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Turjan
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Post by Turjan » December 21st, 2019, 1:08 pm

I was also thinking whether I should just not use the current lot. The three 60x60 lots on Summer Hill in SV are all in use by my rotations households, two with gardens, and the center lot may actually "see" both neighbors. At least I can't really find a good reason on the actual lot alone. I have reduced all inventories. Storage consists of some books, some potions, stuff from adventures and the box of seeds, and there's just 7 sims. Yet, it still goes up to 3.2 GB there very quickly.

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Post by sittingbear » December 21st, 2019, 1:15 pm

Turjan wrote:
December 21st, 2019, 1:08 pm
60x60 lot
Large lot uses RAM fast and with 7 sims even faster. I never have my active sims live on anything larger than 40x40. For inactives it doesn't matter how big the lot they live on is.

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Post by Turjan » December 21st, 2019, 1:20 pm

Yes, but I have been using that lot for a long time, with a much larger family (12), without any of those issues. Then again, the gardening might have broken it. Or the point that I don't have the Altos and Landgraabs as neighbors anymore.

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Post by C-Dark » December 22nd, 2019, 6:11 am

Turjan wrote:
December 21st, 2019, 12:21 pm
I use one of the updated versions, but yes, the mod has issues. While it supposedly works with seasons, it usually fails when turning plants on in spring. It seems to work okay in greenhouses. I guess removing its menus when it gets deleted also causes issues.
I use Dolphins Magic Garden Gnome too, only one placed in my Community Indoor-Greenhouse, Smal Park, and it works as it should, with all plants (accept I did not place IF plants) even Multiculti plant (placed all via use cheat moveobjects on/disable). I never had any issue since years. Set mana to 1.000.000.000 and this lasts for a very long time. I set every option on and all at the fastest.

If removing the garden gnome, yes, it might be better not to delete it when activ. Disable functions, save, quit, delete Cache files and reload game maybe avoid problems, then delete it.
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

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C-Dark
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Post by C-Dark » December 22nd, 2019, 6:23 am

Turjan wrote:
December 21st, 2019, 1:20 pm
Or the point that I don't have the Altos and Landgraabs as neighbors anymore.
I cannot believe that this can causes problems.
Also if you encountered no extrem heap in RAM usage before while using a large lot with many active sims, sounds for me that the problem must be something else. But what? Really I don't know.

(My active lot is 50x50 and I have alsways 14 sims + 4 pets. I use a tiny RAM cleaner tool inbetween, I always check when going into CAS often, because the magic max. for Sims 3 is about 7.5 GB RAM in usage, if it goes higher it can cause a crash, Error 12 or not be able to save game etc. - even I have 16 GB RAM, the game doesn't care about it)
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

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Post by igazor » December 22nd, 2019, 7:10 am

The maximum amount of RAM that TS3 can address before it crashes or Error 12s is just under 4 GB (actually ~3.7 GB). Not 7.5, that I'm afraid would not be possible of a 32-bit only application.

Or do you mean total overall system RAM usage? That would be odd too because the game shouldn't really care what other processes are using as long as it gets what it needs, again up to the limit that it can address.

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Post by C-Dark » December 22nd, 2019, 7:23 am

Hm, not sure. When I start my PC the RAM usage is around 3,5 GB.
In total than while playing it raises up, so yeah I meant in total. And when reaching mor than 7,5 I surely will be in trouble 🤔
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

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Post by igazor » December 22nd, 2019, 7:32 am

My new system has 16 GB and I'm almost positive I have had it use much more than 8 GB total while the game is running. This doesn't sound expected nor have I see it mentioned by other players. If you only had 8 GB total usable then I could see it paging out like crazy or running out of resources depending on what else was running at the time, but the whole point of having 16 GB or more with respect to TS3 anyway is so that we have more flexibility to run other programs alongside of the game.

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C-Dark
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Post by C-Dark » December 22nd, 2019, 8:54 am

I have checked. Quit game.
Without running any progs Windows 10 (Windows Game mode active)
3,1 GB RAM in use
When starting game 4,2 in use
When Save game is loaded 5,3 in total
So in the beginning Sims 3 uses 2,2 GB Ram.
If during play it rises up to 7,5 in total, with no other progs running extra
I come to 4,4 GB. So that is not bad, but the hard max until the game strikes and even crashes due to memory.
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

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Post by Turjan » December 22nd, 2019, 10:53 am

@C-Dark: Use the resmon system tool (just search for "resmon" with Cortana or whatever) to exactly see how much RAM tes3.exe uses. The Sims3 cannot use more than 4 GB. It's impossible. For me, it usually fails around 3.4 GB, which is easily reached by the save process. That means I should see I stay below 4 GB before trying to save.

Regarding neighbors seeing your lot, there seem to be a few exceptions. Igazor may remember that I had issues with my neigbhors getting routing errors when I put the Science Group Project on my home lot. I had to move that one to a community lot to stop that issue.

As for Dolphin's gnome, the Swift-gro station seems not to like it. That station tends to break when the gnome is turned off and subsequently removed (not always, but often). The station then breaks the NRaas Selector mod..To fix the mod error, the station has to be replaced by a new one (this part is reproducible). I can imagine that it runs fine on your community lot, as I don't have many issues with it when it actually runs, except the occasional difficulties with dormant plants waking up in spring. Although that may also be a Selector problem (even though the plants get to the "harvest" stage, the "tend garden" or "harvest" options don't show up in the menu)..

Anyway, I moved the family to a 40x40 lot and deleted the old home lot. Let's see whether that helps. I could already save twice, which is nice.

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