Randomly generated townies and careers

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NeutralWarlock
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Randomly generated townies and careers

Post by NeutralWarlock » December 1st, 2023, 9:08 pm

Hi, I've noticed Sunset Valley has generated some NPC townie Sims that are not pre-made Sunset Valley townies. Is there a way I can stop the game generating them? One of them was Vita Alto's boss, but I've seen through master controller that 2 randomly generated townies work in politics (that do not come with Sunset Valley, I checked the Sims Wiki). Is there also a safe way to delete these unwanted townies because I've read force deleting them could lead to issues.

In another question, if in nraas SP if I have "career:allow progression:true", will this mean inactive Sims in my hood will gain career progression even if I'm not controlling them? I think setting this to false will prevent my active Sims from gaining career progression. I have both nraas SP and EA SP disabled and I don't intend on changing that.

Thank you.

Best Answer by CardinalSims » December 11th, 2023, 3:42 am
I could be misremembering, but I think by default some of the service pools have a limit lower than the premades provided to fill them, so you may not see all of them of them in-game at one time. It may be possible that, if the one you started with dies or ages out of their role, they will be replaced by the one you didn't see. That at least sounds familiar to me.

Easiest way to tell would be to remove one of those service sims (by total annihilation, or natural causes...) in a test save and see if their counterpart takes their place. You could also try using Register to increase the pool size and see who fills those slots.

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igazor
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Randomly generated townies and careers

Post by igazor » December 1st, 2023, 9:47 pm

We can't entirely stop the game from generating homeless NPCs when it thinks it needs more sims to take up empty slots and roles. Some of this can be reeled in, but there's another issue that needs to be addressed first.
NeutralWarlock post_id=98011 wrote: I have both nraas SP and EA SP disabled and I don't intend on changing that.
/

If you insist upon not using NRaas SP for progression, then most if not all of the mod's settings and options (there are a few exceptions) will have no impact on your game. The way to control elements of progression that we do not want happening, orderly or random stuff, is to embrace SP and use its tools to dial back or disallow that which we do not want to happen. This page gives some good examples of the kind of thing I am talking about.

Not saying this is entirely the case as you haven't said so explicitly, but if you expect the town around your actively played household to stay entirely static then TS3 is not the best game to be playing. It's TS2 and TS4 that work that way by design.

As for the career progression question, you would want to set that the way you want it on Caste Options and select the Not Active caste. Not on Town Options. But again, this won't have any impact on random things happening if SP's progression is not in control of the game.

NeutralWarlock
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Randomly generated townies and careers

Post by NeutralWarlock » December 1st, 2023, 11:24 pm

Hello, the only reason I do not want any kind of SP active is that I do not want the game (or the mod) to change my sims' lives without my control. I have also found that master controller can safely annihilate unwanted Sims in the town. I have also used register to turn off immigration into the town which I imagine will work.
Can I ask another question, this is to do with master controller, but I used the total annihilation option to see every single Sim in the town (a newly Sunset Valley), and at least two social workers from Sunset Valley were not visible on the list. Has the game failed to generate these Sims for some reason?
Kind regards.

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igazor
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Randomly generated townies and careers

Post by igazor » December 2nd, 2023, 12:01 am

Switching off Register Immigration does prevent the spawning of homeless NPCs (this is what Register Immigration means) in particular to take up Role Sim slots. It will have no effect on other homeless sims the game generates, such as those are meant to be homeless co-workers and bosses for existing resident sims, street performers if Showtime is in play, and vehicle drivers among others. And it will make you and the game very unhappy with incessant notifications if more Role Sims are required as time goes on than you have resident sims unemployed and available to take up those slots.

Homeless sims are volatile, especially if the services they were originally meant to provide are no longer considered necessary. Or if the game just "feels like" changing them out on you.

I'm sorry, but let me try to put all of this another way. The goal here is to allow players to maximize the amount of enjoyment they get out of their TS3 games (in particular using NRaas mods). What I am doing is raising a flag that indicates the style of play you have in mind that strictly keeps all EA pre-made sims other than the ones you actively control static and in place with no moving forward (backwards, out of town, replaced by others, etc.) is not a known recipe for success with TS3 and is likely to bring you more frustration than fun as you play forward. Take that advice or ignore it as you will.

TS3 is a great game, for most of us here our absolute hands down favorite out of the series. But the player must have reasonable expectations concerning how world populations are designed to work. It's never going to be like TS1/2/4 no matter how many mods we throw at it as the game engine behind it all is a very different open world friendly beast from the others.

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Randomly generated townies and careers

Post by NeutralWarlock » December 11th, 2023, 12:38 am

Can I ask another question, when I load a new world, and check the town's living population with nraas, why is it that some pre-made EA service Sims are not present despite them coming with the town? Say in my Moonlight Falls, only Maggie Donovan appears, not DeSean Young, and only two pre-made social workers, yet the game has to generate randomly generated ones to fill places? This does not seem right to me that NPCS listed on the Sims Wiki as coming with this world do not appear and I did not delete them.

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Randomly generated townies and careers

Post by igazor » December 11th, 2023, 1:03 am

Check this setting in Overwatch.

NRaas > OW > Settings > Clean Uo All Homeless > (should be False)

And StoryProgression, if you have it present in the beginning. Not sure this option will appear or actually do anything if SP progression is disallowed.

NRaas > SP > General Options > Options: Households > Manage Homeless > (should be False)

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Randomly generated townies and careers

Post by NeutralWarlock » December 11th, 2023, 2:38 am

I checked both these settings, including the SP one with the feature turned on. However, these did not allow me to check the town's population. Is it just that the game does not generate some premade townies, say only two social workers and one firefighter (that are EA premade)?
I've checked in a newly loaded world under nraas master controller (total annihilation) that only 23 service Sims are loaded. That means a few EA pre-made ones do not appear in the list (or that the mod does not show them). Does mod interference cause this to happen or is this EA's design?

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Randomly generated townies and careers

Post by CardinalSims » December 11th, 2023, 3:42 am

I could be misremembering, but I think by default some of the service pools have a limit lower than the premades provided to fill them, so you may not see all of them of them in-game at one time. It may be possible that, if the one you started with dies or ages out of their role, they will be replaced by the one you didn't see. That at least sounds familiar to me.

Easiest way to tell would be to remove one of those service sims (by total annihilation, or natural causes...) in a test save and see if their counterpart takes their place. You could also try using Register to increase the pool size and see who fills those slots.

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Randomly generated townies and careers

Post by NeutralWarlock » December 12th, 2023, 3:16 am

It seems odd then that the game would generate junk townies in place of the ones that were pre-created. But I do think EA programming of the game is flawed in several aspects, which is why nraas mods were invented in the first place.

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Randomly generated townies and careers

Post by NeutralWarlock » December 21st, 2023, 6:30 am

CardinalSims post_id=98247 time=1702284168 user_id=22933 wrote: I could be misremembering, but I think by default some of the service pools have a limit lower than the premades provided to fill them, so you may not see all of them of them in-game at one time. It may be possible that, if the one you started with dies or ages out of their role, they will be replaced by the one you didn't see. That at least sounds familiar to me.

Easiest way to tell would be to remove one of those service sims (by total annihilation, or natural causes...) in a test save and see if their counterpart takes their place. You could also try using Register to increase the pool size and see who fills those slots.
Hi, using Register, I have altered the Science Geek pool to 2, the social worker pool to 4 and made sure the firefighter pool was at 2. In a newly loaded world, using master controller under total annihilation, all the premade social workers and science geeks are present, but only one firefighter (in Moonlight Falls). I'll continue to play around with it to see if I can get any different results.
In addition, I'm stumped as to why the game is still generating junk townies out of thin air when by using nraas register, I have each service role pool set to a specific number. So why on earth is the game disregarding this and making more?

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