A long time since using ... not working

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Eskayti1999
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A long time since using ... not working

Post by Eskayti1999 » January 2nd, 2018, 2:59 am

Just reloaded The Sims 3 after about 4+ years and wanted to reinstalled all the NRaas Mods I ran back then, and a few more. Followed the instructions on the page (Bluenote's) and nothing happens in-game. Can't click in City Hall and can't get the ball rolling for my Sims so I've been trying to back track and troubleshoot, but honestly I'm lousy at this.

I need to make sure TestingCheatsEnabled true is Off, is that right? Well, it usually is when i first sign in, and clicking on the City Hall still doesn't work. Also, in my Downloads Folder, all the original zip files of the mods are still there, even after I unpacked them and created the Mods Folder and Package Folder in The Sims 3 Folder. Those don't interfere do they?

It's been so long I can't see what I'm doing wrong, or what I'm missing. That's what I get for running off to play MMOs for a few years, my bad. Well, I'm still getting used to playing logged in through Origins and whatnot.

Thanks in advance! I've always loved you guys, since The Sims 3 came out, you've made the game run smooth as silk ... well, that's my opinion having been around and playing since the original The Sims, but no one should play The Sims 3 without you!

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igazor
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Post by igazor » January 2nd, 2018, 3:49 am

Hi there, and welcome (back). Our prodigal sons and daughters always return to us...eventually. :)

We usually recommend the MTS instruction set and download for setting up the Framework, the one that includes the two sample script mods for testing before adding in anything further -- NoIntro and NoBuildSparkles. The required ingredients are a Mods folder with three and only three things inside: a Packages folder, an Overrides folder (usually empty unless a mod developer instructs otherwise), and the required Resource.cfg file that makes it all work. The setup should look exactly like the illustrations, plus or minus some differences for operating systems around the edges.
http://modthesims.info/wiki.php?title=G ... _and_Files

You can use MTS' Resource.cfg file included in their download or the one we offer here on this wiki, it's exactly the same file either way.
<a class="wiki_link_ext" href="http://nraas.wikispaces.com/file/detail/Resource.zip" rel="nofollow">http://nraas.wikispaces.com/file/detail/Resource.zip</a>

TestingCheatsEnabled is irrelevant unless you have a tuning file in place to require it to see the NRaas menus (this is pretty rare among players and cannot really be done by accident). Some of us play with TCE on all the time by way of an Overwatch setting, but of course that's not important if the mods aren't even loading for you yet.

On the Downloads folder, if you mean the one your operating system/user account provides, you can store anything you like in there. The game won't notice it. If you mean the one in your TS3 user game folder in Documents, that is for sims3packs to be installed. Only the Launcher reads that and it won't know what to do with package files or zips, rars, etc. Best practice is to keep that Documents folder empty except for the small number of files that EA tends to place there and anything that you intend to be installing by way of the Launcher at the moment to give the Launcher less to worry about upon startup. The game itself, once it starts loading, does not read this folder and no, there shouldn't be any interference.

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Post by Eskayti1999 » February 10th, 2018, 12:39 pm

Okay. I've got the recommended mods up and running - I'm having to add additional mods slowly, since when I first added Story Progression right after putting in Master Controller it caused a conflict. It's working now.

So, I plan on putting all the mods I had back in, but I'm having some issues that perhaps you could tell me where to go, what to do and/or what mod will fix these ...

First, Sim voices keep randomly changing - for example, one of my Sim's has a teenage boy and every time he goes to school, he comes home with a different voice. As long as a Sim is within the active screen, their voice stays the way it's supposed to - once they go to school, work, vacation, venue, etc., it changes. Not all Sims, just a handful per town. Currently it's Shark Racket in Twinbrook - he's cycled through all 3 male voices numerous times. Lolly's voice has changed as well, and I'm still checking with some other families to see how bad it is with this particular game.
Secondly, outside of Bridgeport, the towns are not gaining (random) Celebrity Points any longer. If I want to add Celebrity, say, to Sunset Valley, I have to randomly do it (NRAAS) - I cycled through a generation and a half in one game to see if it would kick in - it never did.
Third, and similarly, outside of Midnight Falls, no one gains Supernatural-ness any more either and only Supernaturals have Supernatural offspring. Even in Bridgeport, only the existing Vampires are the only Supernaturals and no other Vampires spawn at all.

This started happening about 2 weeks ago - I'd been running the mods since the first week on Jan. Is there something I need to enabled? Add? Change? I'd appreciate any help - Thanks!

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Post by igazor » February 10th, 2018, 5:57 pm

Sims' Voices - This one sounds vaguely familiar with respect to sims younger than YAs but I cannot right away remember the cause. Perhaps our developer will comment when he reads this.

Celebrity Points - Not only have I never experienced this, but I have to take great steps with the most of the worlds I play with SP Celeb Ratio settings to prevent most of the world from becoming Level 3s and higher just by associating with each other. Have you adjusted SP's settings considerably within these worlds as they relate to Celebs or are they mostly on default?
NRaas > SP > General Options > Options;Friendships > Options:Celebrity

Occult State - What you are describing is the way this is supposed to work. Under EA Standard, inactive sims can magically become occults for no reason. Under NRaas SP, this does not happen beyond the starting out sims in worlds like Midnight Falls and the vamps in Bridgeport. So sims can become occults if:
-- they are born that way as children or grandchildren of occults through genetics; although occult mutations can be arranged for under General Options > Options:Pregnancy, yes one of them does have to be an occult to begin with.
-- they immigrate into town that way by way of SP resident immigration (SP > General Options > Options:Lots > Options:Immigration/Emigration)
-- they are Service Sims or Roommates and you use SP's Replace Service Sims/Roommates with Immigrants function (SP > General Options > Options:Sims> Options:Immigration/Emigration; SP Population add-on module required)
-- they are "turned" in-game through events that can happen by using SP's Personality modules (SP Vampires and Slayers, Fairies and Werewolves). Not everyone uses these.

But if your sim's best friend or next door neighbor in any world is a human one day and becomes a vampire the next for no reason at all, then you aren't using NRaas SP. :)

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Post by igazor » February 10th, 2018, 6:00 pm

^Typo above, of course I meant Moonlight Falls, not Midnight. Sheesh. :)

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Post by Eskayti1999 » February 28th, 2018, 11:35 am

The Voice change happens for teens and YAs - so I can't say why it's happening either.

The Celebrity levels are default - don't know how to adjust them with SP, and probably don't want to. (I see your instructions to do so, may try it - thanks) I've just gone with bumping up as I see fit - outside of Bridgeport. When my Sim wishes to meet a celebrity or two, I create them.

Occult: I have my Sims turn via bites or elixirs or I just drag the camera around town and 'turn' a few with the mod. All my Sims are Occults - I find it boring otherwise - and they always want to interact with other Occults, so I have to make them, outside of Bridgeport and Moonlight Falls. I guess it was residual or some such, as right after I added the mods, Occults were still happening on their own - these were worlds I had already been playing in prior to adding the NRaas mods, but the Celebrity and Occult status/changes stopped happening on their own after a bit.

So, now the few mods I have running I have other issues I can't figure out:

Sim resets often. If I have a Sim doing something simple ... 'analyze spacerock' ... POOF, they get reset and sent to the nearest 'home' (home world or vacation this happens) Send them to a business where they have to interact with a register ... POOF, reset. Even in the home ... 'tend garden' ... POOF, reset.

Homeworld gets overloaded. The NPC Sims keep popping out babies like candy, the current teens grow up and they run out of houses. The adults split homes, move into the available ones as well as the adults who seem to be 'downsizing' taking up all the cheap ones. Sure, the original adults are elders (or dead) and all the elders are long gone, but why so many kids? It slows down the whole town.

Why if you break up with a Sim and then set the relationship back to friends/best friends all info on that person is gone ... traits/star sign/partner ... gone, and when you talk to them again, you only get 1 trait back?

Why don't the Elixir Consignment Stores work in vacation worlds? They did for awhile, then stopped. Sometimes you can't click on the registers at all, sometimes you can. Sometimes it works, and sometimes it resets my Sim. More often than not, it resets my sim, so I stopped using them, which is a hassle, because if I'm vacationing for 15+ days, I'm stuck without a way to consign anything. But even so, vacation or home, my Sim is bound to be reset, regardless.

'Invisible Sims' - Using DebugEnabler it only fixes the Out-of-towners and not the residents, so I'm still stuck with talking to the ground. I know it's the clothes causing this, but I don't know how to fix (change clothes) for the residents to fix this.

If there's other mods I should be running, please let me know - Thanks!

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Post by igazor » February 28th, 2018, 5:02 pm

Some of this is the way the game/mods are intended to work. SP shuts down emigration entirely. If more sims are born and immigrate into a world but none of them ever leave except by dying from old age, yes eventually most worlds will run out of space for them to live. The bathtub faucets (births and immigration) would be running faster than the drains (death and emigration). Birth and immigration rates are modifiable through various SP settings as are disallowing moves and household split-ups if necessary.

But much of that should not be happening. Before we proceed, what patch level is your game on and what kind of/from where did you obtain this installation -- Origin digital, retail store discs, a mixture, Steam, some other source (which one)? Is all of your EA Store content actually from the EA Store or is any of it from elsewhere? Any "helpful" hack files in play from other sources?

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Post by Eskayti1999 » March 7th, 2018, 12:02 pm

All my games are from original EA discs, earliest purchase was base game in November 2017 and most recent was Ambitions in February 2018 (I skipped around). All are brand new, first installation - I have not patched, not sure if I need too? Or do I need all patches, since I don't know when these discs were actually pressed? (Question: Do you know about how big the patches can get? I'm on satellite and if all the patches add up to a whole lotta MBs, I'll need to take a day and go download them elsewhere.)
I haven't gotten much 'extra' content, but all I have is from the EA Store, such as Riverview (World) and several bonus downloads that are unlocked with the installation of games/expansions. Holding out on going hogwild once I can get everything working right.
The only mods/hacks of any kind are the ones from NRaas and those you had me install (See above). I've never really used hacks - I like all the things that the NRaas Mods do, and other than that I have usually gotten custom content from Mod the Sims and Parsimonius.
By the way, thank you for baring with me on all of this - feel like a Sims noob again.

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Post by igazor » March 7th, 2018, 2:42 pm

If your game is not patched up, and you do not know which patch level you are on, then I don't know how you would have selected which versions of our mods to use.

Do you have a required Origin tie-in? Whenever you start the game, no matter how you do so, does the startup take you to Origin and then the Launcher? If so, then you are on Patch 1.69 and Origin handles your patches ("game updates") for you. If not, what does the Launcher say when you hover your mouse over the base game icon?

The above assumes you are running Windows and not the Mac version of the game, which would be a bit different.

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Post by Eskayti1999 » March 7th, 2018, 3:48 pm

The Launcher comes up. Origin also opens, of course, but it seems to stay minimized (until I sign out of the game). According to my game, it says I have Patch 1.69 - so does that means I don't need to get the patches manually and that Origin has handled it? Oh, and yes, I'm using Windows.

If so, that leaves me still in a lurch. Would other mods fix some of these issues, say, Register? I'm trying to remember which mods I had previously, but that was years ago. I may try to install a few, at a time, and see what happens. Not sure what else to do at this point.

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