Trying to add supernaturals to world but not working

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Airra
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Trying to add supernaturals to world but not working

Post by Airra » December 16th, 2022, 2:58 am

Ok so I have a stupid problem and I am trying to figure out the general fix to this. Suddenly my towns no longer come randomly generated with supernaturals, but I would like to fix that. Even when turning over to default story progression nothing happens. It only returns to the default when story progression is completely removed. I know not everyone likes it, but I do. I am hoping someone can help me come up with just a simple solution that doesn't involve waiting for new supernaturals, removing story progression everytime I start a new world, or adding supernaturals myself(This is especially a problem since there is no easy way to add mermaids). I just like the stupid randomness and doing what random stuff happens, so if there is anyway someone can help me out let me know. Also if you know of a mod that has your sims get turned into supernaturals by other sims randomly that would be nice. Thank you in advance.
P.S. I probably won't respond until tomorrow so please don't think I am forgetting about this.

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C-Dark
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Trying to add supernaturals to world but not working

Post by C-Dark » December 16th, 2022, 12:25 pm

Airra post_id=92290 time=1671177510 user_id=24734 wrote: Suddenly my towns no longer come randomly generated with supernaturals
1. How do you generate new sims? By rapid immigration?
For residential sims the setting is under SP - General -> Options: Lots -> Immigration
where all options are for Occult immigration

For Service Sims its here SP - General -> Options: Sims -> Immigration

You can easily add any or even more than 1 occults to a sim via MC - also mermaid
Mastercontroller -> Sim -> Advanced Setting -> Occult: Add
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

KevinL5275
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Trying to add supernaturals to world but not working

Post by KevinL5275 » December 16th, 2022, 12:40 pm

Do you have the supernaturals turned on in the Sims 3 game options?

Also, the Story Progression add-ons for Fairies and Werewolves, and Vampires and Slayers will randomly turn your townies into those occults as well.

Airra
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Trying to add supernaturals to world but not working

Post by Airra » December 16th, 2022, 6:21 pm

KevinL5275 wrote:
December 16th, 2022, 12:40 pm
Do you have the supernaturals turned on in the Sims 3 game options?
yeah I do. it’s just weird because celebrities are randomly generating but not supernaturals. Also response to yours is continued a bit lower.
C-Dark wrote:
December 16th, 2022, 12:25 pm
Airra post_id=92290 time=1671177510 user_id=24734 wrote: Suddenly my towns no longer come randomly generated with supernaturals
1. How do you generate new sims? By rapid immigration?
For residential sims the setting is under SP - General -> Options: Lots -> Immigration
where all options are for Occult immigration

For Service Sims its here SP - General -> Options: Sims -> Immigration
I typically don’t add via immigration(in fact I didn’t know it was a thing until yesterday). Typically I let the world populate itself through story progression. Normal base townies in the worlds become supernaturals and celebs and I like that. It makes the worlds interesting and different. Also I do know about the simple solution to add supernaturals status to sims, but I don’t really want to do it myself.
KevinL5275 wrote:
December 16th, 2022, 12:40 pm
Also, the Story Progression add-ons for Fairies and Werewolves, and Vampires and Slayers will randomly turn your townies into those occults as well.
yeah I saw that but I haven’t tried it yet. Also I didn’t see one for witches or mermaids. If there was one for all I would definitely use it

also I do want to say that if there is a basic coding fix I can most likely do that as I am still working on my CS major.

Airra
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Trying to add supernaturals to world but not working

Post by Airra » December 16th, 2022, 6:25 pm

Not sure how to edit my previous response but to be more clear very rarely do sims move into my town. And when they do it feels like sims 3 sp doing that.
also I like populating my town with the family story progression of people having kids out of wedlock and such. So the maximum amount kids for a person tends to be 6, but most people only have 1 to 3.

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C-Dark
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Trying to add supernaturals to world but not working

Post by C-Dark » December 17th, 2022, 3:10 am

If you want more immigration automatically then set the gauge f.i. to 20 or 10. The higher the less will immigrate.
StoryProgression-FAQ-Immigration#So-wha ... auge-value
StoryProgression-FAQ-Immigration#How-is ... od-decided

You can also define the size of family to immigrate. You will get a notification, if the gauge is not met regularly.

For sims to be immigrated when the gauge is met you need to have enough lots available with the right amount of beds too (also cribs if you have house inspection enabled).
StoryProgression-FAQ-Immigration#How-do ... ation-work
Airra post_id=92315 time=1671233156 user_id=24734 wrote: So the maximum amount kids for a person tends to be 6, but most people only have 1 to 3 (it is also better for game performance to not have too much big households for inactive residents).
I would not recommend more kids then 2 in general. If you want a specific family to have more use Mastercontroller "Instant Baby" or "Partner polinate", but as I said for immigration, it is not good for your performance AND you need enough available beds for all the sims in the family on the lot for all ages.

I would not like if a family has 6 babies and 5 are lying on the ground because no cribs are there and when they age up, you need enough single beds (or bunk beds) and also for the parents double beds.

So we cannot tell exactly, depending on your other settings, why immigration is "not working" for you.

EDIT: you need to check all options under Options:lots immigration, like
Chance of Occult
Immigrant Lot Cost Range -> means there must be empty houses which shouldn't cost more then you set.
Minimum Empty Homes
Inspection

You can test then by doing a "Rapid Immigration" set to 1 so one family will immigrate
Whole Family Immigration Size
Defines the maximum number of sims allowable in an immigrant family
Default: 8

Zoom then to the family and see what lot they are on, which size the family has and see what the house is all about with amount of beds and such.
If the family has only 3 members, parents and 1 child, well then there are maybe not enough beds in the house.
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

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Trying to add supernaturals to world but not working

Post by igazor » December 17th, 2022, 9:49 am

Airra post_id=92314 time=1671232874 user_id=24734 wrote: also I do want to say that if there is a basic coding fix I can most likely do that as I am still working on my CS major
Okay sorry, but I am going to insert myself into this conversation because it's of course not the first time I have seen this, but I still find the concepts involved interesting. Which is pretty amazing for a game that is now over 13 years old and almost ready for high school (if it were a child/teen). :)

First, immigration and emigration are always a part of how we define story progression no matter whose is in use. But semantics aside, let's restate the problem here a bit if we could.

EA's story progression does random things like turn sims into occults for no reason. Some players like this, many here do not. But the real problem with EA's story progression isn't that, it's that for most players it tends to break down after a few generations and leave players with a ghost town (not actual ghosts) that consists of their own controlled sims, some homeless NPCs, and not very many others after the last few generations die off. EA's story progression very successfully emigrates, aka culls, sims out of the town but doesn't seem to bring "new blood" in as it was most likely meant to, again for most players. But if the culling were to be stopped, we can't have a game go on indefinitely with no immigration of any kind at all because after a not very long while, everyone in town would be related to each other.

NRaas SP does not do those random things. If a sim is an occult, by design there has to be a good reason for them having that state -- they were born that way to at least one occult parent or grandparent (genetics), created that way (by the player or though immigration), or they turned through game-related events with or without the SP Personality modules. But more importantly for many of us, NRaas SP does not break down after a few generations and will do everything it can with the appropriate immigration settings to keep our worlds populated. So will AwesomeMod's Story Mode, for those who can get it work as intended (I never could), and which is widely considered the third of the three story progression options for TS3 other than "None."

It's perfectly fine to want the mutually agreed upon beneficial features of NRaas SP only without the tight control over occult states. But redesigning the mod to leave that part of it out, like so many other things SP does, would be quite a task for anyone and I do not believe we are aware of any players with the required script modding C# coding skills, tools, and time to spare who are willing to take that task on. The source files are up on GitHub for anyone who wishes to try or at least have a look. This is the same discussion in the end when players want the benefits of SP but without some other attribute it controls like genetics, money, skilling, career management, etc. -- much easier wished for than done.

Honestly, if I wanted random occult turning in my own game what I would probably do is get a list of the town's residents on my screen by way of MC, roll the dice so to speak -- generate some random numbers between 1 and however many sims are listed -- and use the MC Cheats command to add the desired occult states. Or without random number generators such a thing could be decided by zodiac sign, which is essentially a random number/attribute already assigned to all sims. Instead, I prefer to rely on SP Immigration to bring new and interesting sims into any world I am playing. But of course, that's just me. :)

Airra
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Trying to add supernaturals to world but not working

Post by Airra » December 17th, 2022, 4:52 pm

igazor wrote:
December 17th, 2022, 9:49 am
It's perfectly fine to want the mutually agreed upon beneficial features of NRaas SP only without the tight control over occult states. But redesigning the mod to leave that part of it out, like so many other things SP does, would be quite a task for anyone and I do not believe we are aware of any players with the required script modding C# coding skills, tools, and time to spare who are willing to take that task on. The source files are up on GitHub for anyone who wishes to try or at least have a look. This is the same discussion in the end when players want the benefits of SP but without some other attribute it controls like genetics, money, skilling, career management, etc. -- much easier wished for than done.
Do you think it might be easier to make a different mod that immediately assigns 50 sims as supernaturals. That would make it not require an updated story progression. I don't really need random sims to change throughout playthroughs just the beginning. I feel like with my limited knowledge it would just look at an array of sims and select from the array to transform them. Just an idea, but I need to learn how the sims is coded first. Thank you.

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Trying to add supernaturals to world but not working

Post by C-Dark » December 17th, 2022, 5:56 pm

Airra I don't know what the problem is, with only a few clicks you can do this with Mastercontroller even on more than one sim.
Maybe try this out and see that nothing more is needed.
igazor wrote:
December 17th, 2022, 9:49 am
if I wanted random occult turning in my own game what I would probably do is get a list of the town's residents on my screen by way of MC, roll the dice so to speak -- generate some random numbers between 1 and however many sims are listed -- and use the MC Cheats command to add the desired occult states
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

Airra
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Trying to add supernaturals to world but not working

Post by Airra » December 17th, 2022, 7:51 pm

Yeah I know, I just like to have automated things. That will likely be my goal this winter break. Thank you for all your help.

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