Traffic Mod

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CowgirlSimmer
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Traffic Mod

Post by CowgirlSimmer » July 15th, 2019, 11:55 am

Howdy,
i am curious about the traffic mod but before I download it, I want to know more about it. Will it make my game lag & can I adjust it to less to none of traffic in my game?

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Sara_Darkees
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Traffic Mod

Post by Sara_Darkees » July 15th, 2019, 5:50 pm

Everything will be fine, this mod helps to get rid of some lags, especially in Bridgeport. The main thing is to use its settings correctly. First of all, after its inclusion in the game, don't forget to set the number of fake taxis to -500 (the option in the original is called Traffic Delta). For some reason, this mod adds features of Bridgeport to all towns.

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igazor
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Traffic Mod

Post by igazor » July 15th, 2019, 6:28 pm

In addition to the Traffic Delta setting for or against the fake ambient taxis, the mod is designed to enhance performance not cause lag. It has effective controls for the ice cream/snack trucks and performance career limos that can otherwise get caught in a behind the scenes spawning loop thus dragging down the game and giving Overwatch tens of thousands of vehicles to clean up each night. It also has an option to prevent inactive resident sims from being issued free cheap cars when they need to get around and don't seem to have access to a vehicle of their own, which many of us find unrealistic and which also leads to game file overhead when they later abandon these vehicles (usually a dozen or two here and there though, not tens of thousands of them).

What kind of traffic solutions are being sought, other than the above if any? I'd actually love to see traffic jams and road management as part of the game like in city simulators, but the fact that sims can drive through anything and anyone to get where they are going without injury to themselves or others makes that kind of irrelevant. :)

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Sara_Darkees
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Post by Sara_Darkees » July 15th, 2019, 7:39 pm

igazor wrote:
July 15th, 2019, 6:28 pm
What kind of traffic solutions are being sought, other than the above if any? I'd actually love to see traffic jams and road management as part of the game like in city simulators, but the fact that sims can drive through anything and anyone to get where they are going without injury to themselves or others makes that kind of irrelevant.
Come on, traffic jams, accidents and other problems on the roads definitely not for this game. Sims even without these troubles have little time to do in a day. Also, I liked how it was in the old version of the game. For some reason, nobody left ugly buckets on wheels in public parking lots. Sims used cheap cars for one time and for free. After use, these cars usually disappeared forever. Or not forever, but I looked for them and didn't find them. Now I like the idea that those who don't have personal car use taxis. It's more realistic. But it generates a lot of taxi drivers. By the way, what weighs more: sim or car?

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igazor
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Post by igazor » July 15th, 2019, 8:46 pm

Sara_Darkees - My wish was not a totally serious one. But it wasn't intended to crowd a sim's already full schedule with not enough time to do things nor to add to the stress of world lot routing, I meant it more as an extra intended challenge to the player as a part of world management.

Sims who are taxi drivers are in the "untouchable" class of homeless NPCs as they really aren't meant to be interacted with or progress in any way. I think once in all these years I noticed one walking around town on their own time. Most of the time they are merely placeholders even though they are sims underneath it all so I would say they are practically weightless as far as game overhead goes. But to decide between 30,000 placeholder sims and 30,000 unnecessary vehicles as to the potential bloat they can add to the game file, that might be a tie.

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Sara_Darkees
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Post by Sara_Darkees » July 15th, 2019, 11:06 pm

igazor wrote:
July 15th, 2019, 8:46 pm
Sims who are taxi drivers are in the "untouchable" class of homeless NPCs as they really aren't meant to be interacted with or progress in any way. I think once in all these years I noticed one walking around town on their own time.
Well, it's funny when the game generates a random quest and its key participant is some taxi driver. Surprisingly, if really try, the quest can be completed. Ah yes, for some reason in my case the automatic removal of taxi drivers works better than the removal of abandoned cars. And it seemed strange to me that even after the ban on the use of vehicles, service cars that drive up to the house and take to work, still appear. I was surprised when I accidentally discovered that a taxi driver appeared in the town, despite the fact that I have an imitation of the middle ages there and I ordered everyone to always walk. Taking the opportunity in the topic of another user, (although perhaps the author of this topic is also someday it will be interesting), I ask... Was it planned?

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Chain_Reaction
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Post by Chain_Reaction » July 16th, 2019, 12:37 am

Sara_Darkees wrote:
July 15th, 2019, 5:50 pm
For some reason, this mod adds features of Bridgeport to all towns.
Unlocking the fake taxis in other worlds was the original intention of the mod. It ended up with the other stuff as an afterthought.
igazor wrote:
July 15th, 2019, 6:28 pm
I'd actually love to see traffic jams and road management as part of the game like in city simulators
I just heard the routing engine in this game combust into a mushroom cloud. EA totally regretted the collision detection they did add as evidence of pets doing funky moonwalks, later flags added to ignore things like plants and almost none in 4. Somewhere a dev who had to manage routing in 3 is praising the heavens it didn't ship with car collision detection given how much of a disaster the rest was. It's a shame they just can't seem to manage to nail a good implementation of it.
Sara_Darkees wrote:
July 15th, 2019, 11:06 pm
And it seemed strange to me that even after the ban on the use of vehicles, service cars that drive up to the house and take to work, still appear. I was surprised when I accidentally discovered that a taxi driver appeared in the town, despite the fact that I have an imitation of the middle ages there and I ordered everyone to always walk. Taking the opportunity in the topic of another user, (although perhaps the author of this topic is also someday it will be interesting), I ask... Was it planned?
Things like service cars and some things they will use taxi's for are just buried deep in the core and one setting can't cover them all. It would take a good deal of more work to really stop all the cars.

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igazor
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Traffic Mod

Post by igazor » July 16th, 2019, 1:09 am

Chain_Reaction post_id=67560 time=1563251843 user_id=2 wrote: I just heard the routing engine in this game combust into a mushroom cloud.
Then I would say my work here is done, I shall take a card, collect my bonus points, unmortgage my hotels, and pass the dice to the next player. (I have no idea what game we are playing anymore, these just seemed like the correct things to do after such a monumental accomplishment.) :D

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Mandelyn
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Post by Mandelyn » July 21st, 2019, 5:11 am

Don’t forget the end zone dance.

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