Can story progression conflict with an xml mod?

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sittingbear
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Can story progression conflict with an xml mod?

Post by sittingbear » September 28th, 2022, 6:52 am

Trillz0r wrote:
September 28th, 2022, 2:16 am
Oh that's easy: in the venues.xml where it says encouraged traits, I just added a bunch more traits. So for instance the park wouldn't just attract LovesTheOutdoors but also EcoFriendly sims, and the pool would attract LovesToSwim.
I've tried that too and as you've seen it doesn't work out well traits like those only increase the Fun meter when they do those things but don't actually encourage them to do those activities.
Trillz0r wrote:
September 28th, 2022, 2:16 am
Lastly I changed the opening hours, intensity and preferred number of sims by hour on almost all the venues, because those settings were very silly as the standard was to attract lots of sims to remote locations during the full moon (I assume in case of a zombie attack),
Actually it's set that way to prevent conflicts in time with the various rabbithole careers so sims can do their jobs and party later been that way long before SN and zombies even existed.

What you're trying probably isn't going to work out well even without Nraas SP as I've tried it both with and without SP it's just the way the game is.

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Can story progression conflict with an xml mod?

Post by Trillz0r » September 28th, 2022, 7:22 am

Really? Then why is it trying to get 15 sims to the pool at 3am during a full moon?

Meh, that sucks. I had such high hopes for this. I guess I'll have to go back to rely on Zerbu's lot events mod, with all its limitations.

Thanks again for the brain storm guys. I know this was my first post but I have been lurking since back when the master controller was still a computer you had to put on your lot, and this is really the best community. <3

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Can story progression conflict with an xml mod?

Post by sittingbear » September 28th, 2022, 7:39 am

Trillz0r wrote:
September 28th, 2022, 7:22 am
Really? Then why is it trying to get 15 sims to the pool at 3am during a full moon?
EA logic zombies can't swim and besides the game will still just make the zombies draw sims out of their homes if it wants them to become a zombie and in some cases will even let zombies enter inactive sims homes to turn them, seen that more than few times.

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Chain_Reaction
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Can story progression conflict with an xml mod?

Post by Chain_Reaction » September 30th, 2022, 2:41 am

Trillz0r wrote:
September 25th, 2022, 12:51 pm
Does anyone know if story progression also handles pushing sims to community lots based on their traits?
It does block some Sims from visiting lots traits that conflict with that lot type. Beyond that, it doesn't override the default EA system except when it's situations/scenario's are the reason for their push to a lot (which happens per story).
Trillz0r wrote:
September 25th, 2022, 12:51 pm
But now my sims autonomy seems messed up, ie they get pushed to the lots but just stand there doing nothing.
I'm not sure why you'd be seeing this unless you're just getting simulator lag. Your edits to the XML shouldn't be having that effect.

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Can story progression conflict with an xml mod?

Post by Trillz0r » September 30th, 2022, 5:37 am

Thank you! So there is hope still!

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