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- They lose all relations to Sims in the old neighborhood. Now I believe if you use NRAAS the Travel Mod, you get to keep any relations with other sims.
http://nraas.wikispaces.com/Traveler - > @lisasc360 said:
> They lose all relations to Sims in the old neighborhood. Now I believe if you use NRAAS the Travel Mod, you get to keep any relations with other sims.
>
So it may or may not keep relationships? - With mods it's possible, @izagor knows all about that.
Without mods it's only possible when you put all family members in one household (8 max, don't forget putting the urns of dead relatives into the inventory) and save them to the bin. Open the new world and put your family in. When there are sims with a rabbithole career like fireman or film director don't forget to put in that rabbithole into the world first. Otherwise the sim won't have a job anymore.
Once the family is in the world you can move everyone to other houses.
There is no connection possible with other worlds without mods (except the WA worlds, the campus and Oasis Springs of course). "Speedster159;13110838" wrote:
> @lisasc360 said:
> They lose all relations to Sims in the old neighborhood. Now I believe if you use NRAAS the Travel Mod, you get to keep any relations with other sims.
>
So it may or may not keep relationships?
Er, there is no may or may not.
In an umodded game, moving to a new world the EA way is essentially the same as making copies of your sims and starting over. They won't have any relationships with those left behind and their former world is no longer part of your game -- it's just gone. You can maintain two (or more) separate saves and play each forward independently of each other, but that doesn't sound like what you (and most players) really want.
When moving to a new world the NRaas Traveler way, your sims maintain their histories and relationships with those left behind, you can return travel to visit them on a vacation, invite them to come visit you, switch play back to the world they came from if you want, and pull other sims into your new world permanently with MasterController. Both worlds stay in your saved game folder, but only one can be active and progress at a time.
I'm currently carrying 14 worlds in my save folder. "My" sims live in 5 of them that I play in rotation; the others are Uni, the WA worlds, and other vacation destinations that they have visited in the past and in some cases have vacation homes. Sounds scary at first, but again only one world can be loaded into RAM for active play at a time. The others are all in states of suspended animation until I return to play them or vacation some sims there. There is no way my overly fertile sims could all live in one world without everyone in town being closely related to one another after a few generations. :)
http://nraas.wikispaces.com/Traveler+FAQ
Note that our ErrorTrap and Overwatch mods are highly recommended additions for those choosing to play this way. Traveling and moving worlds is very jarring to the game and without some extra protection can goof things up far too easily."igazor;13110947" wrote:
"Speedster159;13110838" wrote:
> @lisasc360 said:
> They lose all relations to Sims in the old neighborhood. Now I believe if you use NRAAS the Travel Mod, you get to keep any relations with other sims.
>
So it may or may not keep relationships?
Er, there is no may or may not.
In an umodded game, moving to a new world the EA way is essentially the same as making copies of your sims and starting over. They won't have any relationships with those left behind and their former world is no longer part of your game -- it's just gone. You can maintain two (or more) separate saves and play each forward independently of each other, but that doesn't sound like what you (and most players) really want.
When moving to a new world the NRaas Traveler way, your sims maintain their histories and relationships with those left behind, you can return travel to visit them on a vacation, invite them to come visit you, switch play back to the world they came from if you want, and pull other sims into your new world permanently with MasterController. Both worlds stay in your saved game folder, but only one can be active and progress at a time.
I'm currently carrying 14 worlds in my save folder. "My" sims live in 5 of them that I play in rotation; the others are Uni, the WA worlds, and other vacation destinations that they have visited in the past and in some cases have vacation homes. Sounds scary at first, but again only one world can be loaded into RAM for active play at a time. The others are all in states of suspended animation until I return to play them or vacation some sims there. There is no way my overly fertile sims could all live in one world without everyone in town being closely related to one another after a few generations. :)
http://nraas.wikispaces.com/Traveler+FAQ
Note that our ErrorTrap and Overwatch mods are highly recommended additions for those choosing to play this way. Traveling and moving worlds is very jarring to the game and without some extra protection can goof things up far too easily.
Wow, that's a lot... :p- (I meant @igazor :# )
- Most "normal" players (whatever that means) would have 14 separate games going I suppose. But no, some of us have to be different and make it all in one with story lines crossing over continuously. Family reunions where everyone gets together with their nieces, nephews, first and second cousins and more distant relations all settled and leading lives in other worlds are the most fun for me!
"astridentanja;13110965" wrote:
(I meant @igazor :# )
Now we can't blame your (usually flawless) English for that one since igazor is not really a "word" in any language I know. :p- > @igazor said:
> Speedster159 wrote: »
>
>
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> Er, there is no may or may not.
>
> In an umodded game, moving to a new world the EA way is essentially the same as making copies of your sims and starting over. They won't have any relationships with those left behind and their former world is no longer part of your game -- it's just gone. You can maintain two (or more) separate saves and play each forward independently of each other, but that doesn't sound like what you (and most players) really want.
>
> When moving to a new world the NRaas Traveler way, your sims maintain their histories and relationships with those left behind, you can return travel to visit them on a vacation, invite them to come visit you, switch play back to the world they came from if you want, and pull other sims into your new world permanently with MasterController. Both worlds stay in your saved game folder, but only one can be active and progress at a time.
>
> I'm currently carrying 14 worlds in my save folder. "My" sims live in 5 of them that I play in rotation; the others are Uni, the WA worlds, and other vacation destinations that they have visited in the past and in some cases have vacation homes. Sounds scary at first, but again only one world can be loaded into RAM for active play at a time. The others are all in states of suspended animation until I return to play them or vacation some sims there. There is no way my overly fertile sims could all live in one world without everyone in town being closely related to one another after a few generations.
>
>
>
> Note that our ErrorTrap and Overwatch mods are highly recommended additions for those choosing to play this way. Traveling and moving worlds is very jarring to the game and without some extra protection can goof things up far too easily.
This is pretty much how I want to play my game and now I'm looking at all the nraas mods I would be needing. - @igazor that is something I would love to do, but unfortunately I haven't the skill to do so, lol.
Right now I have a sim from Sunset Valley engaged to someone he met in Hidden Springs while the family was living there. I would love to move him and his fiancee back to Hidden Springs to live after the wedding, but maintain his relations with his family in Sunset Valley.
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