"Rainydayz179;c-16234178" wrote:
@igazor When I was testing out a world that I later decided not to use and never connected to my main household I used rapid immigration. The first batch all came out looking terrible. Terrifyingly ugly. I was going by the settings someone suggested on an old thread on MTS. I ended up quitting without saving and creating three 8-sim households to live in the bin to use and also left the facial definition and all of that to whatever it's normally set to. No idea where that person got the settings they posted but they made the generated sims look like mutants!
I'm just about to set up the new world I plan to have as the central one. I've decided to wait to connect a bunch of them and concentrate on just one with the two households I've been playing living there for awhile. I saved some sims from the world they left to my bin too. Are there any repercussions from deleting a sim in edit town other than the obvious one of sims no longer knowing them when I place them from the bin? I have memories turned off so that shouldn't be an issue. I didn't think about it until after I'd done it. I know in Sims 2 it would corrupt a neighborhood if you deleted a sim. If it is a problem would it be advisable to remove the custom world they moved from so they won't be connected?
I actually did know about the tourists being mini copies. I think it's pretty cool. I'm still a little iffy on the deal with role sims that are created like the cashiers and stuff. Are they off limits? Service sims like maids? See, in Sims 4 even though the randomly generated role sims are homeless they can be easily made playable. It's all so different. But that's also why there are so many problems with the townie population taking up too much memory and the confusing culling system. All of which you're probably not interested in but I thought if I explained you might understand better my confusion with these sims.
Yes, SP Immigration has the potential to produce very unwanted and even comical results. Sometimes it takes me a couple of tries to get things right, when starting out from default settings and adjusting from there. The genetics of the incoming sims each come from one of three places, the percentage chance of each is also adjustable or can be set to 0 (if you always or don't every want household bin sims used, for example).
I can't make any serious judgments on settings advice given by unnamed strangers in the darker corners of MTS. There are a lot of very sophisticated mod users over there, and then some who only think they know what they are doing. I can point you to some of the "heated discussions" we have had over the years where they try to explain our own mods to us (and other players) and get things all wrong, if you were to have nothing better to read.
Support for NRaas mods is provided at NRaas, not MTS.
Deleting a sim from within Edit Town should be okay (I think) although they may just become homeless and wander around your town for a while. The one that causes corruption is where testingcheatsenabled shift-click to delete is used on a sim as if they were an object as that really only deletes their body. It's far better to use MC's Total Annihilation. That arranges it so it as if the sim(s) never existed in the first place. Sims placed from the bin are new copies, they aren't the same sim. You could place the same sim from the bin into a world 20 times and you would have 20 different sims who just happen to look the same and have the same traits and name. That would be awfully confusing to play, but if your sim knows Igazor # 1, that doesn't mean they know Igazors # 2-20. Actually, that's not a bad idea for re-populating a world. Or one could do worse, anyway. :p
Scrapbook memories are irrelevant. We like to think that sims cherish those, but they really exist for the benefit of the player (for those who use them).
Service Sims are always homeless. You can certainly ask or force (MC > Add Sim) a Service Sim to move into a household or give them one of their own, but then they instantly become residents and lose their service assignment. A new Service Sim will spawn or be selected from the existing pool the next time they are needed.
Role Sims can be either homeless or residents. NRaas Register allows you choose which or which combination you prefer. They aren't meant to be playable while carrying a role assignment though, I take their assignments away from them and give them a regular career (maybe) if I choose to play any of the resident kind. I would love to have a world where all Role Sims are residents, but usually I don't have space to house them all and don't really want to limit the number of cash registers and bars in town just because of that.
You can do pretty much whatever you like with homeless sims within some limits -- Homeless is a huge overlapping category that covers all Service Sims, some Role Sims (the ones who are not residents), homeless co-workers (commuters) that the game generates, street performers (Showtime), and some special cases like taxicab and school bus drivers that can't really be messed with. Homeless sims cannot become pregnant and you can't marry one without making them a resident first. If they impregnate another sim, will be forced to move into a residence ASAP so their genetics can be used when the baby is born.
Check out the "Who is in My Town?" section of this page, if you like, where the various definitions of types of sims are expanded upon.
http://nraas.wikispaces.com/Population+-+Town+Management