Game Performance  Question about savedgame loading time

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Sara_Darkees
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Question about savedgame loading time

Post by Sara_Darkees » November 12th, 2018, 12:41 am

My problem is that I don't specify what I write. All this pain just to make the Documents folder as light as possible. Screenshots, videos, backups of saves - all this should be in a different place. Also this is stated in the topic " Tips to improve the performance of the game". I reached the that kept the file of travel in reserve in another place as long as they were not needed. My town has never been visited by tourists and other guests. I've checked it many times. Maybe that's why no incidents happened. And the TravelDB file really doesn't need to be touched.

Many tips from this theme have been used by me in practice. With some of them I still have difficulties or doubts. I'm not really questioning their effectiveness, but I'm afraid something might go wrong. And we all have different preferences in the game. I mean, someone has a big family and a densely populated town, someone likes to build, and someone has extra content. All this affects the performance of the game. However, hardly anyone will give up what he likes. Having only a basic game, living in a boring Sunset Valley and playing with minimal graphics settings is beyond my powers.

Knight had in mind all sims, including nps-service, homeless and other. As a rule, the town has about forty nps-service and ten homeless. If this number also includes dead sims, it turns out that it has no overpopulation. But why is it necessary to count only residents? Other Sims are not listed in the game memory? The game needs to have a certain amount of nps-service and homeless. But I, for example, in the game there is the following error: every time a new burglar comes to me. Like it's a one-time aggressive mobs. Needless to say, if I let the situation take its course, sooner or later I will have an army of burglars in the nps-service section? 

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igazor
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Question about savedgame loading time

Post by igazor » November 12th, 2018, 1:14 am

Where I said that the critical number to look for is residents, I meant most critical. Even without story progression of any kind in play, resident sims have histories, lives, experiences, genealogy, things that most homeless NPCs (with some exceptions) do not have, Service Sims especially. If a game has too many, let's say 200, sims classified by MC Demographics as homeless and service NPCs who spend most or all of their time hibernating off the map or doing the same in the NPC-only LN apartments, then they are each only really tiny bundles of data waiting for some day to be called upon to fulfill their functions.

I still step in with MC and get rid of (TA) unnecessary homeless and service sims occasionally if I have never heard of them or deem them to be redundant as an oversupply of burglars might be. although the service pools should be limiting that and perhaps the ones not seen for a while really aren't in the game anymore. But it's still the resident sims whose lives are more complete and simulated so much more of the time that give the game much more overhead to deal with. Thus for most worlds it's a good idea to have a residency soft cap in mind after a while and a plan standing by, besides merely finding ways to fit in more houses as players will do, for when things get too close to that or we allow such a cap to be exceeded.

My whole reason for spreading my generations out among connected worlds is that they can and do visit each other often and stay in each others' lives, as directed by me though and not so much randomly. So in my case anyway, I wouldn't be willing to forgo that feature of the game/Traveler mod. As for unasked for tourists, except in the WA worlds I only allow those by way of Register in very small numbers, often I switch that feature off entirely. As we agree, it's all a matter of personal preferences.

With any semblance of story progression in play, the resident sims become much more complex than homeless sims probably ever could be. I think most anyone would agree that a world with 300 full-fledged residents will take longer to load up than one with 50, all other things being equal (if such were possible).

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Question about savedgame loading time

Post by Knight » November 13th, 2018, 8:28 am

I'm here again :)
 
I made several runs of my save, boot without mods didn't help. Boot with all my mods + errortrap: found 1 error with imaginary doll (i deleted it) in my old family, then i waited one sim-hour, saved and reboot game, but load time don't changed too.
 
About population in my save - 230 sims is old info, now i have 205 sims (i checked this by other way, i don't know, how sounds this options in english, but: city hall - MC - sim - advanced options - full delete - "all sims" filter, and checking number of sims in town). In MC statistics menu i got 36 families, 81 resident, 51 service sims, 12 homeless and 0 tourists (i disabled it with register).
 
Moving to a new save with old families now seems to me the easiest option.

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Knight
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Question about savedgame loading time

Post by Knight » November 13th, 2018, 8:35 am

Sara_Darkees wrote:
November 12th, 2018, 12:41 am
But I, for example, in the game there is the following error: every time a new burglar comes to me. Like it's a one-time aggressive mobs. Needless to say, if I let the situation take its course, sooner or later I will have an army of burglars in the nps-service section?
What if you use register to limit the amount of burglars on, example, 1 sim and then delete all exsisting burglars with MC?

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Question about savedgame loading time

Post by igazor » November 13th, 2018, 9:28 am

Knight wrote:
November 13th, 2018, 8:28 am
Moving to a new save with old families now seems to me the easiest option.
At this point, you are probably right. But with a resident population of 81 after that much gameplay, whatever the problem is in that world it doesn't sound like it is at all overpopulated.

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Question about savedgame loading time

Post by Knight » November 13th, 2018, 9:35 am

igazor, anyway, thanks for the help.

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Question about savedgame loading time

Post by Knight » November 16th, 2018, 9:51 am

I moved into new save, but got new little problem - game tries give homeless work like acrobat, singer and magician, although there is not a scenes in the town. How stop that? :(

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Question about savedgame loading time

Post by igazor » November 16th, 2018, 1:36 pm

Knight post_id=59937 time=1542379863 user_id=18725 wrote: I moved into new save, but got new little problem - game tries give homeless work like acrobat, singer and magician, although there is not a scenes in the town. How stop that? :(

 
Those would be homeless street performer assignments. The game itself does that, venues are not required, and SP can be powerless to prevent it. We can put in some settings that will slow down their overspawnage, though.

NRaas > SP > Town Options > Career:Disallow > (the three Showtime careers)

NRaas > SP > Town Options > Skill:Disallow > (the three Showtime career skills)
(SP Skill add-on module required)

As said, the performers will still spawn for most of us, but should slow down to much more manageble levels and then we can decide whether to get rid of the excess sims or put them to some other use occasionally.

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Question about savedgame loading time

Post by Knight » November 16th, 2018, 1:48 pm

igazor, interesting assignment rules, in the previous save, there was also such a problem, i manually fired these sims, then after long time the game stopped giving them work. I think SP is heavy modification, want to try to do without it.

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Question about savedgame loading time

Post by igazor » November 16th, 2018, 2:12 pm

Sorry, I forgot the part where you are running without SP as per your original post on this thread.

If it is your desire to play without the SP mod entirely, then that is certainly fine and your decision to make. But by running with EA's story progression in play or no progression at all, then you have essentially no controls over what inactive sims do and rotational play, if that is of any interest, becomes unworkable. Under EA's structure, again with or without its own version of progression, the game becomes one of concentrating on your one active household while the other sims around yours exist for the comfort, convenience, and amusement of your active family and we are not really meant to worry about their own lives nor attempt to play the town and guide its development more globally. This includes sims who have grown up in your active household and then moved out on their own as there is no way to effectively control more than one family without the tools that a modded story progression system can bring.

If you really don't like NRaas SP, the other alternative for such things is AwesomeMod.

In this case though, there is no way to even try to influence the game away from assigning homeless street performers as it will do on its own without SP present and in control other than removing Showtime.

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