THIS IS OVER

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Sara_Darkees
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THIS IS OVER

Post by Sara_Darkees » January 15th, 2023, 1:03 pm

Hello everyone again and I warn you right away: I'm in a total panic!!! That's probably why I won't be able to explain the situation properly, but I'll try very hard. In short, everything was relatively perfect in my current world. All SPs are disabled, tourists are prohibited, strict population control is conducted in the town... And suddenly... I get a bunch of messages about characters stuck on the route that I definitely never knew before. 100% they are some kind of generated clones, but where did they come from? I quickly removed them and forgot, but later I started receiving these messages again and again. They are generated somewhere outside the map, and the situation has reached the point that I now have about five hundred characters in the world. Of course, my game freezes after that. All the tips are good, please, I need to cut down the problem at the root, and urgently!

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igazor
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Post by igazor » January 15th, 2023, 5:12 pm

Somehow I doubt it is this simple, but it's worth asking anyway. Is it at all possible that you changed game saves from the Main Menu and loaded this one without having quit all the way to the desktop and reloading TS3 first?

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Sara_Darkees
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THIS IS OVER

Post by Sara_Darkees » January 15th, 2023, 7:07 pm

Em... For some reason, I rarely go to the main menu, that is, if I quit the game, I almost always quit completely. And I always delete the cache. I didn't add anything that could change the gameplay. That is, there is no obvious reason that could cause this... And I can't even determine exactly which category these generated sims are from. MC says they are supposedly from an npc-service, but they are not in any particular type. Probably, Overwatch or ErrorTrap should take care of everything superfluous and lost in the code, but even these mods can't cope with the flood of surging immigrants. Just in case, less than half a day had passed, and there were already about five hundred of them. This is the first time such nonsense has happened in my memory, and losing days of saving by rolling back is one of the last things I would like to do :cry:

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C-Dark
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Post by C-Dark » January 17th, 2023, 1:12 pm

Oh that sounds terrible.
Did you also use MC town Total Annihilation on them?
And also town Reset everything?
Sara_Darkees wrote:
January 15th, 2023, 1:03 pm
All SPs are disabled
EA or nraas? Both?
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

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Sara_Darkees
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Post by Sara_Darkees » January 17th, 2023, 5:21 pm

C-Dark wrote:
January 17th, 2023, 1:12 pm
Both?
Both. And I never turn on EA's SP, it's one of the worst things by default. So... Yes, I actually tried what you listed, but nothing worked. But! I recently reviewed the folder with my mods and deleted this thing. Then I tried these standard methods of fixing the game again and it seems that everything worked this time. But it's so strange, this mod didn't give any effect for a while. Can it conflict with the SP by nraas? I also know that similar options exist in SP, but I have no idea why they sometimes give a total failure. I thought that if I specify a clean random with some changes in the settings for the new generated sims, then it will be something like standard clones, but with a slightly changed appearance. However, a sim with bright pink skin shook my patience, and this genetics simply had nowhere to come from, that's why I started looking for options on the side.

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Post by Turjan » January 17th, 2023, 7:44 pm

Thanks for the heads-up. I'm also using that mod because it catches those sims SP ignores when it comes to pudding faces. If I ever get a runaway sim production, I know what to try.

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Sara_Darkees
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Post by Sara_Darkees » January 17th, 2023, 8:05 pm

Turjan, and how exactly it work? I forgot about the existence of this thing at all, because it had absolutely no effect. Mostly, I needed this mod for the npc, as well as for settling another empty town. That is, I can't force SP to refer to the appearance of existing residents. It's also not a good idea to choose a source of genetics from the bin. I've already seen them all, and there's no chance of getting anything new from them. I mean, this way I'll lose the research excitement, because... well, this my favorite fun to look for interesting and cute sims.

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Post by Turjan » January 17th, 2023, 11:08 pm

Sara_Darkees post_id=92819 time=1674003929 user_id=18005 wrote: Turjan, and how exactly it work? I forgot about the existence of this thing at all, because it had absolutely no effect.
For me, it works exactly as advertised. The mod goes through existing sims and changes those with pudding faces, like taxi drivers or carpool drivers, which are those sims that SP doesn't touch. Not sure what to tell you. It won't work if you have a core mod that changes such things, but I don't have any of those in my game. The only one I can think of that would do that is Awesomemod, but I don't really know anything about that mod. Plus, of course, Simler's mod, but that one isn't really compatible with NRaas mods, anyway.

I never settled any empty town automatically. I always start with residents that don't have pudding faces, and their genetics are later dealt with by the Random Genetics mod.

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Post by Nindigo » January 29th, 2023, 1:59 am

Whenever my played world starts acting up, I save all households and possibly some customized houses/venues to the bin. Then I load up a fresh world, send the original population to oblivion, and move in my households and any customized houses/venues.

Sometimes, it does well to move the entire game folder elsewhere and have a new one created by booting up the game. Then exiting it and move everything needed from the old game folder to the new one.

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