Couple of Questions

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babele44
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Couple of Questions

Post by babele44 » May 20th, 2018, 7:17 am

I have a couple of questions that are not really NRaas related but I hope that someone here knows some answers.

(1) In Isla Paradiso I experience multiplication of specific jigs. MC's Object Info lists them as
Name: SocialJigTwoPerson
Type: Sims3.Gameplay.Core.JigHasFootprintOnWorldLot
Their location is always the -20000.0000 place, i.e. off-lot and off-map, like items in fridges or register inventories.
I'm now in week 15 and I have some 35 of these.

Does anyone know what they are for, what interaction generates them and whether they are needed or can be deleted, respectively?
They seem to be particularly prolific in Isla Paradiso and I wonder whether they are therefore related to either boating, dive spots or houseboats.

(2) Why is it that in some worlds (Isla Paradiso again, but also Sunlit Tides) homeless role Sims that have no special uniform appear in swim suits for their job?
This is permanent and I am now in my fourth game in IP and it is always the same. The only homeless that don't exhibit that behaviour are the ones I made and placed myself.
(In other worlds it can be their underwear or formal dress)

(3) Is there a way to limit how long certain activities last that are autonomous for inactives?
Snorkeling, shuffle board, arcade machines and Gnubb seem to be endless and inactive Sims will continue using that interaction forever unless I either interrupt them or give them a Go Home command via MC.

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brappl
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Post by brappl » May 20th, 2018, 8:40 am

Hello babele44 - I can answer part of your questions.
#1 Jigs: The SocialJigTwo person jigs cause sims getting stuck. Use MC to Flush them. For more information see: <a href="http://nraas.wikispaces.com/Invisible%2 ... ims">Stuck Sims and Jigs</a> at the bottom of the page.

The Core.Jig - we have had some conversation on those in here some time ago. I used to flush those but they just seemed to return with even more. I'll see if I can find the conversation in here or hopefully someone will come along with a better explanation.

#2 I see this often in my game not only with homeless but also Role Sims. The only way I found to limit what gets used as random was to go through all the game folders with EasyCASP Editor and untick "allow for random". Same can be done using S3PE for other content. I also have blocked some EP's completely in CAS. IP is one of those I do not allow in my game.

#3 I'll check as I think there are some settings for those items but not completely sure. I have used Retuner to adjust time frames for reoccuring appliance breaking so perhaps there is something of that nature for your objects.

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Post by igazor » May 20th, 2018, 11:12 am

On the jigs, not sure but I think we might be confusing core jigs with door jigs. I mean look, they rhyme and everything. My first suspicion would be that they have something to do with the mermaid household that most other worlds would not have. But I would suggest deleting them on a Save As copy of the game to see what happens -- probably nothing awful, the worst thing is probably that they will just regenerate eventually.

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Post by brappl » May 21st, 2018, 9:05 am

Sorry for the delay in responding. RL got in the way yesterday. Regarding the time sims can play with the objects you mentioned:

I found this setting for Scuba Diving: From City Hall or a computer>NRaas>Retuner>Settings>ByTunable XML>Sims3.Gameplay.Scuba>ScubaDiving>Time can be adjusted there but I can not say for sure it is relative to time spent diving. I'd give it a try though.

I do not think this is what you are looking for but it might be an alternative to consider. There are settings in Retuner by Object for shuffle board, arcades and Gnubb to stop autonomous use. By keeping the Allow User Directed set to True you can manage your actives.

Also for scuba diving/snorkeling click on the water and access NRaas>Retuner:options to stop anotomous use are available. This needs "Show Object Menu" set to True on the main Retuner window.

RE: The core jigs - Here is an old conversation that might shed some light. Make sure to "unhide" posts at the top of the conversation.
http://nraas.wikispaces.com/share/view/81069475

There is also a conversation here on the RabbitHoldDoor.Jig. See Sarah_Sims and Chain's posts near the bottom of the page.
<a class="wiki_link_ext" href="http://nraas.wikispaces.com/share/view/ ... d=95990981" rel="nofollow">http://nraas.wikispaces.com/share/view/ ... 5990981</a>

Hopes this help somewhat :)

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Post by babele44 » May 22nd, 2018, 6:51 am

Hm, I think I may have to clarify a bit what I mean and why I mention it with regard to my questions, as I am not too sure whether we are talking about the same things.

(1) The jigs. These are ordinary social jigs, not related to rabbitholes. But apart from the fact that they don't get cleaned up once a social interaction ended their location isn't even on the map but in limbo. If you do an Object Info/Not In Inventory you will also find that they share their limbo location with objects that are currently listed for consignment or generally available from any register you have in a world.
Like igazor I think that they may be related to something particularly present in any Island Paradise world, the mermaids perhaps.
What struck me as particlular is their name in Object Info as I have so far never encountered this anywhere else (JigHasFootprintOnWorldLot)

So far I have been unable, through playing, to determine what generates these jigs and what they are initially for.

(2) I don't think that this is a CAS category issue as these swimming outfits are not new nor have they been assigned to the career uniform. These role Sims actually don't even have a career outfit.
Some roles, like bartenders, tattooist, bouncer etc, come with their own uniforms. So when a Sim instantiates at the beginning of their shift they appear in a world wearing this uniform. But some roles don't have a uniform assigned to it (elixir consignment, WA registers and Late Night bars when they are not placed in a Late Night venue - which is defined in the Bars.xml). When these Sims instantiate they usually appear in their everyday outfit and wear this for the duration of their shift. In Isla Paradiso, however, they most often initiate in their swimming outfit and keep that on as their "work uniform". But as I said these are not really work uniforms as it is their actual swimming outfit. They don't have a career entry like roles with uniforms do.
I can change them into their everyday with MC and they will keep that for the duration of their shifts, but once they hibernate and come back into the world the next day they reappear in their swimming outfit.
I'd like to know why and whether I can influence this, short of editing the Bars.xml to give all mixologists a LN bartender outfit. There must be some mechanism at work here as this behaviour is pretty consistent over several different saves in these affected worlds.

(3) The reason why I asked this is that recently I added icarus_allsort's FunInTheSun mod from MTS which enables autonomy for water activities for inactive Sims. This mod works fine except for snorkeling, because snorkeling doesn't time out and now I find inactives snorkeling for days on end.
This then reminded me that there are other activities which don't time out, like Gnubb, arcade machines, dart board, shuffle board, horse shoe and hopscotch. An activity like foosball table, for example, times out once the Fun motive is full but the ones I mentioned continue way beyond any motive fulfillment threshold.
(The martial arts dummy is another case, once a Sim doesn't get fatigued anymore they will hit that dumb dummy for eternity)

At the moment my only solution is to disable autonomy again in icarus_allsort's mod for snorkeling and place the other objects only on lots with closing times, but I am looking for ways to limit these interactions' duration so that I can have inactives snorkeling again and can place any fun object in any place without risking Sim lives.

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Post by babele44 » May 22nd, 2018, 6:56 am

I forgot to add re (2)
Whenever I create Sim myself, place it in a world, evict it to make it homeless and then immediately assign it to such a role with Register they will keep their everyday for work. This makes me believe that it is something that happens when they instantiate for the very first time when a world is loaded and is then locked for the remainder of a Sim's lifetime.

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Post by babele44 » May 22nd, 2018, 6:59 am

Maybe in the long run it would actually be nice to have an outfit selection option in Register perhaps? Like the one used on resorts once you own one?

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Post by Chain_Reaction » May 22nd, 2018, 7:48 am

JigHasFootprintOnWorldLot is used for kraken attacks, route blocker for getting out of boats, route blocker for spinning for ice skating on world ponds and the pool loungers. From my best guess they should be safe to remove pending no one is performing any of those activities.

For the timeouts, the things you mentioned should timeout when the Sims fun bar is full. Not so? Snorkeling has no tuning so I'm not immediately sure what icarus did but the endlessness might be something to bring up to him. This can't be controlled with Retuner but you can edit the ITUN pending he's using one.

Swimwear issue I'm not sure about but will look.

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Post by babele44 » May 23rd, 2018, 3:27 am

Ah, I see, regarding the jigs. As there haven't been any kraken attacks yet - that I know of - nor any ice skating that leaves only the boats and pool loungers. And as I have in the meantime removed icarus' mod and haven't had any new jigs yet there's a chance that the autonomous pool lounger use enabled by the mod might be part of the reason why there were so many jigs. The boat ones are also created every time someone leaves a boat?

And yes, or rather no, the activities I have listed have never timed out in my games since they were introduced. For all those game objects my assumption was that their use is tied to being games, like in having rounds and a set end, because sometimes it is even difficult to cancel any active Sims' use while the game was still going on.
And as for snorkeling, that has also been problematic for me since the beginning. The ITUN that comes with the mod suggests that it advertises fun while not providing any, but I don't think that this is why they never stop it as it is quite finicky to stop user-directed snorkeling for active Sims, too, with or without the mod. I've always tried to limit my snorkelling because of that. They sometimes continue snorkeling for hours with the action queue showing the crossed out action with no effect.
So, if the default snorkeling comes without tuning I guess it is not possible to place a time-out with simple xml editing?

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Post by Chain_Reaction » May 23rd, 2018, 6:01 am

They are, yes. It looks like the code does properly clean them all up on the EA side unless Icarus did something different with the loungers. Of course if they get reset the jigs would get left.

I did find some instances in the ITUN's of some of the objects you mentioned where the Join interaction for them is set to fun exit but they aren't actually given any fun. That would indeed cause this loop. If Icarus isn't giving any fun that would be the same case... pending he has funExit set to true. You can modify his ITUN and see if you fair better. The cases where the interaction doesn't cancel immediately is an animation issue really. They have to complete their current loop before they can finish the interaction. Some of them are quite long.

Unfortunately I wasn't able to locate anything that would cause homeless Sims to instantiate in their swimwear but that's not to say it's not hiding somewhere. I'd be interested to know if anyone else has experienced this in that world.

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