How to use Tuning Files

Why won't that blasted mod show up in game? Hopefully we know!
Tiinii
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How to use Tuning Files

Post by Tiinii » December 21st, 2019, 9:55 am

Okay, none of the tuning files is working, I've waited a bit in my new game and I see foodtrucks, horses, many taxis ... Everything basically I tried to prevent by using the tuning files. I don't really see what I could be doing wrong here. I open the file in S3PE, right-click on the XML, open it with Notepad and write, say, "0" instead of "4" for the wild horses. Then I commit the changes and save the file. What am I missing here? I'm starting to feel like such a doofus!

Tiinii
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How to use Tuning Files

Post by Tiinii » December 21st, 2019, 10:10 am

One thing I'm wondering, will the Nraas City Hall menu values change if the tuning files are working? Will Traffic show like my 1 foodtruck value instead of it's default 3? Or do the mods show their defaults regardless of the tuning files?

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Sarah_Sims
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How to use Tuning Files

Post by Sarah_Sims » December 21st, 2019, 10:26 am

igazor wrote:
December 21st, 2019, 8:25 am
The tuning files change the defaults (when they are working as they are supposed to), they don't override mod settings that an in-progress game would already have as those become part of the world's nhd file within each game save.

Hi igazor!
I'm just going from memory here, which as you know, is not very good at the best of times but can't Tiinii use the Reset Settings option in Register (and our other mods, where applicable) to reset the mod back to its tuning defaults in an existing saved game? That should then make the mod pick up the settings from the tuning file, shouldn't it? I'm sure I've tried this in a few of my games before and read about it somewhere in our many documentation pages but can't find it right now, sorry. :)

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igazor
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How to use Tuning Files

Post by igazor » December 21st, 2019, 10:37 am

Sarah_Sims - That does make sense and it's certainly worth a try. But it doesn't really explain why newly started games aren't picking up the tuning files' defaults.

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How to use Tuning Files

Post by Tiinii » December 21st, 2019, 10:41 am

Hi Sarah_Sims, brilliant idea, this is the first thing that actually made the base mod react! I found the reset option in register, and now all animals are set to 0. I'm not seeing any running around either. Great! I'll try with the other tunings / mods and see whether they react like this too. Thanks so much!

Igazor, that problem is still valid of course. But there's some progress now, at least ...

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How to use Tuning Files

Post by Tiinii » December 21st, 2019, 10:48 am

Yep, reset works for all the mods. Two surplus foodtrucks just disappeared magically, leaving only the allowed one in the game; taxis are greatly reduced, no pet adoption allowed ... It's really weird, I can't understand why this would work, but it's great that it does!

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Chain_Reaction
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How to use Tuning Files

Post by Chain_Reaction » December 21st, 2019, 3:12 pm

Really odd that new saves aren't picking up on the values as that's their intended purpose. Perhaps you're playing in a custom world that has been created with the mods in place prior?

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How to use Tuning Files

Post by sittingbear » December 21st, 2019, 11:54 pm

Chain_Reaction wrote:
December 21st, 2019, 3:12 pm
Really odd that new saves aren't picking up on the values as that's their intended purpose. Perhaps you're playing in a custom world that has been created with the mods in place prior?
I've also noticed it on a New Game with EA worlds at least with Registers tuning file never tried the others. As I once tried to use the tuning file so it wouldn't Auto-Assign homeless sims as it usually assigns 2 or 3 before I can turn off.

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How to use Tuning Files

Post by Tiinii » December 22nd, 2019, 3:42 am

I have the same problem in Twinbrook, so it's definitely not dependent on whether it's a custom world. - I am also seeing now that while most of the tunings seem to work in the world where I used Reset, there are still pet adoptions being generated although I told Overwatch to stop them. Is it something special with this mod setting? Also, I'm getting thousands of cars which are being deleted every night, although I am using the setting that prevents limos from being used.
Apart from these two, everything seems to be okay once I used Reset. I had to delete the animals that had already been created by the game by hand, but that shouldn't be a problem if one does the Reset right at the beginning. Still, it is strange, especially since sittingbear has noticed the same thing happening in his game.

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igazor
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How to use Tuning Files

Post by igazor » December 22nd, 2019, 4:04 am

Pet Adoptions - Overwatch doesn't stop these. What that setting in OW does is shut down the Neighborhood Pet Adoption Centers, a (not so) brilliant idea by EA that is an often broken scenario through which some neighborhood house has baby animals that weren't really born in game and have no genetic relationship to existing ones; the house is designated by a special lot tag in map view while the scenario is running. If the baby pets are not adopted by then, they disappear. The scenario often gets stuck and can ruin games to an extent, hence the OW setting. OW exists to fix known game related bugs. Inactive sims adopting animals on their own from shelters is intended behavior, it's not a bug.

To stop pet adoptions generally as in from the shelters, StoryProgression is needed and needs to be in control but shutting down all pet adoptions will also prevent babies/children from being adopted as it's the same setting. Or you could switch off the animals on the Game Options settings if this is what is wanted. Are you trying to run a game with no pets at all or just limit them somehow?

Too many cars being generated - It may not be performance career limo overspawnage; that's only one source of too many vehicles although it is a common one. Can you run an MC > Object Info > Local (or Global) on City Hall before OW does its overnight cleanup and see what category the ridiculous numbers of vehicles might be in?

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