Hello,
Using the Story progression mod for the first time with the Population module to fix the genetics for newly moved in families, service sims etc.The only other mods I have are Errortrap and Overwatch.
The generic looking faces are not there anymore, but unfortunately they instead look a lot like the other sims in my neighborhood. I can pretty much tell exactly which sim they have gotten their genetics from. Did some searching but not sure how to fix this one.
I'm wondering if there is a way to either randomize or mix the sliders more evenly so that it doesn't take the sliders from one single sim to as big of an extent as it does currently, whether it's from the bin or the neighborhood. Is this possible? Since they aren't exact copies right now, but not far from it, I'm not sure what it's doing exactly.
These are some of my settings, I mostly did it this way to play around with and figure out:
General options > Sims > immigration/emigration >
Replace NPC roommates with immigrants: True
Replace Service sims with immigrants: True
Chance of bin offspring: 2
Chance of random offspring: 4
Facial blend mutation: Random sim: -1 : 1
Facial blend mutation: Unset blends: -1 : 1
I set bin offspring to 2 because I assumed they would end up looking the same a lot when I don't have a lot of sims in the library. I set chance of random offspring to 4 because I read there is a bigger chance it'll generate EA's generic faces with that setting. Maybe 0 is best? I do want the sliders to be as random as possible, and preferably not have any % of EA's generic ones.
If anyone can see where I'm getting it wrong that would help a lot, but I will continue to play around with the settings.
Thanks in advance, and appreciate the mods.
Issue fixing genetics with population module
- puzzlezaddict
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Issue fixing genetics with population module
The chance of bin and random offspring is out of 100, so you've set a 2% chance that a genetic parent is from the bin and a 4% chance that the parental contribution is a set of neutral (zero) sliders. The chance of using a townie as a parent is 100 minus these totals, so 94% in your case.
Keep in mind that SP uses two sims as genetic donors; it's not simply making a carbon copy of an existing sim, whether in town or in the bin. But by default, sims inherit whole features from a parent, so you could see a "child" with the exact eye shape and nose and chin of the donor "parent."
The Blend options you've set are only for zero-slider sims and sliders that are set to zero, respectively, at least if I'm reading the documentation correctly. They don't have any effect on inherited sliders that are not set to zero.
If you don't want your sims to look like existing townies and also don't want to create a bunch more sims, you could try downloading some to populate your library. (Be careful not to download bad cc alongside the sims.) Or you could save your favorite sims, or the ones you find most interesting-looking, from other worlds you're not currently playing. You'd fill up the in-game bin with a pool of sims for the game to draw from without needing to use the townies in your current save.
Additionally, you can rename the saved Library files to keep track of them if you want. That way, when you're playing in world X, you can remove the Library entries from world X, then put them back when you're playing in world Y.
Keep in mind that SP uses two sims as genetic donors; it's not simply making a carbon copy of an existing sim, whether in town or in the bin. But by default, sims inherit whole features from a parent, so you could see a "child" with the exact eye shape and nose and chin of the donor "parent."
The Blend options you've set are only for zero-slider sims and sliders that are set to zero, respectively, at least if I'm reading the documentation correctly. They don't have any effect on inherited sliders that are not set to zero.
If you don't want your sims to look like existing townies and also don't want to create a bunch more sims, you could try downloading some to populate your library. (Be careful not to download bad cc alongside the sims.) Or you could save your favorite sims, or the ones you find most interesting-looking, from other worlds you're not currently playing. You'd fill up the in-game bin with a pool of sims for the game to draw from without needing to use the townies in your current save.
Additionally, you can rename the saved Library files to keep track of them if you want. That way, when you're playing in world X, you can remove the Library entries from world X, then put them back when you're playing in world Y.
- igazor
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Issue fixing genetics with population module
Just a reminder here, but the OP's settings under General Options > Options: Sims > Immigration/Emigration are only going to apply to homeless NPCs and not to newly arriving immigrant households. For the latter, there's an independent batch of settings under General Options > Options: Lots > Immigration/Emigration.
Issue fixing genetics with population module
Does this mean that if I don't want them to take any features from bin sims or townies, but rather have random sliders, I can set both chance of bin offspring and chance of random offspring to 0, while keeping the blend settings?puzzlezaddict post_id=98068 time=1701733948 user_id=17934 wrote: The Blend options you've set are only for zero-slider sims and sliders that are set to zero, respectively, at least if I'm reading the documentation correctly. They don't have any effect on inherited sliders that are not set to zero.
Edit: I just tried and it seems to be working, as far as I can tell (?).
Edit2: In General Options > Options: Lots > Immigration/Emigration I have now also set chance of bin offspring to 0, chance of random offspring to 100 just like in the Sims options, and also done the same for the blends options. but the immigrants unfortunately seem to have ea's generic faces, while the service sims have the kind of randomized sliders that I want.
Last edited by Katt on December 5th, 2023, 7:38 am, edited 2 times in total.
Issue fixing genetics with population module
Thank you, I forgot to mention that I have also changed these settings.igazor wrote: ↑December 5th, 2023, 5:31 amJust a reminder here, but the OP's settings under General Options > Options: Sims > Immigration/Emigration are only going to apply to homeless NPCs and not to newly arriving immigrant households. For the latter, there's an independent batch of settings under General Options > Options: Lots > Immigration/Emigration.
Issue fixing genetics with population module
With these settings service sims have the randomized sliders I want, but immigrants moving in have the zero sliders, not sure how to fix:
General Options > Options: Sims > Immigration/emigration:
Chance of bin offspring: 0
Chance of random offspring: 100
Equal chance to all bin sims: true
Facial blend mutation: Unset blends: -1 : 1
Facial blend mutation: Random sim: -1 : 1
Replace NPC roommates with immigrants: true
Replace service sims with immigrants: true
General Options > Options: Lots > Immigration/Emigration:
Chance of bin offspring: 0
Chance of random offspring: 100
Facial blend mutation: random sim: -1 : 1
Facial blend mutation: unset blends -1 : 1
Equal chance to all bin sims: true
Immigration gauge: 10
Not sure how to fix the immigrants moving in.
General Options > Options: Sims > Immigration/emigration:
Chance of bin offspring: 0
Chance of random offspring: 100
Equal chance to all bin sims: true
Facial blend mutation: Unset blends: -1 : 1
Facial blend mutation: Random sim: -1 : 1
Replace NPC roommates with immigrants: true
Replace service sims with immigrants: true
General Options > Options: Lots > Immigration/Emigration:
Chance of bin offspring: 0
Chance of random offspring: 100
Facial blend mutation: random sim: -1 : 1
Facial blend mutation: unset blends -1 : 1
Equal chance to all bin sims: true
Immigration gauge: 10
Not sure how to fix the immigrants moving in.
Issue fixing genetics with population module
StoryProgression-Interactions
hm
random means by default EA random, which is mostly not nice
Chance of bin offspring: 0 means no genetics from bin so
Equal chance to all bin sims: true is not affecting
Maybe try
bin 60
random 25
so only 15 percent come from town
Also immigration gauge for residential Sims
10 is very low, so it may happen often.
For testing you can also use rapid immigration.
hm
random means by default EA random, which is mostly not nice
Chance of bin offspring: 0 means no genetics from bin so
Equal chance to all bin sims: true is not affecting
Maybe try
bin 60
random 25
so only 15 percent come from town
Also immigration gauge for residential Sims
10 is very low, so it may happen often.
For testing you can also use rapid immigration.
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Issue fixing genetics with population module
It has already been mentioned, but I guess I'll repeat it, anyway: Populate your bin (the Library) with households and sims that are not part of the town you play in. That way, you can use mostly bin sims and don't see your sims' long lost cousins everywhere.
Issue fixing genetics with population module
Yes, I just figured that if this was the case "The Blend options you've set are only for zero-slider sims and sliders that are set to zero", then having the random one at 100 along with extreme blends settings would do the trick. It seems to vary with the ones moving in, but maybe that is because some of the ones moving in are service sims.C-Dark wrote: ↑December 5th, 2023, 2:25 pmStoryProgression-Interactions
hm
random means by default EA random, which is mostly not nice
Chance of bin offspring: 0 means no genetics from bin so
Equal chance to all bin sims: true is not affecting
Maybe try
bin 60
random 25
so only 15 percent come from town
Also immigration gauge for residential Sims
10 is very low, so it may happen often.
For testing you can also use rapid immigration.
I might do it the way you suggested in case I have to use genetics from the town or bin. I will also change the immigration gauge. Thank you.
Issue fixing genetics with population module
Yes I am keeping it in mind if I end up needing it. I was just hoping there was a way to randomize the sliders without taking genetics from townies or the library, the way it currently seems to work for my service sims. I was hoping I could do the same with immigrants moving in.Turjan wrote: ↑December 5th, 2023, 9:11 pmIt has already been mentioned, but I guess I'll repeat it, anyway: Populate your bin (the Library) with households and sims that are not part of the town you play in. That way, you can use mostly bin sims and don't see your sims' long lost cousins everywhere.