Sims can't get married and inactive sims don't form relationships

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Pay10
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Sims can't get married and inactive sims don't form relationships

Post by Pay10 » June 4th, 2016, 11:37 pm

None of the Sims in my active household will get married. They can get engaged but when I hit the Private Ceremony button nothing will happen or it will say they have exchanged rings but they haven't actually gotten married (the Private Ceremony button will reappear and their status is still Fiance). My Sims always get to Extremely Irresistible and they have no traits that would prohibit them from getting married. I also noticed that the inactive household Sims never form relationships or have children. I am playing with NRaas Woohooer and NRaas Master Controller Mods. The Woohooer one has all the teen and incest stuff enabled. (However, I can force my sims to get married by using Master Controller.)

Also babies and teens have died in my town. My guy had a baby with a random sim. It said he had become a father to a boy named Kerry. Then 5 seconds later it said he was in mourning because Kerry died.

Does anyone know how to fix this without deleting my mods?

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igazor
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Post by igazor » June 5th, 2016, 12:10 am

Hi there, and welcome to NRaas. It sounds like you've got two different issues going on there.

The first is that something unknown is blocking the Get Married command on your actives from completing. Without knowing what errors the game is throwing, which are not by themselves revealed, it's kind of difficult to say why this would be happening. If your sims are deemed unable to marry for some game-related reason, more typically the command would just not appear. That the process is starting but stalling and apparently erroring out is a different matter. I suggest adding the ErrorTrap mod and uploading any resulting ErrorTrap script logs that get generated at the time you attempt to marry these sims so maybe we can help better interpret what's going on.
<a href="http://nraas.wikispaces.com/How+To+Uplo ... +Upload</a>

<a class="wiki_link" href="/Overwatch">Overwatch</a> would also likely be a welcome addition to help take care of a very long list of game-related issues and situations that are not really supposed to happen but do.

The other issue is the behavior of other sims in town. Inactive resident sims are pushed by story progression; Woohooer is only a romance system manager/replacement. As you do not have NRaas SP in play, it sounds like you are using EA's built-in progression (it's an option in Game Options). EA's story progression is known to fail after a generation or two, if not sooner, which would be why your inactives are not partnering up or having kids for the next generation. It would also likely be what is allowing very young sims to die and it is known for shoving inactive sims out of town (and therefore the game) entirely through what is often referred to as emigration or "culling."

Naturally, I am going to suggest giving NRaas <a class="wiki_link" href="/StoryProgression">StoryProgression</a> a try if your system can tolerate the extra overhead.
<a href="http://nraas.wikispaces.com/StoryProgre ... ion+FAQ</a>

Pay10
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Post by Pay10 » June 5th, 2016, 9:58 pm

Thank you for responding! I switched to a different family in the neighborhood and now they can get married. I'm not sure if that family is just glitched because of the messed up family tree. Although it also happened when two unrelated adult sims tried to get married. I'll probably try your solutions if it keeps annoying me when I switch back.

Does the Story Progression Mod cause the game to be slow or it just takes up a lot of computer memory (or both)?

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igazor
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Post by igazor » June 5th, 2016, 11:09 pm

Unlike other mods here that are designed to fix things and smooth out gameplay, the StoryProgression mod most definitely adds overhead to the game. Not so much in terms of memory (RAM) though it does increase usage some, but more in processor and game engine type power. How much of an impact it has on game performance ranges all the way from none noticeable to considerable slowdown and lags. The variation of impact depends on many factors, including the strength of your system and the size of the world it has to manage in terms of the number of Residents.

Many players find they need (or want to for other reasons) slow down SP's speed from Normal to one of the two slower ones; the option is on City Hall, NRaas > SP > General Options > Adjust Speed. Another way to help soften the impact, in addition to slowing things down from default, is to restrict story pop-up notifications to some set of sims less than the default of All. NRaas > SP > General Options > All Stories > (choose blood relatives, friends, something less than All).

But from the sound of it, it's not story progression that was at the time blocking your actives from being able to marry. SP is the engine that pushes inactives to progress and, when it stops working as in the case of the EA version, often eventually leads to Ghost Towns as no one else partners up, has children, or moves into town while everyone else leaves or dies of old age.

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