StoryProgression Issues No bosses or co-workers in non-EA World. What gives?
- OneCrazedAnarchist
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No bosses or co-workers in non-EA World. What gives?
This is my first time (ever) using SP so I'm not familiar with it. Anyway, neither of my Sims can "suck up to boss" or "meet co-workers" in their jobs (business and culinary respectively). I only have the base mod but the game won't generate any bosses or co-workers. Am I just being impatient? Is there a setting I don't know about? Any help would be greatly appreciated.
- igazor
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If you have SP set to Manage the Homeless (or Overwatch set to Cleanup All Homeless), then it is possible that the mods are getting rid of the co-workers and bosses as fast as the game is producing them. That leaves only fellow residents to take up these slots and if they are all already employed elsewhere and not LTW-suitable for these careers then there isn't anyone else left to qualify.
NRaas > SP > General Options > Options:Households > Manage Homeless (is True by default)
NRaas > OW > Settings > Clean Up All Homeless (this one is False by default)
It's also possible that there are sims in these careers alongside of yours but for some reason they aren't being recognized as co-workers and bosses. We can tell by running MC Demographics Reports on City Hall on the careers (and "X" to dismiss the filter). In that case, MC can be used to "fix" this by designating the co-workers and bosses out of those already working there by name.
NRaas > MC > (Sim) > Intermediate > Career > Add Coworker
NRaas > MC > (Sim) > Intermediate > Career > Choose Boss
(MC Cheats add-on module required)
NRaas > SP > General Options > Options:Households > Manage Homeless (is True by default)
NRaas > OW > Settings > Clean Up All Homeless (this one is False by default)
It's also possible that there are sims in these careers alongside of yours but for some reason they aren't being recognized as co-workers and bosses. We can tell by running MC Demographics Reports on City Hall on the careers (and "X" to dismiss the filter). In that case, MC can be used to "fix" this by designating the co-workers and bosses out of those already working there by name.
NRaas > MC > (Sim) > Intermediate > Career > Add Coworker
NRaas > MC > (Sim) > Intermediate > Career > Choose Boss
(MC Cheats add-on module required)
- OneCrazedAnarchist
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- OneCrazedAnarchist
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- igazor
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It means you have a total of 7 sims in the workforce; the only 2 with regular careers are your 2 sims and the 5 retired are either really retired elders or they are Role Sims. Does that match your town's population? If so, it's not surprising that you have no resident co-workers since no one else old enough to be working (teen or older) lives there.
If that makes no sense, then you have run the demographics report on a small subset of the population. Running it on City Hall or an in-game computer, it should go NRaas > MC > Demographics Report > (choose a report) > "X" to dismiss the filter.
If that makes no sense, then you have run the demographics report on a small subset of the population. Running it on City Hall or an in-game computer, it should go NRaas > MC > Demographics Report > (choose a report) > "X" to dismiss the filter.
- OneCrazedAnarchist
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- igazor
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You have not answered my question. Do you really only have 2 resident sims teen or older in your world (or no more than 7 if your Role Sims are residents)? In other words, are there no inactive households at all?
The game should generate homeless sims to fill the gaps, and SP should leave them alone now that you have told it to, but this cannot always be relied upon. Perhaps you need more residents?
The game should generate homeless sims to fill the gaps, and SP should leave them alone now that you have told it to, but this cannot always be relied upon. Perhaps you need more residents?
- OneCrazedAnarchist
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- OneCrazedAnarchist
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- igazor
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Aha. By default, immigration is switched off in SP so as not to confuse someone with newly arriving sims while they are adjusting to having the mod in play. On City Hal or an in-game computer, NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Immigration Gauge > (set it to something higher than 0). You will then either get at most one new household arriving daily or a report on by how far current conditions are failing to meet the gauge value. Try 20 to start, or set it to something ridiculous and impossible to reach like 500 to see what kind of pressure scores you are getting.
For immigration to happen immediately, with the Gauge set to anything greater than 0, then invoke Rapid Immigration from the same menu. The number you specify is temporary and is like ordering up that many new households. So if you enter 15, you will get one attempt at a new household arriving every 5-10 sim minutes until the 15 number decrements back down to 0.
This is all assuming you have suitable housing available for the newly arriving households, otherwise you will get failures for that reason. It also assumes you actually have SP's progression on, otherwise you are still using EA's and most of the options won't show up. NRaas > SP > General Options > Enable Progression > True.
The genetic makeup of the new arrivals will depend on the other settings on the Options:Lots > Options:Immigration/Emigration menu that open up when the Gauge is above 0. The three places they can come from are your household bin as seen in Edit Town (you can exempt households you don't want used), two random sims already in town, or two randomly generated sims that exist only to provide genetics (this is "the EA way").
For immigration to happen immediately, with the Gauge set to anything greater than 0, then invoke Rapid Immigration from the same menu. The number you specify is temporary and is like ordering up that many new households. So if you enter 15, you will get one attempt at a new household arriving every 5-10 sim minutes until the 15 number decrements back down to 0.
This is all assuming you have suitable housing available for the newly arriving households, otherwise you will get failures for that reason. It also assumes you actually have SP's progression on, otherwise you are still using EA's and most of the options won't show up. NRaas > SP > General Options > Enable Progression > True.
The genetic makeup of the new arrivals will depend on the other settings on the Options:Lots > Options:Immigration/Emigration menu that open up when the Gauge is above 0. The three places they can come from are your household bin as seen in Edit Town (you can exempt households you don't want used), two random sims already in town, or two randomly generated sims that exist only to provide genetics (this is "the EA way").