, romance, careers, skills, etc. And yes, they can also be controlled or encouraged by way of Town/Household/Caste/Sim Options.

It doesn't matter how it's done. Both stories and story summaries are player notifications. What they are reporting on will happen, or rather the effects will happen in many cases, whether the player is notified about them or not. Suppressing or encouraging stories and story summaries has no effect on actual progression.

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