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Chaavik

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Posts posted by Chaavik

  1. Hi, Coolspear. I am checking here for a list of objects included in the mod, but when I tried to reveal the conflicts in the initial post, the message was to ask for it. Well, I only wanted to ask if the dollhouses (I think there's 3 different dollhouses) are part of this mod that aren't supposed to break. The reason I asked was because a Sim attempted to repair the dollhouse. A LE happened, and the Sim reset. The option "Repair" showed up on the dollhouse, so the menu wasn't the issue.

    Can you shed some light on this problem for me?

    The exception log did not list the culprit mod so I am not sure if it was THIS mod having a crappy moment in the game or not. Thanks for your help :)

    And I have both updated mods from this thread installed too.

  2. " Geez, all it needs do now is talk to the plants! That would be a conversations mostly of hissing. "  :laughter:

    Thank you for this great invention: Do-It-All-But-Talking sprinkler! I don't use them in Sims 4 due to the amount of autonomous behavior of Sims playing with the sprinklers in Sims 3. But I am curious. Is the behavior of the Sim autonomous when it comes to playing with the sprinkler?

  3. Ahoy there, sailor! This lot is exactly what I planned to ask about. I am in the middle of renovating my game save with empty lots to put better homes and venues in.

    Everything is gorgeous on this lot with plenty of attention to the details. Thank you for sharing this one with us.

    Psst. Still hoping to pick up that "ice snow" club you have!

    Looking forward to more awesome lot creations from you.

  4. Would it be possible to have a mod that allows home invasions but not lot invasions using only the Vampire power called Eternally Welcome? At one point right after the Vampires pack was released, I had the  count (Vlaud Stratiwhateverhisnameis) invade my played Sim's home and wake up my Sim to turn her into a Vampire. This was without any mods related to the Vampires.

    The reason I installed the no home or lot invasions mod was because of the fake Vampires walking around the neigbhorhood who weren't played Sims.

  5. Thanks for the clarification, @coolspear. I do have children in my one favorite family who are scouts. This is in a neighborhood save that didn't have the 16 NPCs and whatnot (before you released the World mods). I might try an empty 'hood and see what happens. I haven't had a chance to go camping in the forest. There was no way for me to be able to edit that world and clean up that place to the way I like it, so I haven't sent my family camping in . ever.

  6. I'm pretty sure it was City Living because whenever I send my Sim to a bar or a karaoke bar, I see Sims queuing to use those karaoke machines constantly, and it becomes bothersome when my Sim want to meet other Sims. I believe some jobs should require certain skillsets like what you described in the initial post when you explained the new shiny mod. :) I appreciate it because I looked for something to lessen the crowding and singing.

  7. Thank you! I know there will be other players who, besides me, feel the same way you do about the unnecessary family spawning. So far, I counted 20 families and about 10 more single sims before I stopped playing for a bit.

    I turned logging on in MC to see what's going on and try to pinpoint the simulation lag because it is very noticeable in game.

    We look forward to what delicious new mods you have planned to release in the next couple days!

    What you described almost sounded like what happened to Sims 2 Nightlife when no Sims would go to the host/hostess and get a seat to sit down and order a meal. This was before Maxis (or EA at the time) rolled out a fix for that issue.

    I'm surprised Maxis hasn't done that considering how long ago Dine Out was released. Good thing I haven't tried out the restaurants, but I can think of a few factors that may disrupt the dining scene like items with more fun factors or social needs to be fulfilled. Then again, the mileage varies for different players.

    Someone posted in the NPC thread of a similar situation. I can deal with a lot of families and single Sims, but at the rate the game is generating them, it's astronomical. Even for a high end PC.

    I hope you and your son will enjoy the drinks and celebrations next week! :)

  8. I came back to report that several -new- single Sims and a couple more families were generated since I last posted. I should only expect at least 16 NPCs generated from the temp mod and 1 Mail Carrier NPC. And at least some number of families generated. I don't know if 12 is the normal number to have families generated to walk by in the streets.

    I also experienced simulation lag when these Sims show up at the portals near my playable family to go look for fun things to do. Honestly, the number of Sims I observed showing up in the streets were much more than I'd like to see. I would have expected maybe 2 or 3 kids to walk by to the park and play on the playground equipment and a handful of adults enjoying the bonfire or a cookout. But I saw quite a large number of Sims spawning and caused some simulation lag.

    I have the simulation lag fix mod installed by the way.

    I did set the number of Sims in the game to Unlimited, but that still shouldn't generate so many Sims. The game is acting like there's not enough townies in the world. I had a mod made by Shimrod that limited townie regeneration. I was hoping he would update it to Seasons at least so I can stop townie regeneration.

    May I suggest adding barrels to use as grills because I wanted to use them, but none of the Sims used them. Also, there seem to be a lack of toilets to give the Sims a quick trip to relieve themselves. I know the NPCs don't need to go use the toilets, but the Sim families might!

  9. I don't have the mod making the trees no fade. BUT I do have the Size Matter mod installed. I will go look at the no fade mods. I don't normally use them because I wanted to see everything the Sims do (or shouldn't do behind my back :D).

    There is a nice selection of trees in Build mode indeed. Although I don't recall having your old mod bringing out debug trees except for the Sylvan tree and the Magic beans tree. Hrm. Might go look at them.

    Thank you for the feedback on the trees. I do like the cherry tree (i think it is a cherry tree) in the pic.

  10. All of the residential lots are empty. The original families (Goth, Landgraab and so on) are all eliminated from the world. The only families I kept were the Vampire families in their original houses in Forgotten Hollow. I edited them with better traits, appropriate Vampire powers and better clothes. I improved their looks to my liking. I do have a placeholder Sim for the purpose of going to the coffee lot to generate 16 baristas.

    I double checked the settings in MC. I do not have any NPCs or families moving into houses or marry. I don't know if the families in the Manage Households tab can have more children without lots. This is something I will look into later because I do want the town to thrive where families age, grow and so on like in Sims 3. I haven't gotten that close yet.

    In the game options, I set the option to not move any family into the lots. I do that myself if I see what I like in 1 or 2 families.

    I don't bother with butlers or nannies either because I can simply send the kids off to daycare for free and let them be taken care of there. Maids can be useful I suppose for those bigger houses where the rich people live, but I haven't gotten a chance to try out a maid myself.

    Just started playing my playable family again in the emptied hood I cleaned up with better Vampires in their own houses. I haven't seen any more families or single sims being generated beyond 17 (I think the 17th is the mail carrier) and 12 families. I will keep an eye on further generation of future families.

    As for quieter districts, I'd go for that. There is a lot of traffic in the streets, and I want to make each neighborhood unique - 1 family neighborhood, 1 party neighborhood and so on. Each 'hood with a theme. It would be nice if Maxis made an alien 'hood where I can have alien families living the good life.

  11. Yes, I know what mod you're referring to in regard to names. I downloaded the mod from MTS providing English names. The version I am using still retains the City Living last names, but the chance for getting those last names is much less now with it installed.

    I checked the Manage Household tab and counted how many Sims have been generated. I don't know if this is normal or not. I counted 17 single Sims (they are the baristas I generated on the coffee lot with the temp mod installed). I changed their last names to AllInOne and removed the Drug Dealer traits from them. Then I exited the game to remove the temp mod. My Sims haven't been anywhere yet because this was a new game save after I cleaned up the neighborhood and plopped down the lots from your Lots thread. I counted 12 families. None of these families have pets. The animals weren't walking through the neighborhood in Willow Creek where I play most of the time.

    So I am curious if the game will continue to generate more families without my Sim plopping down any of the items (modded for Street Life)? I will double check the settings in MC which I do use for certain components such as Occult and so on. I don't think I have anything enabling NPCs to marry and have families.

  12. I received a couple of Build mode "missing objects" issues when I plopped down the Ancient Ruins lot after your personal October update. I compared the new picture to the lot I plopped down and noticed what the issues were. There were 2 trees shown in your pic by the stairs going downstairs. One to the left and one to the right of the stairs. I don't have those 2 trees. So I am curious where those 2 trees came from. I checked the Build Mode items for the 2 trees shown in the picture, and I don't have them.

    I appreciate your time fixing the lots. They are worth it playing! :)

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