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AaronRulz78's avatar
AaronRulz78
Seasoned Ace
6 years ago

Populating with MCCC

Every time I start a new save, I go through the hassle of populating the entire world and still run MCCC to do marriages and births every sim week, and eventually the save will just have a ton of sims.

But I was wondering, has anyone used MCCC to populate the game on its own...for example, maybe only starting out with 10 families for the entire save and let MCCC do all the work?

23 Replies

  • I have MCC and I don't do anything with population control. I don't mind what the game gives me. If I don't like a generated Sim I go to manage worlds and delete them. The game will generate a new Sim.

    I have don't fill empty houses but that's game options. If not I changed it so no one moves into empty houses.

    I let the NPC Sims progress on their own. I did notice that the same Sims marry each other and the offspring stays the same in every save. When I get a new pack and start a new save some partners do change otherwise they stay the same.

    I only use MCC to make the days longer, no relationship decay and to keep marriages intact. Also, I adjusted motive decay to account for the longer day. I think I changed it to 50. I changed seasons to 14 days (or is that game options or the mod? I forget) and pregnancy lasts 7 days in my game.

    I used the mod to turn off emotional death and I right click to give recipes to my Sim and do other stuff. I use the cheats on the Sim and mailbox by right clicking all the time. Usually for motive control before a party or something. Sometimes I use it to change a trait without going into cas and I sometimes use it to summon Sims. Everything else is left to whatever the mod calls default.

    I don't do any flags or mess with skill rate, population etc.
  • > @aaronrulz said:
    > (Quote)
    >
    > Great settings! Mine are similiar now. Although my marriages are at 15 percent. Pregnancy percentages are I believe at 10...right now. So yes, I did the same with only married couples having kids. When that setting was off, I had one guy impregnate 15 different sims (in his defense, the pregnancy percentage was higher), but I thought it was a little ridiculous considering he was married. I do delete sims when there is too many.
    >
    > Do you have "move out single sims" setting on? I wish there was a percentage for this but it seems to be 100% (as long as there are houses/apartments available)

    Thanks! It actually makes a lot of sense to change to only married families having kids if you're obsessed with the genetics like I am. It's fun to scroll through the "Other Households" and look at the evolving families. It's confusing when the kids are coming from all different fathers and look really random. :joy:

    Since I don't allow any homeless move-ins at all, I don't have a need for singles move-out. I prefer to only have played characters living in the lots, with a few exceptions (the big celebrities are in their homes, and one unplayed vampire family is in their home).
  • > @AnnLee87 said:
    > I have MCC and I don't do anything with population control. I don't mind what the game gives me. If I don't like a generated Sim I go to manage worlds and delete them. The game will generate a new Sim.
    >
    > I have don't fill empty houses but that's game options. If not I changed it so no one moves into empty houses.
    >
    > I let the NPC Sims progress on their own. I did notice that the same Sims marry each other and the offspring stays the same in every save. When I get a new pack and start a new save some partners do change otherwise they stay the same.
    >
    > I only use MCC to make the days longer, no relationship decay and to keep marriages intact. Also, I adjusted motive decay to account for the longer day. I think I changed it to 50. I changed seasons to 14 days (or is that game options or the mod? I forget) and pregnancy lasts 7 days in my game.
    >
    > I used the mod to turn off emotional death and I right click to give recipes to my Sim and do other stuff. I use the cheats on the Sim and mailbox by right clicking all the time. Usually for motive control before a party or something. Sometimes I use it to change a trait without going into cas and I sometimes use it to summon Sims. Everything else is left to whatever the mod calls default.
    >
    > I don't do any flags or mess with skill rate, population etc.

    Yes, forgot to mention that my days are a little longer (set at 35 I believe). I made the days very slightly longer and the motive decays are at 60%. This also helps slow down the ballooning population just a tad.

    One really fun thing that happened due to autonomous and risky Woohoo being enabled - I have a married couple with two almost-grown teenage boys. The husband's brother is always coming over and hanging out, and he kept flirting with the wife. Since I consider her loyal, I had her tell him "Just be Friends," and they agreed. But the next day he came back over and before I could even touch it, first thing he does is grab her and jump in the shower with her. Immediately she got pregnant. I shrugged and rolled with it. Turns out she's not as loyal as I thought, and her husband has no idea that late-in-life baby is actually his brother's!

    The other mod I use is the Chemistry System and that really adds a lot of randomness in. It's the one thing I miss most from Sims 2 and really couldn't enjoy this game like I did Sims 2 without these two mods working together.

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