Speed Up Usage for StoryProgression!

The mod that's bigger than 80's hair. We promise to help tame the beast.
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Zero2Hero
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Speed Up Usage for StoryProgression!

Post by Zero2Hero » May 4th, 2019, 11:15 pm

Hai!

I've always wanted to get a hands on StoryProgression because I've heard nice things about it for many years! But I also heard it slows down many peoples games...(maybe due to some settings?). And I would love to know if anybody knows what are some ways I can make StoryProgression work smoothly on my computer?

Best Answer by igazor » May 11th, 2019, 12:57 am
No, MasterController does not have that. MC is a command center through which we enter one-time commands to sims, lots, and objects. Things like go there, become this, stop being that, wear this outfit, reset yourself, present a status report. When an MC command is not being issued by the player, the mod actually doesn't do anything except display the mod's command menus, sit back, and wait for the player to perhaps use one of them. Or present its special version of CAS and its subsets.

What the MC Progression add-on module does is act as a bridge between the MC base mod and the SP base mod. Thus, with the module in place, we can use MC commands to create lists of sims who belong to an SP caste for example. Or manage who gets to be on the SP Personality rosters, if one is using those. There isn't any connection between the two mods without the add-on.

If the MC Progression module is in place but SP itself is not present, the game will crash on startup every time since the bridge between the two base mods will fail (and the module wouldn't have had anything to do anyway).

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igazor
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Speed Up Usage for StoryProgression!

Post by igazor » May 5th, 2019, 8:57 pm

There is no one size fits all solution to making SP fit into every player's game. Some want it to be more intrusive as to how it manages the progression of resident sims around the ones we are playing, some want it to be less so or just really step in to prevent totally random and unwanted things like inactives emigrating out of the game entirely or suddenly becoming something/someone they never were. The effects SP has are all controllable by way of its many and detailed mod options.

As for the performance hit, that varies widely also, as does the players' individual tolerance for the extra heaviness it imposes on the game. For me, for example, a bit of a pause here and there is fine but all out pulse-lag-stutter-lag-pulse-lag with the game clock starting and stopping for minutes at a time would be unacceptable as I wouldn't be able to enjoy the game that way.

I would suggest the SP base mod alone, on default settings, to start. The speed of overall progression can be dialed back with one setting under NRaas > SP > General Options, the story generation system can be tamed by using NRaas > SP > General Options > All Stories > (something less than all sims). But if it just doesn't work out the entire mod is removable with no ill-effects from doing so, as most of the mods here are.

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Zero2Hero
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Speed Up Usage for StoryProgression!

Post by Zero2Hero » May 11th, 2019, 12:35 am

Oh, OK! Thanks, and excuse my late response! :oops:

So, I'll try that out and tell you if that's a solution. ^_^ (Sorry for not telling you that earlier! I'm so tardy!---I apologize wayyy too much, if that's OK with anybody...sorry.) :oops:

Is it OK to ask another question on the same thread? If so, I know that the MasterController mod has some kind of module that has StoryProgression in it. Is it any different from StoryProgression itself? (Please excuse my little knowledge of some things. (^_^)

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igazor
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Speed Up Usage for StoryProgression!

Post by igazor » May 11th, 2019, 12:57 am

No, MasterController does not have that. MC is a command center through which we enter one-time commands to sims, lots, and objects. Things like go there, become this, stop being that, wear this outfit, reset yourself, present a status report. When an MC command is not being issued by the player, the mod actually doesn't do anything except display the mod's command menus, sit back, and wait for the player to perhaps use one of them. Or present its special version of CAS and its subsets.

What the MC Progression add-on module does is act as a bridge between the MC base mod and the SP base mod. Thus, with the module in place, we can use MC commands to create lists of sims who belong to an SP caste for example. Or manage who gets to be on the SP Personality rosters, if one is using those. There isn't any connection between the two mods without the add-on.

If the MC Progression module is in place but SP itself is not present, the game will crash on startup every time since the bridge between the two base mods will fail (and the module wouldn't have had anything to do anyway).

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