StoryProgression desperately need "NO Auto Reset" option

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crpbstr020
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desperately need "NO Auto Reset" option

Post by crpbstr020 » April 22nd, 2018, 11:20 pm

im a heavy user of Nraas mods for over 4 years.
but there is one thing i really hate and can't stand. (and think it incredibly stupid.)

i can ignore missing sims or stacked sim with suitable setting of Overwatch.
but the way of SP keeps applying auto reset for babies, toddlers, childs and any other inactives when their certain motives hit 0 (or too low value). and it comes along even with auto refill. what nonsense is this ?
its by far too over protected. let them rot till player/AI getting proper action.

i want leave them as is.
such over protected way males player's lead control meaningless.
so please consider total turn-off option for this auto-reset and refill function for next update.

i know it might relate the game core, and might cause lag or data corrupt.
but i desperately need it. as i can control such situation by adjusting my game.

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igazor
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Post by igazor » April 22nd, 2018, 11:43 pm

I think some clarification of what is being asked for might be in order here.

Actively being played sims, those controlled by the player, are not subject to such protections. Babies, toddlers, and children are protected only from dying, not from being miserable, and that comes from the game itself. If the player chooses not to look after their needs and lets them tank, and this goes on for long enough, then the Child Care Social Worker service sim shows up and takes them out of the game for you.

Inactive sims, those not controlled by the player, have their needs looked after by the game itself. We do not see inactive sims all over town needing to eat, sleep, have fun, use the toilet, etc. on-screen, at least not since a very early patch around or just before the first EP was released, due to the stress all of that necessary animated activity places on the game engine. These sims are not reset, but their motives are on a regular basis when they are not being played around on-screen. You may refer to it as "nonsense" if you like, but it's part of the game.

The only kinds of auto-resets I know of, meaning total resets where the sims are sent back home to a "safe place," are done by OW (these can be switched off as you said) or the game itself (cannot be switched off) when sims appear to be route stuck and unable to move beyond a few squares of where they are. Wandering inactive toddler recovery, those who may "accidentally" have abandoned by their parents and left in a place they cannot go home from by themselves, can also be subject to being transported home safely by way of an adjustable OW setting.

The part I am not understanding is where NRaas SP in particular currently has anything to do with any of this. Do things happen quite differently if you try playing without SP in place or without its form of progression being active and in control?

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Post by igazor » April 23rd, 2018, 4:06 am

(seeing your post on the GoHere issue thread now) Not sure, but I think you may be confusing inactive sims going into semi-hibernating mode (super low autonomy where they usually go inside of their houses and disappear or stare at the walls for many sim hours) while the game takes care of their needs with being reset. It's not story progression doing that either, I'm afraid.

If you want to see what the game looks like without this "feature," try the HomeOpener mod as that will keep the inactives' homes open and the sims animated all of the time. But if you have more than around six or ten inactive households in town, expect game performance to suffer and autonomy to go out of the window anyway. As a compromise, you might also consider using MC to Open a small number of lots in town, which provides the same effect (and is much easier to switch off) without impacting the entire town at once.

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crpbstr020
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Post by crpbstr020 » April 23rd, 2018, 11:43 am

hi.
exactly i did what you are saying.
if foremost front door was set to timed one way door, Simbot won't enter the house. and of course i have put back door just to keep exit route. it also one way door but not timed.
my intention was make my inactive simbot family (only him) canned to work harder. (he is at inventor job).
without controlling his "staying" time, he always try to do something else. even if he had Workaholic trait.
i have tried switching family and put him an order to enter home, but he couldn't pass the front timed one-way door.
as compromise, i put fences and gate (no lock setting) before that front door, then he could enter the front door.

but one another problem is always persisted. for long time im playing with Nraas mods, especially the play based on Story Progression, too many inactives keeps standing around mailbox for hours and hours after returning home from job. its rather absurd if consider such things has happened in real life. it occurs even in cold snow winter days.
honestly, if there was such too stupid people who are standing without reason outside their home for too long time and whimming aomething, no one care for their complains nor even death by sterve or frozen.

i posted a plea for "NO auto reset" option for SP recently, the reason is mainly from this stupid situation.

there is another case which is related to timed one way door. its inactive's dogs.
if i switched to that family, i can direct dogs passing the doors. but when AI controlled (inactive), they are always getting auto-reset (the master is too stupid to forget about fill pet bowl and they become hungry) and stays near the mailbox eternally. (repeating auto-reset whenever hunger hits 0)

alphabet is gates, = is fence, - is the route
<h6 id="toc0"><a name="x-----============="></a>=============</h6>
A-------------------------------------C
B-------------------------------------C
<h6 id="toc1"><a name="x-----============="></a>=============</h6>

A is one way gate only to enter to C.
B is timed gate (9 to 21)
C is timed double gate (9 to 21) to backyard
left to A and B is front yard with parkings and mailbox
right to C is fenced dog pen (back yard)



thanks for reply.

i was afraid of such over protected auto-reset being hard coded. and impossible to remove it ?

im not using home opener (for party issue) but always keep open several inactive houses with MC's function as you said. (they are important family like my actives' future successor at job. i need to check their progression regularly.)
come to think of it, sure, opened or not opened might heavily relate to such hibernation like behavior.
so that too many inactives are standing and gathering at the mailbox like total retarded till dawn... sigh.
i have even raised advertising value of "entering inside" by retuner, sadly the effect is neglectable. they are not acting right yet.

as to social worker's intervene, i made and installed my tiny "no social worker" mod (just to change checking threshold values like khungerMotiveDistressForSocialWorker and ksocial~ to imposible one, -110). additionally i disabled them with register mod. so my play is completely free from social service. even when active's baby, toddler, child or pets get their motives quite low, workers won't come. warning pop up appears though.
there is no problem with this condition since i can make adoption happen with MC anytime.

when i didnt' install SP but MC and Debug Enabler, i remember i could kill inactives/npcs easier. i mean by hitting lightning twice or put on fire on their foot ground. but after almost all Nraas mods installed, somehow it doesn't succeed as before.
and i have read about how SP treat inactives here and there. so i thought auto-reset is one of feature of SP.
in current state, they are going to be saved by auto reset much, much more often. as a compromise, i could find a way (can watch the scene of death and high success rate). but its limited in community lot like park.
and killing npc by same way (catching fire) is impossible. they just get auto-reset and disappear.


there were so many conditions to invoke auto-reset

1. "critical" route/situation failure/error which doesn't look like that but judged by game core. (some of them are beyond OW's work)
2. motive decrease when treated as hibernation (needs applying proper actions to all inactives. needs tons of cpu power in single thread. maybe 10Ghz or more ?)
3. special treat for childs + underages and pets. (looks easiest. possibly automatically disabled if auto-reset being removed ?)

umm... instead of dealing with these messy trigger events, as i thought, it looks easier to killing auto-reset function itself. but if it happened, in this time, 1 and 2 become big issue. 1 should cause data corrupt and 2, mass suicide of inactives.... (rolling eyes)

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crpbstr020
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Post by crpbstr020 » April 23rd, 2018, 12:14 pm

ahh... pls forget about first part. its accidentally pasted. its a draft of Go Here's discussion.

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