Forum Discussion
7 years ago
Wow, this is an old thread. For those just now following along, the suggested Rotational Caste settings described here years ago partially as a result of this very conversation and others like it have been available on our site for NRaas StoryProgression users for quite some time now.
http://www.nraas.net/community/Story-Progression-Rotational-Caste-Settings
I would say that proper rotational play as most of us would have it in mind is very difficult if not entirely impossible without either NRaas StoryProgression or, for those so inclined, the AwesomeMod way of arranging things. It's the nature of the game. In TS3 the EA way, inactive residents exist strictly for the convenience and amusement of the actively being played household. We aren't meant to care about what happens to them all that much and there isn't any built-in way to designate that some of these sims are "ours" as opposed to the rest of the households in town that are not so that they therefore get more protection or are treated differently by the game.
This is also the nature of mod development, once we get past the things that fix total gameplay breakage or instability and begin adding new features like player-controlled towns and their progression. A need is identified and a programmer sets about finding a way to address the need. The alternative for those who will not use mods becomes a matter of playing around the shortcoming or altering one's playstyle to suit it. In this case, in other words, don't move any sims out of your active household if you demand any kind of control over what may happen to them.
http://www.nraas.net/community/Story-Progression-Rotational-Caste-Settings
I would say that proper rotational play as most of us would have it in mind is very difficult if not entirely impossible without either NRaas StoryProgression or, for those so inclined, the AwesomeMod way of arranging things. It's the nature of the game. In TS3 the EA way, inactive residents exist strictly for the convenience and amusement of the actively being played household. We aren't meant to care about what happens to them all that much and there isn't any built-in way to designate that some of these sims are "ours" as opposed to the rest of the households in town that are not so that they therefore get more protection or are treated differently by the game.
This is also the nature of mod development, once we get past the things that fix total gameplay breakage or instability and begin adding new features like player-controlled towns and their progression. A need is identified and a programmer sets about finding a way to address the need. The alternative for those who will not use mods becomes a matter of playing around the shortcoming or altering one's playstyle to suit it. In this case, in other words, don't move any sims out of your active household if you demand any kind of control over what may happen to them.
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