Apparently, although they are enabled for autonomous sims still won't do certain activities becuase of how they work.
Like these activities
https://modthesims.info/d/530601/update ... e-sun.html
https://modthesims.info/d/531020/update ... weaks.html
So my first question is
Is it ok to use other tuning mods with this mod? If something is set on false on retuner and i download a tuning mod that set that thing to true would it create a conflict or would it just overwrite it?
My second question is
Which settings do i need to change to completely prevent things catching on fire from all type of fireplaces and bonfires? (Even if they are poked)
Two questions about the mod
- puzzlezaddict
- Reactions:
- Posts: 1257
- Joined: June 22nd, 2018, 6:00 pm
Two questions about the mod
Retuner loads last and applies its settings over the top of any tuning mods. However, Retuner doesn't actually have its own settings by default: the values you initially see are what it's reading at the time that it loads. So if you have a tuning mod changing some value, Retuner will read that data and display the tuning mod's value rather than the game's default. Retuner will only override a tuning mod if you explicitly set a value for the relevant field within Retuner.
For the second question, this is the setting for bonfires:
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Environment > Bonfire > kChanceToStartFireSpread
Fireplaces and firepits each have their own chance of catching fire, listed here:
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Fireplaces.Mimics > [type of fireplace] > kFireplaceTuning > kChanceCatchFire AND kChanceCatchFireWhenNoSimsInRoom
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Environment.Mimics > [type of firepit] > kFireplaceTuning > kChanceCatchFire AND kChanceCatchFireWhenNoSimsInRoom
Rather than going through and changing each value, it may be easier to use another mod that disallows fires entirely. Or you could use DebugEnabler to upgrade each fireplace to be fireproof (click on the fireplace and select NRaas > DE > Options: [name] > AddUpgrade > Fireproof), although that's still some work if you're going around town applying it everywhere.
For the second question, this is the setting for bonfires:
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Environment > Bonfire > kChanceToStartFireSpread
Fireplaces and firepits each have their own chance of catching fire, listed here:
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Fireplaces.Mimics > [type of fireplace] > kFireplaceTuning > kChanceCatchFire AND kChanceCatchFireWhenNoSimsInRoom
NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Objects.Environment.Mimics > [type of firepit] > kFireplaceTuning > kChanceCatchFire AND kChanceCatchFireWhenNoSimsInRoom
Rather than going through and changing each value, it may be easier to use another mod that disallows fires entirely. Or you could use DebugEnabler to upgrade each fireplace to be fireproof (click on the fireplace and select NRaas > DE > Options: [name] > AddUpgrade > Fireproof), although that's still some work if you're going around town applying it everywhere.
- shiftdelete
- Reactions:
- Posts: 42
- Joined: August 31st, 2020, 8:01 am
Two questions about the mod
I wasn't able to find any mod for it other than this one https://modthesims.info/d/379838/no-more-fire.html which doesn't seem to be working? Didn't thought about using debug enabler
And from what i read SP already prevents fire in inactive houses so shouldn't be that much of an issue to just use debugenabler
Anyways thank you for the answer
And from what i read SP already prevents fire in inactive houses so shouldn't be that much of an issue to just use debugenabler
Anyways thank you for the answer