Disable autonomous Go To Work

No one knows everything this mod can do. Did you know you can tune the size of your sims nostrils with this mod? I'm kidding.
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J4Ks
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Post by J4Ks » March 1st, 2015, 2:50 pm

Can you export your SP settings, ZIP it and upload it onto the site.

After you exported it NRaas> SP> General Options> Export Settings, give it a name, and then go into your MyDocs\EA\Sims3\Library\- folder, sort it on most current and that's the file you want to zip.

Which SP version are you using? (Overwatch> Versions>)

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PodRED
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Post by PodRED » March 1st, 2015, 2:53 pm

Sure will do that now.

Just a thought - could the Allow Carpool setting be interfering?

I'm running the current Version 266 of SP and all the associated SP modules

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PodRED
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Post by PodRED » March 1st, 2015, 2:58 pm

Ok, daft question - where do I find the exported settings file on my computer?

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PodRED
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Post by PodRED » March 1st, 2015, 3:09 pm

Never mind, I found it - I've uploaded it as PodRED SP Settings.zip when you have time to check it out.

Thanks again!

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J4Ks
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Post by J4Ks » March 1st, 2015, 3:15 pm

Got it. Will take me a moment to view in game.

I've Allow Carpool settings turned off on my actives so, can't really make assumptions on that though.

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J4Ks
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Post by J4Ks » March 1st, 2015, 3:43 pm

Had a look and it seems fine, no Caste should conflict with each other.

One other thing you could try is to set on Town Options that interaction Push: Allow To Work on> False and then set in Caste Non Active Family on True.

Also remember that some settings changed in SP will require you too wait for the next day to take effect, if they are already at work.

Do you have any other mods installed that would affect the Careers? For instance I noticed that Buzzler_Carpool Disabler mod conflicts with SP in some sort of way, though that was at the very beginning while testing SP V266.

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PodRED
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Post by PodRED » March 1st, 2015, 5:32 pm

No nothing else that affects any aspect of careers. I only use a couple of non-NRaas mods and those I made myself in s3pe.

I'll try your suggestion for disabling the global settings and setting it true for Inactives.

Ta!

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igazor
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Post by igazor » March 1st, 2015, 9:39 pm

I'm surprised this hasn't been mentioned yet, but the game pushes sims to go to work and school all by itself, at least to a certain extent. I believe the settings you guys are tuning and adjusting would only affect how and when SP pushes them. Just try to keep an active kid out of school for day (behaving badly, not an excused absence); even without SP in place at all the game will keep pushing them back to school every so often if you don't keep a constant eye on them.

I would have thought that the Retuner solution PodRED was looking for in the beginning might have been necessary to accomplish this as well, although such would affect all sims in the game at the same time. But perhaps the bigger and better question to tackle here might be why the game isn't seeing a medical professional as "Working" when they are out in the field performing those tasks. Mine might get the Missing Work status while they are on their way to the community location, but once they begin their task they are Working again and in fact often go into Working Overtime if it was in the later part of their shift when I sent them out and there are still vaccinations to do, the health lecture they are giving isn't finished yet, etc. It is possible that you or the game is having them socialize or do otherwise not work-related tasks while out there in between patients? They aren't really supposed to be signing autographs or watching the performers in the park, you know. :)

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