Forum Discussion

riennatelemnar's avatar
riennatelemnar
Seasoned Ace
5 years ago

Second gen kids are almost ready for college, so...

@igazor please check my thinking here. In TS2, since my families didn't age or have any progression when I wasn't playing them, and since I'm trying to basically duplicate that with TS3 using NRaas, here is my plan:

As soon as a second generation Sim reaches adulthood, put the current family in "holding" and move the newly adult Sim into their own house. Put that house in holding too. Leave that household and move on to the next one that has a newly adult and repeat the process with the Sim moving into the same house as my first newly adult. When I have moved enough newly adults into the same house, I can move the entire household to college and play them through together, moving them all back to the collection house, and split them up one at a time into their own home.

Since I'm just using the new household as a holding place to "collect" my college kids, do I need to do anything like get beds for them, make sure there are sufficient bathrooms, complete kitchen, etc? It's going to take a lot of Sim days for me to collect all the kids since they are in different households and I have to play each of them until that kid reaches adulthood. But each household will be put back into holding along with the college collection house.

14 Replies

  • If you would like assistance with NRaas mods when they produce script errors and totally unexpected results (not just funny quirks within the game) like the Traveler error or a family member totally gone missing like that, the script logs and description of the conditions need to be brought to us at NRaas.

    The Dad missing at least sounds a lot like culling and is what can happen when EA's story progression is in control even if only momentarily. It should not and for most of us does not happen when NRaas SP is in charge, especially when rotational caste protection is in some way deployed. On the built-in Game Options, is story progression checked or unchecked? It really should be unchecked so that EA's version of it doesn't have a chance to grab control while the game is just starting up and the mods haven't had a chance to fully load yet. NRaas SP ignores that checkbox.

    You might try running a MasterController Reset Everything (from City Hall) on this world to see if that brings things back to somewhat normal.

    It's not a matter of turning mods off, but of course you do also have the option of removing them (and clear the scriptCache) if you wish to play without them or without some of them. NRaas mods are designed to be removable generally, but of course you wouldn't want to pull Traveler out if gameplay is actually in a custom foreign world at the time in much the same way that you wouldn't want to pull the Careers mod out while a sim is actually working in a custom career, or else they will be left doing something undefined when the game next starts up. But usually in most cases it's fine to pull the mods out. Mods by other developers may vary, depending on their design.
  • "igazor;c-17723296" wrote:
    The Dad missing at least sounds a lot like culling and is what can happen when EA's story progression is in control even if only momentarily. It should not and for most of us does not happen when NRaas SP is in charge, especially when rotational caste protection is in some way deployed. On the built-in Game Options, is story progression checked or unchecked? It really should be unchecked so that EA's version of it doesn't have a chance to grab control while the game is just starting up and the mods haven't had a chance to fully load yet. NRaas SP ignores that checkbox.

    You might try running a MasterController Reset Everything (from City Hall) on this world to see if that brings things back to somewhat normal.

    It's not a matter of turning mods off, but of course you do also have the option of removing them (and clear the scriptCache) if you wish to play without them or without some of them. NRaas mods are designed to be removable generally, but of course you wouldn't want to pull Traveler out if gameplay is actually in a custom foreign world at the time in much the same way that you wouldn't want to pull the Careers mod out while a sim is actually working in a custom career, or else they will be left doing something undefined when the game next starts up. But usually in most cases it's fine to pull the mods out. Mods by other developers may vary, depending on their design.


    I am sorry it has taken me to long to respond to your questions and help. I got so frustrated with this problem, I took a long break from TS3.

    Looking at the options for this family, "enable Story Progression" is checked as it always has been in this save. Are you saying I should ALWAYS have it unchecked, or just when exiting out of a save and then back in?

    What settings would I chose when running master controller on city hall? Reset all settings?

    Also, how can I find the dad in this family? Will resetting bring him back from wherever he is? So far I tried resetting all settings at city hall and reset the problematic household. The wife still can't call or invite the husband to the house. She can only send texts. On the main screen for this save, the husband is still showing as being in the household but on the actual house, he is still not showing as being in the household.

    Can you give me instructions on how to remove a mod? The problems all started when I added the traveler mod and I don't want to use it. I found instructions on how to add mods but not how to remove/disable them.
  • 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?
  • "igazor;c-17776562" wrote:
    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.


    Ok. Resetting the entire town didn't work (but it only took 60 seconds with my monster computer). Then I did the invite over from the house lot (MC/Sim/Basic/Invite over - selected him and clicked the check box) and what do you know - he's there! He appears to still be married to the wife, has his correct job and level and relationships. I think I'm good!

    Thank you SO much for your help. This has been going on since last November and made me not want to continue to play to ruin my game. I did have an OLDER save but I've been really horrible about creating new saves. I will start doing that more often in case something like this happens again.

    Shew! Back to my city after a long time!

Featured Places

Node avatar for The Sims 3 General Discussion

The Sims 3 General Discussion

Connect with fellow Simmers and share your experiences in The Sims 3 official community.Latest Activity: 2 hours ago
6,405 Posts