master controller integration and sliders

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Mousedroidz21
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master controller integration and sliders

Post by Mousedroidz21 » April 14th, 2021, 1:56 pm

Hello all, I have recently modded my game to add in master controller & Master controller integration for CAS in order to add new sliders to the game. However, I have noticed that this has led to a very glitchy CAS.

Default sliders such as changing bodyweight now lead to a sim's bodyweight becoming ridicuously large or just abnormal/glitchy in general. This has me worried as I like the modded sliders that people have added into the game, but what if this changes or messes up the gameplay when generating new sims? also, randomizing sims leads to glitchy results as well.

I did add in a large amount of sliders, 95 to be exact and I downloaded it from a YouTuber who put her pack of sliders online for the web. Maybe this is the issue that I'm using 95 sliders? if so, I don't mind getting rid of them as I haven't started a proper new save or anything and if I do need to remove them, what are the best sliders for cas?

All help would be appreciated

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igazor
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master controller integration and sliders

Post by igazor » April 15th, 2021, 3:31 am

Well, first of all MC does offer a couple of settings that alter Body Slider Offsets and Body Slider Multipliers. Have these changed beyond the defaults? Also, we need to look at the Max Sliders setting, the default of 100 might be too low in your case now. Perhaps try 250.

You might also maybe be using mods from other sources that have their own controls over these things and can in some cases conflict, such as CmarNYC's XCAS and AwesomeMod. And then there's also Consort's 2X Weight/Fitness mod that doesn't conflict with MC or XCAS, but adds its own variables to the mix if it is in play.

As for the sliders themselves, the way things evolved over time here is that many thousands, like 10s of thousands probably, of sliders were developed by different players, many of them are no longer active, and some of their downloads are either very difficult to find or have shifted from their original sources. And some sliders and slider sets will be outdated if they didn't take later released EPs and patches into account. In many cases a developer might offer choices of sliders where only one is meant to be selected for a certain attribute but not all of them at the same time.

It's impossible to know what you are working with by just mentioning a You Tuber's set of 95 sliders. Can't promise anyone here will recognize everything that's ever come along, but a link might give us a fighting chance?

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Mousedroidz21
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master controller integration and sliders

Post by Mousedroidz21 » April 15th, 2021, 5:57 pm

igazor wrote:
April 15th, 2021, 3:31 am
Well, first of all MC does offer a couple of settings that alter . Have these changed beyond the defaults? Also, we need to look at the setting, the default of 100 might be too low in your case now. Perhaps try 250.

You might also maybe be using mods from other sources that have their own controls over these things and can in some cases conflict, such as CmarNYC's XCAS and AwesomeMod. And then there's also Consort's 2X Weight/Fitness mod that doesn't conflict with MC or XCAS, but adds its own variables to the mix if it is in play.

As for the sliders themselves, the way things evolved over time here is that many thousands, like 10s of thousands probably, of sliders were developed by different players, many of them are no longer active, and some of their downloads are either very difficult to find or have shifted from their original sources. And some sliders and slider sets will be outdated if they didn't take later released EPs and patches into account. In many cases a developer might offer choices of sliders where only one is meant to be selected for a certain attribute but not all of them at the same time.

It's impossible to know what you are working with by just mentioning a You Tuber's set of 95 sliders. Can't promise anyone here will recognize everything that's ever come along, but a link might give us a fighting chance?
Hey thanks for the response. First off I'm only using MC with integration, I'm not using those other mods that you said. The issue I was talking about was the multipler setting in MC, as when I set this to a high value it leads to glitchy results if I use the full potential of some sliders but I realized that turning this down back to 1 fixes the issue. My main concern is if the game is generating sims, then would that also mean it is generating them through use of the custom sliders I have added to the game?

The youtuber in question was this person: https://www.youtube.com/watch?v=-cb6HI4SiAQ&t=
she provided a full file of sliders that you can download and put in your game, I didn't put all of them in, because that would be a silly idea but I did pick out ones that I thought would be good for my game. So let me show you my sliders file:

Image
Image
is it okay to have this many sliders in the game? There are also 13 more sliders in my folder (75 in total). Just want to know if this will have any issues in the long-term

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igazor
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master controller integration and sliders

Post by igazor » April 16th, 2021, 12:41 am

The number of sliders we are talking about here is fine, provided that MC's setting for Max Sliders is high enough to account for them. You would know if it weren't because after a certain point all sliders would stop working correctly and do things like snap back to 0 whenever your brought a sim into MC's version of CAS.

I recognize aWT's and Johna's sliders right away by their file names, but as for most of the rest I don't think anyone would have any idea where they come from. You may have to take some degree of comfort from the fact that the YouTube video was produced in 2018, which is relatively recently as far as these things go, and the player does seem to know what they are doing.

Yes, sliders that are present at the time a new sim is born or otherwise generated are going to likely be used by whichever genetic system you have in play.

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master controller integration and sliders

Post by Mousedroidz21 » April 16th, 2021, 12:46 pm

igazor wrote:
April 16th, 2021, 12:41 am
The number of sliders we are talking about here is fine, provided that MC's setting for Max Sliders is high enough to account for them. You would know if it weren't because after a certain point all sliders would stop working correctly and do things like snap back to 0 whenever your brought a sim into MC's version of CAS.

I recognize aWT's and Johna's sliders right away by their file names, but as for most of the rest I don't think anyone would have any idea where they come from. You may have to take some degree of comfort from the fact that the YouTube video was produced in 2018, which is relatively recently as far as these things go, and the player does seem to know what they are doing.

Yes, sliders that are present at the time a new sim is born or otherwise generated are going to likely be used by whichever genetic system you have in play.
So if they are going to use the custom sliders, what if the game generates a deformed sim because it just messes with the sliders that I have put in? is there a way to stop the game from generating sims using custom ones and only making it use default ones?

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master controller integration and sliders

Post by igazor » April 16th, 2021, 1:36 pm

I am afraid that I don't have an answer for this other than do not put sliders in your game that you don't want the genetics system randomly messing with. I do understand the issue though, as I have some uneven body part sliders in my game to provide for scoliosis and related conditions that I do not wish to have random sims all across all my worlds randomly picking up unless the slider values they get are very low/mild. Usually when such a thing has become noticeable enough I just bring the subject sims into MC CAS and fix them, but that's a pretty specific thing and easy for me to spot when it happens.

Okay, I do have an answer. It may not be the best one, perhaps others here can offer something different. But with some practice and creativity, perhaps Consort's Project Landslide mod might be helpful here in some way.

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master controller integration and sliders

Post by Mandelyn » April 21st, 2021, 10:48 pm

OEM is oneeuromutt. The ones with no names I think are older ones like Johna's, began with a B. I believe I have all those sliders in my game, plus alot more, including a height slider. I have the body multiplier set at 1 and my facial one at 2 and I have had no horribly deformed looking sims randomly generated, a few interesting looking ones but nothing horrible. If I see one that really bothers me I just take them in and tweak them a little, because they generally need a visit to CAS anyay because EA sucks at randomly generating clothes and makeup.

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