What should I know before using simler90's gameplay core mod?

The original catch all. General game help, banter, things you should probably put in the correct forum, This is the place.
Post Reply
Simphobic
Reactions:
Posts: 279
Joined: January 4th, 2022, 5:07 pm

What should I know before using simler90's gameplay core mod?

Post by Simphobic » January 14th, 2022, 2:06 pm

I'm considering using this mod since I saw that it basically fixed the EA story progression and since I'm not looking for anything super developed when it comes to story progression. Just that the town doesnt die out. I'm considering using this mod.

However, it has a lot of bug fixes and added features all of which I like, but I noticed some of them overlapping with nraas features. So I got some questions.

Are there are mods of NRAAS I should specifically look out for due to possible conflicts etc? I saw that some of overwatch's features were added but overwatch does much more than that so I'd like to keep it. Is that possible?

It's a core mod, but I assume it still works with errortrap just like awesomemod?

Further, does anyone know of possible mods that could conflict? I made a copy of my mod folder and added the mod to test for conflicts and came back with 0. THOUGH, I know for a fact that it conflicts with Icarus Scolding mod (which I had in the folder despite showing up as no conflict) AND the university party rating bug fix mod (which the simler mod already fixes so I would just remove in this case).

User avatar
Sarah_Sims
Organizer
Reactions:
Posts: 2582
Joined: December 28th, 2011, 6:00 pm
Answers: 21
Location: The Garden Of England
Contact:

What should I know before using simler90's gameplay core mod?

Post by Sarah_Sims » January 14th, 2022, 3:05 pm

Simphobic wrote:
January 14th, 2022, 2:06 pm
Are there are mods of NRAAS I should specifically look out for due to possible conflicts etc?

Although I can't answer your questions directly, there are quite a few threads here reporting crashes and conflicts with simler90's mod. Here are the search results. :-)
search?keywords=simler90&search_forums=1

Simphobic
Reactions:
Posts: 279
Joined: January 4th, 2022, 5:07 pm

What should I know before using simler90's gameplay core mod?

Post by Simphobic » January 14th, 2022, 4:16 pm

Sarah_Sims,

thanks for your response!

unfortunately the mod seems to be too new so there wasn’t much info out there. Though I assume it won’t conflict with errortrap (the other core mod).

if it were to conflict with an nraas mod. Since they’re all script mods, what is the biggest issue I could experience. Nothing game breaking right?

Simphobic
Reactions:
Posts: 279
Joined: January 4th, 2022, 5:07 pm

What should I know before using simler90's gameplay core mod?

Post by Simphobic » January 14th, 2022, 5:04 pm

Sarah_Sims,

another question I just came to think about. A feature of the mod for example includes the 3am turning off of stereos which is also a feature of overwatch. Considering that simler’s is a core mod would that mean that it takes precedence of that feature or is it more likely that it would technically be run twice ”one time from simler and one time from overwatch” which wouldn’t really have any noticeable effect since one would run fix it, and then the other would run and try to fix it again, but most likelt fixing 0 issues since its already been fixed.

hopefully that makes sense. Cause if both would run then I would just cancel that feature in one of the mods.

User avatar
Sarah_Sims
Organizer
Reactions:
Posts: 2582
Joined: December 28th, 2011, 6:00 pm
Answers: 21
Location: The Garden Of England
Contact:

What should I know before using simler90's gameplay core mod?

Post by Sarah_Sims » January 14th, 2022, 5:17 pm

Simphobic wrote:
January 14th, 2022, 4:16 pm
Though I assume it won’t conflict with errortrap (the other core mod).

If it were to conflict with an NRaas mod. Since they’re all script mods, what is the biggest issue I could experience? Nothing game-breaking right?
I'm sorry, I have no idea what the issues could be. The best advice I can give you would be to keep a backup of your current The Sims 3 folder somewhere safe before you install simler90's mod. Keep all your NRaas mods installed, including ErrorTrap and test the game for a few days. If you get any ScriptErrors, upload them here and someone will interpret them for you. If your game does break, you'll still have the backup to revert to but obviously will lose some progress if you have to use it.

It's always a risk when using new mods and the only thing players can do is to test them unless they know how to compare the source code which I, unfortunately, do not.

Simphobic wrote:
January 14th, 2022, 5:04 pm
Considering that simler’s is a core mod would that mean that it takes precedence of that feature or is it more likely that it would technically be run twice
Sorry, I have no knowledge of how core mods and script mods work together behind the scenes. Hopefully, someone else will be along soon to answer this for you. :-)

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7618
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

What should I know before using simler90's gameplay core mod?

Post by Chain_Reaction » January 22nd, 2022, 8:42 pm

I would personally not be using any core mod with these mods. These mods expect the core to be in EA's state. You will get into weird issues at some point when they clash and you are dubling up on fixes giving the game more work for no reason. That said, if you must, keep backup's and understand I will not be able to support issues from core modded games due to too many variables.

User avatar
Mandelyn
Reactions:
Posts: 311
Joined: January 3rd, 2012, 6:00 pm
Answers: 1

What should I know before using simler90's gameplay core mod?

Post by Mandelyn » January 25th, 2022, 1:10 am

From the post on the updates they make on that mod, it looks like they expect only that mod to be in play as every update says in an unmodded game. From that I would take it as they are not making it to be compatible with any other mod and as they are not responding to any questions or giving any feedback that is about the only guess one can make. It really isn't worth it for me personally as Nrass mods fix everything nicely and I have control over much of it and I have alot of other mods that play nicely with the ones here. And it is so nice a drama free here and we have a platypus...

User avatar
igazor
Organizer
Reactions:
Posts: 17149
Joined: April 8th, 2013, 6:00 pm
Answers: 206
Location: Everyone should strive to find their inner platypus.

What should I know before using simler90's gameplay core mod?

Post by igazor » January 25th, 2022, 1:34 am

I for one remain totally surprised at how non-responsive the developer is to compatibility questions. I mean, I understand that Core Mods do not come with scripted menus that can easily turn features on and off in any automatic kind of way, but they can be tuned and tamed with things like tuning and config files. To not even be receptive to such requests for conversation, even if the answer is going to be no, they do not care to do anything to make their mod's features more modular by player choice or NRaas-friendly, seems strange given how wildly popular the NRaas mods are. With or without the platypus option.:)

User avatar
Echoweaver
Reactions:
Posts: 391
Joined: January 11th, 2012, 6:00 pm

What should I know before using simler90's gameplay core mod?

Post by Echoweaver » January 25th, 2022, 11:34 am

There are around a half-dozen things in Simler's mod that I don't have a fix for, and they're all the sort of thing that is a one-line fix someplace where EA didn't see a later expansion having a side effect on an older feature. The vast majority of the mod is EA StoryProgression, which I'll never use, and some edge case social interaction improvements that I don't think are worth installing the whole mod for. The number of fixes for Neighborhood Pet Adoption kind of makes me laugh. I haven't seen that event more than once or twice around the release of the expansion because it's such a buggy disaster that was turned off by mods almost immediately. I don't miss it.

Still there is some pretty cool stuff mixed in: pool lounger, camera stuck in inventory, firefighter job fail, nectar combination persistence during travel, Kiss and Make Up bug, butler fix, out-of-context outfit booing, party fixes for University outcome types, and single-occupant vehicles chosen in grouping situations.

I do wish there were an NRaas-compatible way to get that stuff. There might be in the future. *shrug* I'd love to hear if anyone knows of other mods that fix the list above.
A study in blockheaded stubbornness: Playing the same legacy since 2009.
Sample a Brave Legacy: http://sims3sample.illation.net http://echoweaver.tumblr.com

KevinL5275
Reactions:
Posts: 393
Joined: October 27th, 2017, 6:00 pm
Answers: 4

What should I know before using simler90's gameplay core mod?

Post by KevinL5275 » January 25th, 2022, 12:49 pm

Echoweaver wrote:
January 25th, 2022, 11:34 am
Still there is some pretty cool stuff mixed in: pool lounger, camera stuck in inventory, firefighter job fail, nectar combination persistence during travel, Kiss and Make Up bug, butler fix, out-of-context outfit booing, party fixes for University outcome types, and single-occupant vehicles chosen in grouping situations.
I do wish there were an NRaas-compatible way to get that stuff. There might be in the future. *shrug* I'd love to hear if anyone knows of other mods that fix the list above.
100% agree. It would be nice if Simler90 would get with the Nraas team here and work together, but it looks like he/she is not interested. Oh well.

Post Reply