Sim, mod question

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Spacemonkey907
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Sim, mod question

Post by Spacemonkey907 » April 6th, 2019, 11:08 pm

Hey, so with Mastercontroller and master controller cheats installed and working just fine. I gave my Sims more traits. Didnt realize young adults and teens have issue with this. I get notification from Nraas mod saying IF they age it could cause a big error etc. Is there a way with Master controller to change Sim age class? Just change them to adult so i can keep traits without issue? Super sorry if i am posting incorrectly or not to someone preferences. Thanks in advance

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Sim, mod question

Post by igazor » April 7th, 2019, 1:24 am

Hi there. This screen name looks familiar (welcome to NRaas). :)

It's fine to dismiss that error and play with sims who have more than the usual allowed for number of traits. I do this all the time. The two places where one should be careful is when traveling these sims to foreign worlds (the extra traits tend to get dropped) and when it's time for the sim to age up (same thing, although there could also be minor age-up errors). I usually try to remove the extra traits just before either thing happens and then put them back again afterwards. For traveling, especially since I play so many sims in rotations through my worlds, I keep track of the extra traits some sims have on a text document off to the side so I don't keep forgetting who has what.

It's also okay to use MC (MC Cheats) to give sims the two Uni-specific traits if you have the Uni EP in play even if the sims in question have never gone to Uni or have not yet graduated -- there's one for graduation and one for excelling in social groups, so teens for example can have four regular traits plus these two before they start displaying that warning.

If you want to age a sim up early though, it's NRaas > MC > (Sim) > Intermediate > Trigger Age Transition. Or, if they are part of the actively played household, you could present them with a birthday cake even though it's not yet their expected birthday.

There are also mod-specific ways to increase the number of traits sims are allowed to have generally, but the downside with those solutions is that all sims in town tend to pick up the new maximum number of traits on their own that way and that's not what many players want.

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Sim, mod question

Post by Spacemonkey907 » April 7th, 2019, 2:15 am

Igazor, hey buddy (it is I from steam you are correct good sir!) im starting to think id be better of PM'ing you somewhere to deal with my quick learning crash course, forum board annoying questions. Save everyone the headache.

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Sim, mod question

Post by Spacemonkey907 » April 7th, 2019, 2:20 am

Okay so i will not worry about this issue. Now a new issue is with a werewolf character, with the mods i threw in, all only from Nraas site, Im not sure if im seeing funny business or not. character clothes sets sometimes arent what i set them to be, athletic and career ive seen mostly and also the biggest odd thing is my characters werewolf form changes from what i customized it to be. werewolf hair, facial hair, face shape, eye color all seem to change. I try to fix with Nraas character edit option but when i got to select it doesnt take me to character creation mode, it just shows me a menu of stats. Its odd. Any of this sound familiar?

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Sim, mod question

Post by igazor » April 7th, 2019, 2:54 am

Please let's not switch to PMs. It's against the rules to PM a wiki Organizer for game and mod related issues that can be discussed on the open message boards and I would be forced to resort to scoldings, insults, and other forms of punishment.

Okay, of course I'm kidding but the real reasons are that we are not always available 24/7 whereas other members could be able to answer, and there are others who can benefit from these not at all annoying forum posts. There might have been 30 other readers of this thread who were wondering about the trait limit issue until now but never thought to ask.

And we don't always have all the answers, after all these years I am still learning new things about the game and the mods from other users all the time. The werewolf question is a perfect example. I know this has been discussed here recently but cannot remember if everything was resolved or if there are open issues on CAS and werewolves to be addressed in the next version of MasterController. Paging our developer, Chain_Reaction to refresh our memories.

Not sure which commands you are using on MC, though. The way to bring an existing sim into the full version of MC CAS is NRaas > MC > Sim > Advanced > Edit in CAS. And then there's MC's Stylist, which is a subset of CAS that includes clothes, hair, and makeup only. What is Character Edit?

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Sim, mod question

Post by Chain_Reaction » April 7th, 2019, 6:19 pm

Do you mean the issue where they change when transitioned into werewolf form? The latest Hybrid mod should resolve that.

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Sim, mod question

Post by Spacemonkey907 » April 7th, 2019, 10:01 pm

Hm, the hybrid mod I see on the main mod page? If I get a confirmation here I'll install and see. Not sure if issue happens every transformation. Just noticed my werewolf sim did not look the way I made him at some point and was bummed. Spent some serious OCD time on the sim. I'm noticing a lot of the mods on mod page are missing or have not descriptions or discussions to get a better sense of what they are. Some DO yes. But not all. The description for hybrid is a good example. It's got some info on there but for a noob...no idea what its saying. A thousand apologies if I am not forum'ing right and offend the forum gods. I'm a noob. Eagerly looking to get a handle and understanding on all this. Have mercy.

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Sim, mod question

Post by igazor » April 7th, 2019, 10:43 pm

Yes, Chain means the NRaas Hybrid mod.
Hybrid

What the mod was originally designed to do was allow sims to have more than one viable occult state at the same time. It doesn't encourage or discourage that from happening, that would be matters of genetics, MasterController usage, or in-game events, but just made them more playable when this does happen. So for example a witch-fairy hybrid is playable as both occult states at the same time and their magic energy meters are split into two different ones. The mod traditionally had no player-commands associated with it. Along the way it also became the place to stash occult related fixes generally because it's the only mod in this collection that is specific to occults. I think it has a small number of options showing now, on City Hall. Nothing major to worry about.

The descriptions for the mods as seen on the individual download pages are somewhat broken as a result of our recent site move. That will be fixed in time. None of the mods themselves should be missing though, which ones are you having trouble finding?

The discussion pages are all here, not off the mod download pages. Hybrid doesn't have enough activity to get its own discussion board, so it would be combined with the less often talked about mods under Other.
nraas-mods

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Sim, mod question

Post by Spacemonkey907 » April 8th, 2019, 3:35 am

Dude, you and your other compadres rock. I cant tell enough how much i appreciate you guys. Well really some kind of "So you were smart enough to install functioning mods, now how do i use them?" guide. I get that you click and see things on city hall etc, the Nraas optional click etc. Id just like a "how to" guide. Like, i want to control how a town or specific household behaves with having babies or dating, getting married etc maybe. I dont want a certain household or sim to breed, get married. How? ya know? Im trying to answer my own questions before bugging the uber luvin crud out of the forum board gods.

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Sim, mod question

Post by igazor » April 8th, 2019, 10:40 am

Spacemonkey907 post_id=65273 time=1554708940 user_id=20033 wrote: Like, i want to control how a town or specific household behaves with having babies or dating, getting married etc maybe. I dont want a certain household or sim to breed, get married. How? ya know?
The thing is, we have 39 mods here (not including Ani's which we later inherited, so that would bring the total to 56) and not every player chooses to have all of them. A master user guide would be a million pages long. Instead, we have somewhat fragmented but I believe still helpful FAQ and master Interactions pages for each one, then some assorted pages like this, that can help you figure out which mod you need to get the effects/results you want: Which-Mod-FAQ

For a more general "How do I manage x?" index type of page, perhaps this one is what you want: Gameplay-FAQs-And-Tips

The questions you are asking right now would all have to do with what how the inactive sim households around yours progress and what they are allowed/not allowed to do on their own. That would fall under the purview of StoryProgression, which is arguably the most complex of our mods and the one with the most difficult (but fun) learning curve.
StoryProgression-FAQ
(start with the General FAQ off that page for something readable, then perhaps move on to some of the others)

Once you get a handle on how StoryProgression works generally, then we can talk about setting up restrictions to exempt certain households of our choosing from various forms of progression while they are not player-controlled. This may be a bit much for a new SP user to take in all at once, but it might be worth taking a look at to see how powerful the SP mod's options can be. In the meantime, specific sim and household restrictions can be placed by using individual Sim and Household Options on them.
Story-Progression-Rotational-Caste-Settings

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