Forum Discussion
5 years ago
I was saying that the story progression checkbox within EA's Game Options (nothing to do with mods) should be not selected at all times if NRaas StoryProgression is in play and we don't want EA's story progression trying to take over if the SP mod is still in the process of loading or fails to load.
On City Hall, NRaas > MC > Town > Reset Everything. We're not talking about resetting mod settings, we're talking about resetting sims, lots, and objects. Reset Everything will return all sims to their home lots as part of the process, but what it really does is rebuild all sims, lots, and objects from the ground up based on the information that game has on them at the time. It can take a good ten minutes or more to run, depending on one's system and how many tens of thousands of objects there are to reset. If that and Overwatch do not bring the Dad home, and he can't be reached with Invite Over in any way, then it's pretty safe to say he is no longer a sim in your game.
But to try to force him back if enough of his data still exists in the game: On his home lot, NRaas > MC > Sim > Basic > Invite Over > Homeworld and "X" out while not actually choosing a homeworld. After a pause you will get a very long list of all sims in all connected worlds who are in your current game. If Invite Over doesn't work, then try MC's Add Sim command.
To add a mod to a game, we put its package file into Mods\Packages or a subfolder within that. To remove a mod from a game, we take its package file out of Mods\Packages or a subfolder within. That's all there is to it, except that the scriptCache file should be cleared (deleted) on a routine basis and whenever the contents of Mods\Packages changes in any way.
I'm sorry for all the frustration and everything, but NRaas Traveler does not delete or cull currently played homeworld sims. Something else we have not yet identified happened here and my theory that EA's story progression somehow took hold very briefly and did this still seems viable. Do you not have a slightly older save from before all this happened that you can safely revert gameplay to?
On City Hall, NRaas > MC > Town > Reset Everything. We're not talking about resetting mod settings, we're talking about resetting sims, lots, and objects. Reset Everything will return all sims to their home lots as part of the process, but what it really does is rebuild all sims, lots, and objects from the ground up based on the information that game has on them at the time. It can take a good ten minutes or more to run, depending on one's system and how many tens of thousands of objects there are to reset. If that and Overwatch do not bring the Dad home, and he can't be reached with Invite Over in any way, then it's pretty safe to say he is no longer a sim in your game.
But to try to force him back if enough of his data still exists in the game: On his home lot, NRaas > MC > Sim > Basic > Invite Over > Homeworld and "X" out while not actually choosing a homeworld. After a pause you will get a very long list of all sims in all connected worlds who are in your current game. If Invite Over doesn't work, then try MC's Add Sim command.
To add a mod to a game, we put its package file into Mods\Packages or a subfolder within that. To remove a mod from a game, we take its package file out of Mods\Packages or a subfolder within. That's all there is to it, except that the scriptCache file should be cleared (deleted) on a routine basis and whenever the contents of Mods\Packages changes in any way.
I'm sorry for all the frustration and everything, but NRaas Traveler does not delete or cull currently played homeworld sims. Something else we have not yet identified happened here and my theory that EA's story progression somehow took hold very briefly and did this still seems viable. Do you not have a slightly older save from before all this happened that you can safely revert gameplay to?