New Flirts Not Being Created?

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mistress_derp
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New Flirts Not Being Created?

Post by mistress_derp » May 26th, 2019, 11:22 pm

Hi,

I've recently gone back to Sims 3 and have downloaded quite a few NRAAS mods. When I started my first new game, Story Progression seemed to work pretty well, with new flirts being created, people getting married etc. But in my next game, new flirts don't appear to be working? I've set everything I possibly can to true in NRAAS as well as specified the castes allowed to participate, but still no such luck. Only one couple keep getting pregnant and their household is full now.

I have Kinky World installed too, so I'm not sure if this is what is making SP not work properly? Even though KW was installed in the game when SP worked.

Other aspects of SP seem to work, like career promotion, demotion and skill increase, but that's about it.

Any advice or thoughts would be greatly appreciated :)

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igazor
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New Flirts Not Being Created?

Post by igazor » May 27th, 2019, 5:46 am

Hi there.

Ordinarily there would be all kinds of things we could ask you to try and reports to run to get more information here, but you have already identified the issue in your first post. I'm afraid that NRaas mods are not supportable in any way when KW is or has been present. The mod interferes with many of the major mods from this site, including StoryProgression -- other notable ones are ErrorTrap, Register, Woohooer...we've had reports of MasterController CAS backfiring as well and many players' games become unplayable after a while when KW is present with or without these in use.

The mod is not generally removable from already established ongoing games and to say its programming is unrefined would be an understatement. We would be happy to help with a new game that has never "seen" the KW mod, please start a new thread if you require such assistance, but there really isn't much we can offer on this one except to confirm that the mods do tend to fight with each other behind the scenes and which one wins out over town control can be somewhat random.

mistress_derp
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New Flirts Not Being Created?

Post by mistress_derp » May 27th, 2019, 8:55 pm

Hi,

Thanks for your response. So if I was to delete both saved games that have KW installed and then remove KW altogether, do you think this would correct the issues being created behind the scenes? Cause even though I enjoy playing with KW, I'd rather NRAAS.

Thanks

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igazor
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New Flirts Not Being Created?

Post by igazor » May 28th, 2019, 12:23 am

It should, yes. You will also want to clear (delete) the five cache files on the top level of your TS3 user game folder in Documents after removing the mod. New ones will spawn to take their place on the next loadup.

Some players find that they also need to remove (or rename) their TS3 user game folder to allow a new one to spawn on the next launch of the game to rid themselves of the KW mod and its effects entirely. A fresh user game folder like that will have no store or custom content, installed worlds, other mods, etc. but those (not the affected saved games) can be pulled back in or redone on the new folder. Not everyone finds that they to do that, though.

mistress_derp
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New Flirts Not Being Created?

Post by mistress_derp » May 28th, 2019, 8:57 pm

Hi again,

I'm not great with game folders and all that so I'm not sure what you mean by the cache files at the top level of TS3 user game folder. I can't seem to attach an image of what my TS3 folder looks like either but basically at the first level (documents->electronic arts->sims 3) these are the folders: collections, contentpatch, currentgame.sims3, custom music, dcbackup, dccache, downloads, exports, featureditems, igacache, installedworlds, library, mods, recorded videos, savedoutfits, saves, screenshots, sigscache, thumbnails, worldcaches. And then after the last folder there are a bunch of individual files.

I've deleted a bunch of KW log exports and script errors from KW from this first level of the folder but I don't know if that was right. I've also deleted all the files (except ccmerged) from dcbackup.

Thanks

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igazor
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New Flirts Not Being Created?

Post by igazor » May 28th, 2019, 9:09 pm

Exports and log files are program output, they won't make any difference to the game as they are there for someone to read them, not for the game to use. No harm in getting rid of them, though. The "top level" cache files I was referring to are these, and they are individual files not folders. They should be cleared out periodically wile the game is not running, some of us do so after or before every game session while others say that is overkill, but certainly whenever the contents of Mods\Packages changes in any way through additions, deletions, and updates of package files.

CasPartCache.package
compositorCache.package
scriptCache.package (this is the important one when script mods are involved)
simCompositorCache.package
socialCache.package (this one is optional)

These may show up without the dot-package extensions if you have the operating system set to suppress them, but they would be the same files either way.

DCBackup concerns your installed object/sim content, not mods. But there is no reason for anything to be in there other than the required ccmerged file unless you plan to export your sims or lots for other players to use. What the cryptically named files in there do is allow added content to "stick to" exported sims and lots. Except for ccmerged, it's all just clutter if you have no intentions of doing such exports.

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New Flirts Not Being Created?

Post by mistress_derp » June 22nd, 2019, 12:25 am

Hi again,

Should have mentioned ages ago that removing KW fixed this issue and now sims are hooking up and breaking up all over the place :) Thanks so much for your help Igazor

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