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 Mods - to use them or not to use them?

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Susinok
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PostSubject: Mods - to use them or not to use them?   Sat Nov 03, 2012 9:28 am

I installed my first Mod yesterday. Nraass's Overwatch. I played my Sunlit Tides fairy family for a while and it gave me the message that it deleted 45 cars! So it is working.

I would like to use the story progression mod so that my town doesn't degrade that quickly. I need townie kids and growing families for my legacy families to interact with. I have not taken that leap yet.

What Mods do you guys use, if any? How do you use them? What settings, etc., and what do they do for you?
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MerryWiddow
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 9:38 am

I use only NRaas mods because he is always so quick to update... and he's Canadian. I use Overwatch, Master Controller and Decensor. I tried Story Porgression for awhile. I hated the constant pop ups from SP. I modified the settings to stop them. I, however, found my game laggy and removed SP. I have also used Consignor in the past and will probably use it again when I finally finish Gold Coast. I sometimes used them to control the pet population... not sure which one I used for that... SP I think.

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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 10:47 am

NRaas mods Overwatch and Master Controller are my Must Have mods. Story Progression is fun and there are settings to reduce the number of pop-up messages. Always use mods with care.
Story Progression does add more life to your town by pushing all Sims to be employed and actively practicing gardening, collecting and many other activities. This also adds to memory load to your game so use with caution.

Edit: I recommend adding one mod at a time and see how your game acts.
This will help measure if you get what you want from the mod.
Also do not mix mods. Twallan @ NRaas has a variety of mods that pretty much meet all your needs.

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Susinok
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 10:58 am

Overwatch seems to have made my Hidden Springs game run more smoothly! It also detected an aging bug in a townie. Maybe it will clean up Richard Moore's game in Moonlit Valley. I can get around the Marriage bug by moving the wife in with the husband and manually changing names. I'm not doing any challenges, so I don't mind the odd cheat to fix things.

What does Master Controller do? You can control Townie populations with it right? or pet growth, etc?

I will run for a few weeks on just Overwatch. So far I like what it seems to be doing.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 11:53 am

I suggest, if you want to know what a mod does, that you read the interactions list that Twallan puts with every mod he makes. This will give you an idea of what it is capable of. It also tells you which settings are default.

This goes for any mod you download. Read everything and make sure you understand it before you install.

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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 12:55 pm

I use Master Controller, Overwatch, Master Controller Cheats, and Master Controller Integration ( allows extra slider slots...not sure what else), Pose Player, A Camera Mod...not sure of the name now...I have it listed in the sim section. One More Slot Please...for sim modeling. I think that is it.

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LoCatus
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 2:58 pm

Oooo... Mods Listing? ROFL! This should be fun.

Build related:
Bluefunk catalog tweaks and CC:
FoodTruck, Food Truck parking space, Apartment Mailbox, Picnic Blanket,Proprietor Spot, Riverview Bridges and DT, Permanent Tents (Already set up)

Buzzler:
BuildbuyRestrictionChoker. (Removes buy mode restriction on Lot type specific items) Lets you place stoves on community lots. Yea they still don't work, but they look good.) LoL
MakeNPCDoorFix (Allows setting of NPC doors without having them in an enclosed space) Necessary when creating duplex or townhouses with open entryways.

NRaas:
Decensor
Home Opener, can peak in and spy on other families in town
Hybrid (Still waiting for the updated version of this one) Two occult settings at the same time. LoL
Master Controller
Master Controller Cheats
Once Read w/Once Read Tablet, Never read the same book twice
Overwatch, General housekeeping duties
Register For animal control and keeping the papastinkies outta town
Second Image
And I just started using his Traffic mod

Shimrod.
Catalog tweks:
Genie Lamp and Small showstage
Reward Objects in BuyDebug (Now the kids don't have to steal Dad's Kelvinator when they move)

Gameplay from Shimrod:
No Dog dig spot spawning
No Disgrace for Everything (My sims like to be naughty from time to time, And don't like to have to sue townies for spreading false rumors) LoL
Portrait Height Centering Fix
Portrait, Still Life quality fixer

CC Items.
Hand full of awesome cars from Fresh Prince.

I also run CAW with a number of Catalog tweaks that make other EA world specific Items available for my projects. (Not really necessary if running SuperCAW, But I normally don't run that)

[EDIT] Ooops Missed one.
Shimrod's ZombiesNoAttackingPlants. (Nothing annoys me more than Zombies in my game, ESPECIALLY when they go to ripping up on the family's garden.

Didn't care much for Twallan's Story progression (Mostly all the notices), Needed a bit more tweaking time at my end than I was willing to give. BUT it works quite well and I might revisit it when I feel up to tweaking all the settings to fit what I think I'd want. LoL
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 4:39 pm

I read the daily Overwatch messages in my game and I am amazed at how much clean up is done by it. It unfreezes Sims, lots of them, and deletes around over 50 cars a day. Turns off stereos and tvs, too. LOL.
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LoCatus
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 5:04 pm

Shimrod has a mod, More Taxis Fewer cars, Which forces townies who don't own vehicles to hire a taxi when needed. Works pretty good, and for lack of a better description, With it running the only vehicle Overwatch finds to remove is the ice cream truck.

NRass Traffic mod does pretty much the same while also allowing us to control settings for the Ice Cream and food trucks, disallow the use of limos. blahblahblah. Only thing I don't like about it is it sends my food trucks away. (Each parking space I put down has it's own truck, and I like them to stay put. LOL!) A minor issue as it does a better job (gives us more choices and control) overall than Shimrod's offering.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 5:10 pm

I'm starting over now from scratch. In the past, I've used a lot of custom content, but I haven't put any in yet this time around. I use skin default replacements and a lip overlay fix. I will probably reinstall some expanded sliders too, but a lot less now that EA has added so many.

Right now I'm using these mods from NRaas:

NRaas MasterController with cheats, expanded tatoos and integration
NRaas Decensor
NRaas No CD
NRaas Overwatch
NRaas Register
NRaas Story Progression with name list, expanded and extra (but I may drop these)
NRaas Traveler

We'll see how long I hold out against other CC.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 5:45 pm

@clayworld wrote:
We'll see how long I hold out against other CC.

I predict, Oh, 4 days. ROFL Razz
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 6:57 pm

I have resisted custom content in Sims 3. My Sims 2 and Sims 1 was so loaded down with it I could barely play.

STORE content however, I'm starting to become a collector. Sigh.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 7:34 pm

I guess the third party cc hairs/skins/contacs/lipsticks/poses can be considered mods....but I was thinking of core mods. Pose Player and the things listed above don't have to be patched...knocks on wood...loudly.

LoCat.... that is one awesome list Smile

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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 03, 2012 7:37 pm

I have probably 100 mods and about 15000 CC items now. I use them all the time as there are so many fixes I want in my game. I use about 8 from Twallan. I do not use his SP either as I think the EA one is OK.

I had about 150 mods and over 40000 items of CC in 2. So that is just how I play.

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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 04, 2012 3:09 pm

I just installed Nraas's Mover and Porter. I want to be able to move my Moore households to other towns and keep the family trees intact. I will try it out the first time when Renee moves to Lucky Palms.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 04, 2012 3:51 pm

I haven't tried those yet. scratch
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 04, 2012 4:29 pm

I have not used them but I know of people who do who like them very much. Smile I only move my one family or perhaps one or 2 others so do not need it, but for moving a large number of households I would think it saves a lot of work.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 04, 2012 4:52 pm

I use a lot of NRaas's mods.I have most of them installed though I will agree with MerryWiddow on the story progression mod. I do find it is laggy and since I am stuck on my laptop now I may have to remove it Sad I trust his mods and have never had a problem with them. Other then that I use Jynx's rabbithole doors and rugs. I try and keep my game free of CC and mods other then that.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 04, 2012 10:44 pm

I used Porter to move Renee Moore over to Lucky Palms. I had to move all her blood relatives too, so Marianne, Roland, Reginald and even ghosts of Marina and Emmit came along. It was odd. Then I had to tell Marina and Emmit to go back to the Netherworld. They showed up as playable ghosts.

Then I moved Marianne, Roland, and Reginald over to another house. So Renee's family tree is mostly intact. It does not go all the way up to Madeline and Nicholas Moore, though.

All in all, I think I'll just do the move family to the bin and start a new game. It's easier. That Sim essentially becomes the founder of a new legacy, so it's fine to start fresh in a new town.

Nraas Mover lets you move to empty lots, which is handy when you want to move someone out and build a house for them. I let 'em wait at the curb while I pause and build. It also splits the family funds more fairly rather than all monies going to the active family.
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 13, 2012 3:37 pm

Twallan's mods are awesome, even more so than AwesomeMod that I stopped using in 2010.

I use NoIntro, NoCD, MasterController, Traveler and StoryProgression. But like MerryWiddow said the constant pop-ups from StoryProgression about do my head in. I can't help but use it because EA's story progression doesn't really level up townies' skills? For example, when I married Daniel Pleasant he was stuck at level 3 in the military while my sim managed to reach the top.



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PostSubject: Re: Mods - to use them or not to use them?   Sat Nov 17, 2012 1:56 pm

I'm a big fan of NRASS

Shimrod I used for Medieval, I know they have a few for TS3 - but I never looked into them.. I may throw that reward buydebug in.... lol As well as the other LCat said about the fewer cars one? Those sound very interesting..

I was using Story Progession for NRASS but I always have lag issues... I haven't thrown it back in there - I still get random crashes, but not as much lag.. which was annoying I suppose that was the culprit..
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 18, 2012 11:38 am

Overwatch seemed to do a lot of good, removing cars and unsticking sims and pets, and I had no problems with it.

Now I am going to try MasterController. Once I get a handle on how it works, I might add Story Progression.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 18, 2012 12:26 pm

Twallan's story progression is kinda cool, but it likes to tell you about EVERYTHING that's going on about town. All the notifications can get bothersome.

[EDIT] I'm pretty sure there's a setting to filter them out, but I never took the time to find it. There is a LOT of tweaks we can do with the mod.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 18, 2012 1:00 pm

Overwatch is a real life saver. Usually zaps up to 50-60 per night. I had been in RV building and testing and playing. When I put my save back in and ran Overwatch this was the result.
Yes .... it say 1,072 vehicles have been removed.


[Edit] My Must Have Mods:

I subscribe to http://nraas.wikispaces.com/ so I get a summary of the latest posts / MOD updates.

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PostSubject: Re: Mods - to use them or not to use them?   Sun Nov 18, 2012 7:03 pm

I have had lots of trouble with CC mostly because I get a little overindulgent and take less care as i download more and having a blotted mods folder gets frustrating when you get one or two that cause problems the broken mod hunt can be time consuming. Twallans mods however I haven't stopped using as i have had no trouble with them, I thought I did at one point but it turned out to be an EA issue lol

@EQ I have just downloaded the latest versions of those exact ones plus careers- Selfemployed and Homemaker (this is essential for the style I play) and debug (I haven't used debug before but wanted to try it as I am building a lot more now.) and I am about to head off to your link and subscribe as well thanx for the tip Smile ZipDash
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