Register and confusion

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simsaesthetic
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Register and confusion

Post by simsaesthetic » December 30th, 2016, 11:54 pm

Hi there! Register is my most recently-installed Nraas mod and I've never quite understood it well enough to use it properly. I'm hoping someone will be able to shed some light on the issues I've been having, as well as help me to find a solution. :)

I initially installed Register because I wanted absolutely NO immigration in my game. I didn't want people moving in at all. This was due to the fact that families of sims were moving into my town autonomously and taking up all the good housing. After some experimentation I realised setting the "Immigration Gauge" in Story Progression to 1000 stopped this type of immigration, all for the price of a pesky notification about immigration pressure popping up a couple times a sim day (I'm still trying to find out how to stop this notification coming up! Does it have something to do with what stories I want to show up? If anyone knows, please let me know).

At the time I blindly installed Register not realising it was for role and service sims specifically. However, I am currently populating a world from scratch that has a specific story line and Register has become highly needed. The only sims that matter are the residents of the town, who are all sims I've made.

Before Register, the only people I saw out were residents of the town. Now, I see sims that obviously look randomised enough to be service sims out and about. I can't tell what their role is as they are in normal clothes, so I get quite puzzled trying to figure out if these sims are maids, police officers, etc. However, I can tell who paparazzi are, and they are 100% not needed as there is no celebrity system present in my town.

Furthermore, I'd like to create my own sims to be service and role sims, but in the sense that they join the NPC pool and are NOT residents of the town. The only exception is one of my own sims who I'd like to be a bartender. However, as I am playing in a rotation, when he becomes active how will he go about his job? Will he drop everything at a specific time and tend to the bar? How does this work?

So, this all being said, here are the general questions present in this post:
1. How can I stop role and service sims from walking around town? I just want them to tend to their role/service and then disappear into their hidden NPC household until they are needed again. The only sims I want to see out are residents of the town.
2. How do I stop paparazzi? There are no celebrities in town so they are not needed.
3. Is it possible to create my own NPCs (such as maids, babysitters, etc.) that are not residents of the town? This is just so my role/service sims look the way I want.
4. If my active sim is a bartender, how will they go about doing their job?
And a hidden question > (5.) Can teens be bartenders and still go to school?

Hopefully my questions aren't too demanding. I'm just a bit confused with Register, though I know it's a great mod that I now have usage for! I genuinely appreciate any advice and help given to me. Thanks!

simsaesthetic
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Post by simsaesthetic » December 31st, 2016, 12:02 am

(Also, HUGE apologies if I've butchered the line between service and role sims. I'm just genuinely confused as to who these sims are that walk around and that I know aren't residents. They aren't tourists either as I don't have World Adventures installed.)

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TreyNutz
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Post by TreyNutz » December 31st, 2016, 12:30 am

Setting the Immigration Gauge in StoryProgression to 0 is the only way that I know of to disable that pesky notification about immigration pressure. That will also disable immigration in general.

You can disable paparazzi in Register. Just set the paparazzi pool to 0 and dismiss the current sims set as paparazzi.

AFAIK, Register doesn't immigrate sims. It only creates homeless sims to fill roles instead of assigning resident sims.

I'll leave the other questions to other NRaas members as I don't know the answers.

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igazor
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Post by igazor » December 31st, 2016, 8:20 am

Trey is correct. The way to stop the Immigration status notifications from the Town Council is to switch off SP's Immigration Engine completely by setting the gauge to 0, not by setting it to an impossible to reach value. It's a status notification, not a story. What many of us do is set aside a certain number of "good" (and/or "bad") houses so that inactive sims, whether they be current residents moving around, splitting up, and spreading out, or newly arriving immigrants, cannot move into them.
NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Minimum Empty Houses > (default is 0)

For particular houses to remain unoccupied, any of these should work:
- Turn off progression on that lot. You just have to remember to switch it back on again if you ever place inactives there.
NRaas > SP > Lot Options > Allow Lot for Progression > False
- Mark the lot as Residential:(Player) Ownable in Edit Town
- Pull out the refrigerator. Inactives will never move into a house that doesn't have a fridge.

1 - The game will call on off-duty homeless Role and Service sims to act as extras around town and on community lots. I don't think there is any effective way to prevent this. You could try some caste options on homeless sims and/or Service/Role sims, but I believe that will only stop SP pushes, not game-based ones.
NRaas > SP > Caste Options > (name of caste) > Push: Allow at Night
NRaas > SP > Caste Options > (name of caste) > Push: Allow During the Day

2 - NRaas > Register > Global Roles > Maximum Paparazzi > 0.
One or two of them will still spawn occasionally. This is fixed in what is currently the beta testing version of Register v81, if you want to try it out.
<a href="http://nraas.wikispaces.com/Register+Te ... Testing</a>

3 - Sorry, you can't do this. Role sims can either be spawned homeless NPCs or residents as per Register's settings but if you choose the former, the game will spawn new homeless sims to take up vacant positions as needed. This is what Register's kind of "immigration" refers to, the creation of homeless sims to be used in this manner (not the real immigration of new residents, that's SP's job). Service Sims always come from the homeless service pool, there are no options there since Service Sims must always be homeless.

Many have tried over the years to manipulate the homeless pools by using only sims of their own creation. It doesn't work. What you can do though is heavily influence their genetics with SP by setting a very high to 100 percent chance that these sims will come from or be distant relations of sims in your household bin as opposed to randoms or using genetics of sims already in-game.

NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Replace Service Sims with Immigrants
NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Replace NPC Roommates with Immigrants (if desired)
Note this is different from the usual Options:Lots immigration settings, this batch of options does not apply to residents. These replace commands will open up all of the other options in this menu.
(SP Population add-on module is required for all of this)

NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Chance of Bin Offspring > 100 (or something very high; default is 50)
NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Immigration Disallow Bin by House (in case you have any households in the bin for storage that you do not want used for such purposes)
NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Chance of Random Offspring > 0
NRaas > SP > General Options > Options:Sims > ... (and adjust the other settings appearing on this menu to taste)

4 - As per EA's philosophy, Role Sims exist for the comfort, convenience, and amusement of residents. You can make them fellow residents as opposed to homeless NPCs (I usually keep a small number of resident Role Sims as housemates in the same couple of households and just keep an eye on them), and you can assign particular roles to particular sims with Register. But they will never progress in the same way that non-Role sims do and they were never meant to be actives especially because of the insane hours they are meant to work and the fact that their motives should stay maxed out while they are on duty. You can try to force an active sim to carry a Role anyway but be prepared to face unexpected issues when they get pulled to their assigned objects at time where you might not have wanted them to and other occasional odd things.

5 - Teens can learn the skill but they cannot be mixologists officially. As I understand it, the game refuses to grant them a career uniform for that position even if it's not a special kind of outfit.

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brappl
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Post by brappl » December 31st, 2016, 8:26 am

Hello simsaethetic - Here are some answers to your questions and the pages I have linked to should bring some clarity but do not hesitate to post if you have more questions or need better clarification.


"I realised setting the Immigration Gauge" in Story Progression to 1000 stopped this type of immigration, all for the price of a pesky notification about immigration pressure popping up a couple times a sim day (I'm still trying to find out how to stop this notification coming up! Does it have something to do with what stories I want to show up? If anyone knows, please let me know).

To stop those notices and sims immigrating in to your town set the Gague Value to 0. Immigration can also be turned off in Register. For more detail see Story Progression Gauge Value<a href="http://nraas.wikispaces.com/Population+ ... gement">On This Page</a>. The setting at 1000 is telling the game to bring sims in to your town. There are more tips and links on the page that should help you with managing the population in your town.

"I can't tell what their role is as they are in normal clothes, so I get quite puzzled trying to figure out if these sims are maids, police officers, etc."

See igazor's Clarification NPC Service Sims vs Employed Sims Careers <a href="http://nraas.wikispaces.com/Careers+And+Jobs">On The Jobs And Careers Page</a>

You can not completely stop the game from generating service sims but there are ways to reduce the numbers. Take a look at How Do I Reduce The Size Of Service Pools near the bottom of <a href="http://nraas.wikispaces.com/Population+ ... ement">The Town Management Page</a>.

You mentioned Rotational Play - igazor and Sarah_Sims have documented their style of Rotational Play using Story Progression. If you are using SP take a look at their guide <a href="http://nraas.wikispaces.com/Story+Progr ... Rotational Caste Settings</a>

If my active sim is a bartender, how will they go about doing their job? If you are planing to put hin/her in the Mixologist Career Carl's Sims has an excellent Skill Guide On This Page.

Teens can not be bartenders but can have part time jobs and still go to school.

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brappl
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Post by brappl » December 31st, 2016, 8:27 am

OMG .. igazor, lol I never thought to check for you this early

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igazor
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Post by igazor » December 31st, 2016, 8:30 am

LOL! And I look forward to yet another year full of ninja-dances with my favorite dance partner as 2017 quickly approaches us. :D

simsaesthetic
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Post by simsaesthetic » January 1st, 2017, 7:07 am

Thank you both igazor and brappl for your informative responses!

Ah, that's too bad about the role/service sims. However, I seem to have a large abundance of these sims, like, a ratio of 3 non-residents to 1 resident in every community lot I visit.

This brings me to my next point. I have had separate instances where I have set the immigration gauge to both 0 (initially) and 1000. At 0, all my houses in town were full of families of sims that were not initial residents of the town. At 1000, on the other hand, all the vacant houses in town stayed that way, except for when residents decided to move due to various scenarios. I had a huge amount of homeless sims however that roamed around.

I'm wondering if it's because of the gauge being set at 1000. I'm going to try a few things. Firstly, I'm going to use Register to set the pool for each service to 1 (sim) just for safe measures. I'm going to make sure that (unfortunately) my town has only one or two bars or cash registers in it. In general I'm going to try and limit the objects that require homeless sims. Also, there is an option in Story Progression that allows for role sims to be moved to the NPC service household. It's on by default, but these role sims are still walking around. I guess there's no way to keep them from walking around other than providing a curfew similar to what igazor said. I'm also going to use a few methods (such as turning off moving) so I keep the houses vacant until I want my residents to move due to whatever circumstance.

I would also use the genetic system that allows them to be descendants of the sims in my bin, but all the sims in my bin are in the town and it would be quite weird seeing two unrelated resident's adult offspring serving them drinks as adults :/. But I guess that's just me being incredibly picky.

I also saw that register has an option to remove sims from a role pool. Will that delete the sim entirely or leave them in my town? I'm also asking this due to the pesky uni mascot that comes every time a sim becomes a teen. I'd love to delete that service. Would this also mean that removing them from the role pool makes the homeless pool smaller?

Thanks again in advance, I hope you both had a very happy new year!

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igazor
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Post by igazor » January 1st, 2017, 9:30 am

I have to admit that a 3:1 ratio of true NPCs to residents on community lots is awfully high. Maybe your residents all have jobs or other activities that are keeping them from getting out and about to populate these lots for some reason? I usually see a few but never in the majority, so I'm wondering what the difference in our demographics might be. But sometimes, as you probably know, the game figures out what we want and does it's best to provide the exact opposite. :)

If you remove a resident Role Sim from the pool, they will just become unemployed (for the moment). If you remove a homeless Role Sim from the pool, they become unemployed and homeless which will make them more volatile. They will either be reassigned to something else or removed from the game. If you have SP set to Manage the Homeless or Overwatch set to Clean Up Homeless nightly, chances are they won't be able to hang around for very long unless their services are needed elsewhere pretty quickly.

I don't actually do this, others do, but the way to use the bin sims to provide genetics for newly spawned ones would be to exempt the particular households you have in there for storage so you don't get the phantom distant relative effect and seed the rest of the bin with "households" of the sims you would have used if you were going to create the NPCs yourself.

The Uni Mascot is a special and yes annoying case of a Global Role Sim. You can remove particular sims from that assignment, but I don't believe there is any way to prevent at least one from spawning to take their place; that's kind of like saying you don't want any child care social workers or grim reapers (those are Service Sims but the point is the same, you can't do that either). I do my best to ignore them unless one of my sims is curious enough to see what they look like under the mask and sets about finding ways to figure that out -- some of them can actually be seduced. As to at what point they will take off their masks, I will leave that as a mystery for you to unravel if you ever feel like it. If not and they get annoying, I might MC reset them soon after they arrive with their bucket of freebies and school cheers.

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Post by simsaesthetic » January 1st, 2017, 10:28 am

Hi igazor, thanks again for your reply.

So, if I ensure that there is the correct amount of role sims in my town by unassigning excess homeless sims from roles and ensuring Overwatch deletes them by the end of the day, more shouldn't regenerate unless something completely necessary happens (such as a new item requiring a role sim appears)? If this happens, then I'm all good. I'm also assuming I will be able to edit these sims using Master Controller's Edit in CAS and replace them with the appearances of sims I have already made and save? I mean, I may not do this as it requires even more work, but I think it would be best to know to ensure I don't mess up their delicate homeless pool.

I'm also wondering about co-workers and bosses. I assume each career needs a boss and at least ONE co-worker? If I don't assign these positions to sims (as all careers will be assigned to sims), will homeless sims be created to fill these positions? If I assign the boss position to a sim and then they become active, will a new boss be chosen (and unfortunately, be a homeless sim)? How would "boss/worker relationship" working undertones work if an active sim is the boss?

Huge thanks again for all the help so far.

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