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11 years ago
"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.
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