Forum Discussion
egwarhammer
11 years agoSeasoned Ace
Updates from Dark Gaia about No Culling, posting here so anybody interested in either would see it. She also comments on MC's page, but that isn't part of this... these 2 posts are from her own mod page.
Today at 1:18 PM Last edited by Dark Gaia : Today at 1:37 PM.
Hi guys,
Firstly, I apologise for not being quicker at letting you know what's going on. I'm quite a bit busy with my day job (I'm a game dev who just released a new game, and I've basically had no time at all to do anything except tech support and updates for it) but I am looking into this.
I'm not sure how the update would have broken the mod though, as all my script does is replace the culling action in the Story Progression scripts with blank code, so when it fires nothing will happen. The only way my mod would be broken is if EA have rewritten this specific culling script (which they haven't indicated in any patch notes), or added new code somewhere outside of this singular action. I hope EA hasn't added yet more culling scripts :/
EDIT: I just did some testing. I loaded up an old save I've had since the base game came out, which is currently in Generation 7 of a legacy. Running on the fastest speed for two in-game days, I didn't notice anyone disappearing from the relationships panel and the family tree is still intact. With this in mind, I would advise everyone to make sure their script mods haven't been turned off by the patch. If you see culling still occurring in the game, please tell me the day, time and type/number of Sims culled. This might help me narrow it down.
I also had a quick look in the game's code for any changes to the Story Progression coding, and the only changes that were made are to the action that gives inactive Sims jobs. There is literally no difference between the culling action between now and pre-patch, so if culling is still occurring, then EA has added new code somewhere else.
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Dark Gaia
Test Subject
Creator
Original Poster
# 167 Unread Today at 1:51 PM
My judgement for the moment is that this mod is still compatible and working as of the June 11 patch, based on my own testing, but there are some things to keep in mind:
- Some people are reporting that the mod is still working and some aren't. In my personal testing, with a Generation 7 legacy save that ran for two in-game days, no culling occurred.
- People who are reporting culling seem to be reporting the deletion of single townies one at a time, rather than huge family-tree destroying purges. This leads me to believe some new function in the game is behind this that is outside of the current scope of this mod.
- I run my game with Deaderpool's MC Command Center mod, which includes its own townie generation and code for culling ghosts. It is entirely possible that I haven't experienced any culling because whatever new functions EA might have added have been overridden by Deaderpool's code. I'd advise anyone experiencing family tree destruction to install this mode and its Cleaner module, which has a "Bypass Family Ghosts" function.
For the most part, I'm 99% sure this mod is still working as intended and is still safe for use. Be sure, of course, to backup your game saves in case I'm wrong and culling does occur. It is unlikely I'll be able to update this mod any time soon because I'm just swamped at the moment with my day job and I'm also going back to uni in a few weeks. Even if I did have the time, I'm not an expert with Python by any means, and I don't know where EA has added any new code or what exactly needs updating. It was hard enough for me to figure out how to remove the functions I already have in a very rough manner -- any major scripting or rewriting is something that I just can't do. I'm sorry for this.
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Today at 1:18 PM Last edited by Dark Gaia : Today at 1:37 PM.
Hi guys,
Firstly, I apologise for not being quicker at letting you know what's going on. I'm quite a bit busy with my day job (I'm a game dev who just released a new game, and I've basically had no time at all to do anything except tech support and updates for it) but I am looking into this.
I'm not sure how the update would have broken the mod though, as all my script does is replace the culling action in the Story Progression scripts with blank code, so when it fires nothing will happen. The only way my mod would be broken is if EA have rewritten this specific culling script (which they haven't indicated in any patch notes), or added new code somewhere outside of this singular action. I hope EA hasn't added yet more culling scripts :/
EDIT: I just did some testing. I loaded up an old save I've had since the base game came out, which is currently in Generation 7 of a legacy. Running on the fastest speed for two in-game days, I didn't notice anyone disappearing from the relationships panel and the family tree is still intact. With this in mind, I would advise everyone to make sure their script mods haven't been turned off by the patch. If you see culling still occurring in the game, please tell me the day, time and type/number of Sims culled. This might help me narrow it down.
I also had a quick look in the game's code for any changes to the Story Progression coding, and the only changes that were made are to the action that gives inactive Sims jobs. There is literally no difference between the culling action between now and pre-patch, so if culling is still occurring, then EA has added new code somewhere else.
top of post Report this post Reply
Dark Gaia
Test Subject
Creator
Original Poster
# 167 Unread Today at 1:51 PM
My judgement for the moment is that this mod is still compatible and working as of the June 11 patch, based on my own testing, but there are some things to keep in mind:
- Some people are reporting that the mod is still working and some aren't. In my personal testing, with a Generation 7 legacy save that ran for two in-game days, no culling occurred.
- People who are reporting culling seem to be reporting the deletion of single townies one at a time, rather than huge family-tree destroying purges. This leads me to believe some new function in the game is behind this that is outside of the current scope of this mod.
- I run my game with Deaderpool's MC Command Center mod, which includes its own townie generation and code for culling ghosts. It is entirely possible that I haven't experienced any culling because whatever new functions EA might have added have been overridden by Deaderpool's code. I'd advise anyone experiencing family tree destruction to install this mode and its Cleaner module, which has a "Bypass Family Ghosts" function.
For the most part, I'm 99% sure this mod is still working as intended and is still safe for use. Be sure, of course, to backup your game saves in case I'm wrong and culling does occur. It is unlikely I'll be able to update this mod any time soon because I'm just swamped at the moment with my day job and I'm also going back to uni in a few weeks. Even if I did have the time, I'm not an expert with Python by any means, and I don't know where EA has added any new code or what exactly needs updating. It was hard enough for me to figure out how to remove the functions I already have in a very rough manner -- any major scripting or rewriting is something that I just can't do. I'm sorry for this.
top of post Report this post Reply