Can story progression conflict with an xml mod?

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Trillz0r
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Can story progression conflict with an xml mod?

Post by Trillz0r » September 25th, 2022, 12:51 pm

Hey all.
Does anyone know if story progression also handles pushing sims to community lots based on their traits?
I edited the venues.xml to better orgnize this aspect (since this system only uses base game traits for this, and doesn't even push "lovestoswim" sims to the pool, for example).
But now my sims autonomy seems messed up, ie they get pushed to the lots but just stand there doing nothing.
This could also be because I've been playing this town for too long and need a porter move, but I just wanted to rule out a possible mod conflict.

Trillz0r
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Can story progression conflict with an xml mod?

Post by Trillz0r » September 26th, 2022, 11:46 am

I hope I explained my question clearly. Am I rude for asking questions without introducing myself? If so I apologise. I am not sure about the rules on this forum.

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igazor
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Can story progression conflict with an xml mod?

Post by igazor » September 26th, 2022, 11:56 am

Hi there. My best guess would be that no one who has read your question thus far knows the answer. Please be patient and I am sure someone who does will respond.

Trillz0r
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Can story progression conflict with an xml mod?

Post by Trillz0r » September 26th, 2022, 12:38 pm

Oh phew, thank you. :-)

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C-Dark
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Can story progression conflict with an xml mod?

Post by C-Dark » September 26th, 2022, 12:45 pm

I don't know for sure, but did you delete the cache files in your sims 3 document folder after adding your new tuning mod?
  • CasPartCache.package
  • compositorCache.package
  • scriptCache.package
  • simCompositorCache.package
  • socialCache.package
And maybe do a MC town reset afterwards, save and restart the game and your save.
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

Trillz0r
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Can story progression conflict with an xml mod?

Post by Trillz0r » September 26th, 2022, 1:04 pm

Thank you very much for your reply. I did both those things in my troubleshooting the neighbourhood. But I already started a new one with porter, so don't worry about that.
What I was mainly wondering, is if a "core" mod like story progression can ever conflict with an xml mod at all. Is it correct to think that they cannot, because they work in different ways?

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sittingbear
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Can story progression conflict with an xml mod?

Post by sittingbear » September 27th, 2022, 4:13 am

Trillz0r post_id=91211 time=1664211860 user_id=24368 wrote: What I was mainly wondering, is if a "core" mod like story progression can ever conflict with an xml mod at all. Is it correct to think that they cannot, because they work in different ways?
Nraas SP is a script mod not a core mod but to answer your question SP can override an XML Tuning mod if it has functions that affect what is being tuned.

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Can story progression conflict with an xml mod?

Post by Trillz0r » September 27th, 2022, 6:23 am

Oh thank you so much! Yes that was what I was worried about. What if I put my mod in overrides though?

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sittingbear
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Can story progression conflict with an xml mod?

Post by sittingbear » September 27th, 2022, 5:28 pm

Trillz0r wrote:
September 27th, 2022, 6:23 am
Oh thank you so much! Yes that was what I was worried about. What if I put my mod in overrides though?
Not sure never really done that. Probably easier to tell us what the tuning mod does as most tuning mods won't be affected.

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Can story progression conflict with an xml mod?

Post by Trillz0r » September 28th, 2022, 2:16 am

Oh that's easy: in the venues.xml where it says encouraged traits, I just added a bunch more traits. So for instance the park wouldn't just attract LovesTheOutdoors but also EcoFriendly sims, and the pool would attract LovesToSwim.
I also set the small parks and hangout venues to have "encouraged careers: SchoolElementary and School High" in an attempt to get more kids and teens out on the town.
Lastly I changed the opening hours, intensity and preferred number of sims by hour on almost all the venues, because those settings were very silly as the standard was to attract lots of sims to remote locations during the full moon (I assume in case of a zombie attack), and I suspected this was keeping them from filling up my clubs.

It would make a giant improvement in my town if it worked, hehe.

But I don't know what criteria story progression uses to push sims to lots and if it is also based on traits. I don't want to be working against it.

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