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The original catch all. General game help, banter, things you should probably put in the correct forum, This is the place.
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TreyNutz
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Post by TreyNutz » December 1st, 2018, 4:10 pm

I forgot to mention, and hopefully you already know:  MC Progression requires both the MC and SP base mod or your game will crash on loading.  It's happened to me once or twice.  :P  If you remove one or both of those mods make sure you remove the MC Progression module as well, then try loading the game again.

I didn't answer the questions about the Register because I'm not too sure how to answer and I suspect igazor knows a lot more.  He certainly is more knowledgeable about the serivce sim questions you have. I do use the Register mod, but don't really mess with role sims. I leave them be and prefer them to staff their registers 24/7 if they are set to do that.

Kathazia
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Post by Kathazia » December 1st, 2018, 4:26 pm

No worries :) Even after reset my lot, I kept getting a lot of lag from China so I checked my fps again and there it's ranging 80-90 fps, and between 100-120 inside tombs, so I capped my fps or made the setting 'Adaptive' and that is keeping it at a solid 75. I even checked my monitor's information to see what the Hz were because I had to look up how to cap fps. I think I've done more computer tech savvy things for this game today than I've been willing to do my entire life O.o

I did already download MC, and thought of downloading MC Progression before SP so I appreciate the warning even though I won't be using them until I finish building my new town and will heed your advice. I don't really care what the townies in Moonlight do in this file as I'm just advancing my Great Explorer sim to be the 'mom' of my legacy sim in my world-buildling town and play through WA for the first time, and pretty much just using the townies to explore the MC features. I accidentally pollinated a couple with Miriam Hoppcraft as the 'father' for both because I thought I needed to choose both the mother and father in the first option, was surprised with the donor option and thought it meant money, so I picked a wealthy sim...awkward, but I was able to end the pregnancies with MC Cheats so it just turned out to be a laugh :D  I appreciate the warning, though, and appreciate the initial recommendation for the fps capping. It's keeping the tomb from lagging every time I interact with a tomb object. Overall, this has been a fantastic day.

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arathea
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Post by arathea » December 1st, 2018, 4:48 pm

If you want to manage the townies with MC, I'd suggest installing Tagger as well. You can enable map tags for all sims in town to show up in map view and can easily find them on the map.

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igazor
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Post by igazor » December 1st, 2018, 7:05 pm

Gosh, I feel like I've arrived at a party after it's 3/4 over and the buffet has been picked almost clean. Let's see if there's anything left I can actually help with here.  :)

Where to post: You are in the correct place. Chatterbox is our general discussion board and your questions are all over the map, as they would be at your point in learning about the mods. The mod specific boards are fine for any kinds of discussions that pertain to one mod in particular. The reason you see mostly script error log, developer, and troubleshooting discussions there now is that is the way our site was organized on our old hosts at Wikispaces until just a couple of months ago, but things are in the process of being reorganized here. If you ever post in the "wrong" place, we'll just move the thread for you. It's not that big a deal here.

How Nice We All Are: We can thank our founder, Twallan (now retired), for that. He set the standard for helpfulness and kindness while developing the mods and running this site almost single-handedly (he did have one Organizer now also retired) for years and it is our intent to never deviate from that standard.  :)

MasterController: I think most of your questions have been answered. But just want to point out that there is no need to fear ever running MC Resets on sims (lots, the entire town). That last resort language is left over from 2010 or something and we really need to soften it up a bit. If an MC Reset appears to damage a sim, it means that the sim was already damaged or too corrupt to be fixed to begin with. What it does is rebuild the sim from the ground up based on all of the information that the game has on that sim at the time. A cheats console resetsim merely relocates the sim to a safe place and clears their action queue, which is fine if they were merely stuck in an unfortunate place but it doesn't really fix anything about them. Note there is a third, even gentler, kind of reset by way of the DebugEnabler mod that only clears the sim's action queue but doesn't transport them anywhere. This is really helpful at parties and when visitors are over when you want the sim to stop doing what they appear intent on doing at the moment without ruining the scene or scenario taking place.

Service and Role Sims: Service Sims are the ones whom we call or get called to perform their services usually on home lots. They include maids, babysitters, mail/pizza delivery, the repo and social worker sims, stray animals, and as special cases grim reapers and time travelers, among others. When reference is made to the "service bin," that would be the behind the scenes pool from which these sims are drawn as they are needed. The "service household" is a homeless virtual one, not a real household with an owned home, meaningful finances, and potential progression happening. A Service Sim can never be a resident of the world. If you make a Service Sim into a resident by mod command or by asking them to move in, they instantly lose their service assignment. If you make a resident sim into a Service Sim, they instantly become homeless, unplayable, and part of the virtual "service household." If you make your actively played sim into a Service Sim...well, don't do this because chances are the game will not react well and your game session will get stuck in an unplayable state. So no, you cannot "play" the handyman Service Sim or any of the others.

Role Sims are tied to role giving objects in town like cash registers, LN bars, bouncer ropes, tattoo chairs. Special cases are Global Role Sims like the paparazzi and Uni mascots. Role Sims can be homeless just like Service Sims or they can be proper residents. In the resident case, StoryProgression can impact them somewhat and they do have a chance of leading somewhat normal lives in spite of their absurdly long work hours provided they have any time off for themselves at all, all depending on SP settings. Role Sims are still not meant to be playable or part of the active household however, nothing horrible should happen but they do tend to lose their role assignments when this is attempted.

Arranged Marriages (SP): The way this works is that while the "arrangement" is in place, SP will not push romance on either sim with anyone else. If the sims like each other and are deemed to be compatible after a while, then their romantic relationship will move forward. If not, then the arrangement will dissolve. I think 50% sounds like a pretty low success rate for two inactive sims, but it really depends on the sims being paired up by the player as to how often the arrangements stick. SP's Allow Romance > False is a more forceful way to prevent the mod from pairing up the target sim with anyone else and will not prevent our own actives from romancing them nor them being romantic with their own partner if they have one already.

Register: No, unfortunately we cannot assign more than one Role Sim to the same role giving object. The 24/7 ones and the ones with like 18 hour shifts are painful to watch at times even though the mod should be taking care of their basic needs. What I like to do when managing an entire town is rotate my Role Sims around into and out of role slots and regular careers (if they are residents and therefore more stable) so that they have a decent shot at proper progression. Or at least the ones I've come to care about. With Register at least we can set the hourly wages for the insanely long role position shifts, so some of them can be pretty lucrative even if there is no career progression involved. Some of mine are saving up all those earnings so they can afford a better house and a better life with a proper career some day. Not sure where the notion of Role Sims also having regular careers at the same time is coming from, that doesn't sound like a recipe for success. By default, the game sees assigned Role Sims as "retired" so they hopefully don't keep getting dragged into regular careers with conflicting work schedules thus leaving their role giving objects unattended.

Register can be used to break the connection between a Role Sim and their object on the object menu, but then the sim isn't a Role Sim anymore.

ErrorTrap and Other Logs: If you have any you would like some assistance with interpreting, do feel free to zip them together and upload/attach them to a message board post. It takes some practice to learn how to read them properly and know which ones are serious errors happening vs. routine stuff just fixing itself. ErrorTrap in particular likes to be very chatty and even when nothing is wrong will throw a few script logs per sim day.

Some of that may be repeats of what you have already found out. Have I left out anything crucial or are any questions still not completely addressed?

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Post by Kathazia » December 1st, 2018, 7:38 pm

I will look into the Tagger mod once I've gotten used to the others as it does seem like it would save some time with managing everything.

Igazor, I'm glad this community is keeping up the kindness and helpfulness. More communities and individuals could learn from it. Your additional clarification on these mods, including the specific differences between the command prompt reset sim, debug, and MC interaction are greatly appreciated. I believe you have definitely covered the breadth of my questions, and my sims should go through with their arranged marriages easily enough since I'm creating every sim in town and designing the matching pairs to be compatible in the first place.

My interpretation of the Register mod came from the first sentence in its description: "This mod alters the rules governing role assignment in the game, allowing sims to maintain regular careers without losing their roles." Your clarification definitely makes more sense, however. I do like the idea of adding wages and rotating them around, so I will still indulge in that mod as well since most of my characters are shopkeepers/owners in their original game, but shifting it around between 'employees' and family members would be fun. Even create a progression of sorts for it. I had no intention of actively controlling any of these service or role sims, just outfitting them and progressing their stories in a similar way to their source game, with tons of sim style, anyway. I don't think my ErrorTrap has encountered anything serious as I don't even get one report a sim day, unless something obvious happens, like a China resident asking for a date while they're still in China and both him and my sim getting Errorscripts.

Also, do I have to pick a 'best' answer to close the thread?

After the mods and fps capping, my game is running like a dream and I couldn't be happier with it or how helpful all of you have been. Happy simming and enjoy your weekends :) I know I will be.

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igazor
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Post by igazor » December 1st, 2018, 7:46 pm

There's generally no need to close a thread. If someone posts something off-topic here after much time has passed, one of us will react and probably lock it but usually that's not necessary. The Best Answer feature is new to us and we're still for the most part trying to figure out when to use it, but doing so while a nice acknowledgement doesn't really change the thread status.

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Post by Kathazia » December 10th, 2018, 5:01 pm

I have been spending quite a bit of time experimenting with the mods, continuing my own research and even started a purely experimental town to test things out in. Overall, I am still thrilled and have since downloaded additional mods from this site that I enjoy. There are a few things I need assistance with in either understanding or altering.

Mods relevant to questions: Ani Have Coffee with Me, GoHere, MasterController (+Cheats, Integration, Progression), Relativity, Story Progression (+Career, Extra, Money, Population, Relationship, Skill), Woohooer (+Scoring), Written Word
Some of these may have no relevance, but one particular thing I noticed only after installing Relativity, Ani's mod, and Written Word even though I believe it shouldn't be affecting it. I'll address that issue after the general list that I've compiled.
  • I've noticed that some social interactions are missing. My only hard example is "Applaud Hard Work" under the Friendly interactions after discovering someone is a Workaholic. It was missing at acquaintances, friends, and while okay, sociable and friendly. I have also noticed no difference with any interactions whether I have the "Active Topic Limit" toggled true or false, although I can't remember if that's MC or SP.
  • I keep getting the prompt "Three is a crowd for romance" when I'm not in a group (ex. at home alone).
  • I'm not getting any bills to my mailbox, no matter how I alter the Money settings in Story Progression, which I suppose I shouldn't care about, but I do actually want them. She's self-employed, and I haven't noticed any money being automatically taken from her account. As far as I can tell, inactive sims are getting the bills as playing with the settings did alter their funds and spawn stories of 'having money issues/getting better,' including the poorer ones going into debt.
  • I can't find what the "Romeo & Juliet" flirt true/false interaction actually means in the FAQ or Interactions.
  • Sell inventory: I am consistently getting the sell inventory stories, but it keeps saying $0 even when I saw the one sim out collecting huge space rocks and he still made $0.
  • Trainer/Repair stories: does every sim with the athletic/repair skills have the possiblility of being in these stories? To prevent them from being in them, would I need to prevent them from learning those skills at all? For instance, a sim with only one skill in handiness (I checked with MC) suddently repairing everyone's toilets. Also, what causes a sim to be the "Trainer." Is there a way to designate only one or two sims as the ones offering the training?
And this one is the one that actually bothers me enough to get me to stop just taking notes and make a post. Witch sim in Moonlight Falls. Order of events:
  • I had none of the listed mods except for MC, SP, and Woohooer. No issue.
  • I downloaded GoHere, and I cannot remember precisely and I apologize, but I do not believe I had the issue. I noticed the getting her to take the LLAMA if she was near one, but I believe she still used the default classic broom to travel. I could be mistaken, and the issue actually began with GoHere, but I didn't notice it. I am about 75% sure she would still use the broom when applicable.
  • Today, after getting Relativity, Ani's Coffee, and Written Word (I don't think any of these can be related), my witch sim started calling a taxi. I bought her an actual broom. When I select for her to go somewhere via the broom's interactions, she will still get in a taxi. I have not tried it with another type of vehicle. I canceled the taxi several times, tried it with the broom on the stand and directly in her inventory as well as different lot destinations. No matter what I do, she still gets in the taxi. Funny part is I made her eco-friendly, but I dont' really care about her negative moodlet so much as my go here interaction ignoring her preferred vehicle (which I did select that interaction for the bought broom). The only reason I downloaded the GoHere mod was in order to "Allow/Disallow Castes" on lots. For instance, werewolves not being allowed at the Red Lounge and Vampires not allowed at Varg's tavern. I read in I believe the SP Interactions that the GoHere mod was required to get those SP interactions to function properly and so far it appears that those two lots are having the visitors that I designated.
I played with some of the GoHere settings and toggled SP Allow Carpool true/false just in case and none of it changed her new obsession with the taxi while there was a broom in her inventory.

Also, not really a personal issue, but I thought I should mention that several of the links on the Mod Docs/FAQs page are not working. They go to empty pages, such as the GoHere interactions page as well as MC FAQ and Interactions. "The requested page could not be found." The Story Progression Interactions page can be found when I google it, and this is the difference:

This link from the Mod Docs page does not work: StoryProgression+Interactions
This link works and I found through google: StoryProgression-Interactions

I didn't check all of the links, but I thought I should point out the typo that seems to be reducing the functionality of that page. I read in the status update that these things are being worked on by what sounds like a very overworked individual, but wasn't sure if he was aware of this specific and small detail. The status update said to post the issues found in the forums, but I'm not sure if that meant I should post a separate post with this detail. I checked the 'Documentation' links on MC and SP home page, and they redirect to the pages without difficulty.

Thanks in advance. Hope everyone had a good weekend.

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igazor
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Post by igazor » December 10th, 2018, 7:19 pm

Applaud Hard Work - Not sure about this one, but it sounds like SP is really the only mod that would have some kind of impact here. But did your sim actually do any hard work or do they just have the trait? Also, I suspect the availability of some of those socials might depend on the traits of the sim speaking.

Three's a Crowd - That's a game glitch coming from inactive sims grouping up somewhere in town and one of them getting flirty. I just answer randomly since we have no way of knowing which sims it is talking about and we aren't supposed to be controlling whoever it is anyway. Where the mods have an impact is that perhaps sims in town are more likely to form these group-ups and therefore the glitched situation notification just happens more often. Same thing can happen with the SP Career module and being notified about work-related experiments and political fundraisers that have nothing to do with your sims but become more prevalent because inactive sims are progressing up their career ladders more than EA intended.

Bills in Mailbox - Unified Billing should be affecting not currently active sims only. Automated Active Billing is where no bills arrive but the required amounts due are debited automatically after midnight. But even with Automated off, I find that especially after moving and/or switching active households, it can take as long as a full billing cycle (one sim week) before the bills start arriving in the mailbox as they should regularly and not need to be pro-rated. If you want to check to see if your households are paying bills somehow even if you are not noticing a decrease in funds, on the household or any sim who lives there NRaas > SP > Household Options > Accounting. There is another command on the same menu to clear the accounting report if it is too full of outdated records to be helpful.

Another symptom of sims not paying their bills one way or another is that the Repo Sim shows up, yells at you, and starts taking your sims' stuff. It's kind of difficult to miss if you have that happen.

Romeo & Juliet: From the SP Interactions page:
"When enabled, the mod will periodically attempt to push a flirt scenario on the children of two households who consider each other enemies.
Default = True"


Trainers & Toilets: I'm losing track here, but do you have the Careers mod and the Self-Employed add-on module? The Athletic Trainer and HandySim (not the Service Sim kind) are custom self-employed careers provided for by that module. But it's possible those stories are coming from outside of the formal self-employed careers and it doesn't really take much skill to repair a toilet. Wish that last part were always true in the real world.

I don't know where the §0 sales are coming from, offhand. Maybe others can comment on that.

GoHere and LLAMA Booths: Do not mix well. Even if a world has only one LLAMA Booth, which cannot really be used for world lot routing since there would be no destination possible, GoHere trips over these and tends to error out all over the place. Best practice if you wish to use GoHere (and so many of us do) is get rid of all of the LLAMA booths in the world. Can't say this is what's causing your taxi vs. broom issue, but it could be confusing things.

Broken Links and Missing Pages: Yes, we know. The pages that are blank or totally missing have not made it through the import from our old site yet. Edits on existing pages are locked down and will remain locked until the stability of this site is confirmed and the rest of the imports happen or else our editing work will get lost on us. Thus we cannot fix the broken links right now even when it's pretty clear that a + or a - word separator got flipped around somehow or it's a matter of upper/lower case borkage.

In the meantime, the entire site as it was prior to Oct 1 is still available on the Wayback Machine for those who need to review some of the missing documentation that way. I would suggest an older link than that so as not be besieged by "Wikispaces is Closing Soon" banners and messages that now don't mean anything.
http://web.archive.org/web/201801280601 ... ces.com:80
 

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