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 Mods - to use them or not to use them?

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Friday
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 20, 2012 1:29 am

@Susinok wrote:
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.
Is Porter one of NRaas mods?
That helps with moving families intact?
Curious about that because once i wanted to move a whole town and I could only preserve some of the relationships. Since it was an old town a lot of the citizens had intermingled.I had this ones' granddaughter married to that ones nephew. I had to choose households of eight and move them together. So they did not recognize whoever was not in their household even if it was their own Mother.
I'm wondering if this mod is any better at keeping relationships when moving large amounts of people..]
Oh and for myself I'm not sure what exactly qualifies as a mod.I mean I use Sliders and pose player but the only core mods I use are NRaas' which are great.
I use MasterController with cheats, and integration. Great Mods and they are quickly updated which is great.
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 20, 2012 6:46 am

Yes you could use porter to move an entire town. It can bundle separate households together.

You have to overlap the families bundled a bit to preserve relationships.

Bundle family 1 and 2.

Then 2 and 3

then 3 and 4.

The duplicates are eliminated at the other end.

I only used porter once, and I decided it wasn't worth the hassle. I figure my Sim that is moving is getting a "Fresh start" and striking out on his/her own. I take pictures and mementos from the original world as reminders.
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 20, 2012 5:19 pm

@Susinok wrote:
Yes you could use porter to move an entire town. It can bundle separate households together.

You have to overlap the families bundled a bit to preserve relationships.

Bundle family 1 and 2.

Then 2 and 3

then 3 and 4.

The duplicates are eliminated at the other end.

I only used porter once, and I decided it wasn't worth the hassle. I figure my Sim that is moving is getting a "Fresh start" and striking out on his/her own. I take pictures and mementos from the original world as reminders.
OOh sounds like something I might like to try. Cool
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 20, 2012 5:54 pm

It might be a good way to refresh a game. Open up a brand new game, Armegeddon all the inhabitants, and then plop down your Portered townies and families.
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PostSubject: Re: Mods - to use them or not to use them?   Thu Nov 22, 2012 12:43 pm

So I am running Master Controller. I'm not sure really what to do with it. LCat, what adjustments have you done with Mastercontroller?
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PostSubject: Re: Mods - to use them or not to use them?   Thu Nov 22, 2012 1:38 pm

I just recently discovered another mod that I cannot play with out. It's the "No Autonomous Sprinklers" at Mod The Sims. Watching all the adults play in the sprinklers every possible minute became maddening. Really, watching four generations from Grandma to child out in the sprinklers was too much to take. I don't think I would have minded if it had only been childish sims, but loving the outdoors equals playing in sprinklers for EA.
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PostSubject: Re: Mods - to use them or not to use them?   Thu Nov 22, 2012 1:52 pm

@clayworld wrote:
I just recently discovered another mod that I cannot play with out. It's the "No Autonomous Sprinklers" at Mod The Sims. Watching all the adults play in the sprinklers every possible minute became maddening. Really, watching four generations from Grandma to child out in the sprinklers was too much to take. I don't think I would have minded if it had only been childish sims, but loving the outdoors equals playing in sprinklers for EA.

My entire Fairy clan loved the sprinklers. The mother was constantly in her pink and lime green polka dot bathing suit. Sometimes they'll even go out there when there is a frost or cold. I but them in the family bin when that happened.
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PostSubject: Re: Mods - to use them or not to use them?   Fri Nov 23, 2012 9:20 am

I installed Story Progression. It's funny to read about all of the townie's doings. It puts the townies to work rather than have the auto-generated homeless townies in jobs. Makes sense. They also move jobs, break up, get together, have babies.. I like it.
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PostSubject: Re: Mods - to use them or not to use them?   Fri Nov 23, 2012 9:38 am

I only play to test houses and worlds. I have found mastercontroller very good with the cheats. I can add lots of skills to people I play without actually having to play to get them. I tested Storyprogression too. Suddenly I had lots of people in places that were totally empty earlier on. I will probably keep using it with the short time I have to play before I get bored, and have to get on with my projects.

I wouldn't be using overwatch you're talking about, because I have to find those misshaps in my world while I test.
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PostSubject: Re: Mods - to use them or not to use them?   Fri Nov 23, 2012 12:15 pm

@Volvenom wrote:
I only play to test houses and worlds. I have found mastercontroller very good with the cheats. I can add lots of skills to people I play without actually having to play to get them. I tested Storyprogression too. Suddenly I had lots of people in places that were totally empty earlier on. I will probably keep using it with the short time I have to play before I get bored, and have to get on with my projects.

I wouldn't be using overwatch you're talking about, because I have to find those misshaps in my world while I test.

I do not think my 16 year old would play without master controller because of the cheat lol. She likes the build and have her Sim get married but does not like having to wait till she has enough money to do it with haha.
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PostSubject: Re: Mods - to use them or not to use them?   Fri Nov 23, 2012 1:10 pm

@Susinok wrote:
I installed Story Progression. It's funny to read about all of the townie's doings. It puts the townies to work rather than have the auto-generated homeless townies in jobs. Makes sense. They also move jobs, break up, get together, have babies.. I like it.
Yes ... that is the beauty of Story Progression.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 12:22 am

I use MC to edit relationships, such as my witch is driving me nuts with the love spells and who is a romantic interest for whom. I have had to fix so many relationships it has been nuts. I also like to see the hidden skills such as what spellcasting level she is and looking at the hidden traits. And I take sims back to CAS when I see townies in something I just cannot live with them wearing. I use it to look at the demographics, and I am sure many other things that I cannot think of at the moment.

Smile
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PostSubject: Merged from another thread - EQ   Mon Nov 26, 2012 12:32 am

Me too! Smile

I have never used the SP mod and should try it someday. When I considered it when it came out the manual for it was 100 pages long and I said phooey, nuts to that. It is probably 200 pages long now! eeek But I may venture into it eventually as some of the options sound fun.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 6:31 am

@daisylee wrote:
Me too! Smile

I have never used the SP mod and should try it someday. When I considered it when it came out the manual for it was 100 pages long and I said phooey, nuts to that. It is probably 200 pages long now! eeek But I may venture into it eventually as some of the options sound fun.

It's not really that hard to figure out and most of the defaults are what you would want to pick anyway. There are tons and tons of choices even on only the base SP. I installed the extra and expanded edition as well but my game slowed way down and got laggy so I took them out. Too much annoyance for not enough benefit to the extra tweaks. As long as my townies have the occasional kid and get jobs, I'm good to go.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 7:38 am

So far I have not had the patience to deal with the tons and tons of choices, I guess! Laughing But I suspect, as you said that most of the defaults would be what I would use.

What do you think are the problems/issues with the current EA SP that might make it of use, or is the appeal just to have more options?

Smile
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 9:56 am

I was testing Emporda and my Tuva had lots of fun with 3 acrobats entertaining in first time I opened it with the mod. All the other times I have been playing it, it's been pretty empty. I'm building for the moment, will have to wait and see. I'm wondering if Standa's Concerthall with a performance stage will be filled with people finally.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 7:57 pm

@daisylee wrote:
So far I have not had the patience to deal with the tons and tons of choices, I guess! Laughing But I suspect, as you said that most of the defaults would be what I would use.

What do you think are the problems/issues with the current EA SP that might make it of use, or is the appeal just to have more options?

Smile

I think the biggest gain is that the townies actually have babies! EA SP doesn't really do that. A new family with kids might move into town, but not have new kids. Also they get jobs if unemployed, and not just menial jobs. If a townie Sim has a military lifetime wish, that Sim will get a military job, etc.

Sims move houses as their families grow, they have fights, break up, get back together, or move on. It's much more involved than EA SP.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 9:07 pm

That sounds good. I was disappointed when one of my offshoot families did not have any kids on their own. Also, there just are never many teens or kids in town generally, so I may go ahead and add trying it to my to do list.

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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 10:02 pm

Meh... When I feel there aren't enough demon-spawn in town I just fire up the mobile fertility clinic.

Wonder about town pollinating random soon to be mothers. Just gotta make sure not to do it to teens as it usually doesn't end well. They tend to get stuck preggo and have to visit that other clinic. Heck I even behave myself "most" of the time and use their spouse for the donor. Whistle
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 11:14 pm

@LoCatus wrote:
Meh... When I feel there aren't enough demon-spawn in town I just fire up the mobile fertility clinic.

Wonder about town pollinating random soon to be mothers. Just gotta make sure not to do it to teens as it usually doesn't end well. They tend to get stuck preggo and have to visit that other clinic. Heck I even behave myself "most" of the time and use their spouse for the donor. Whistle

Mobile fertility clinic? What is that?

I either add new families with kids to the town or I jump into houses and make 'em try for baby until it sticks.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Nov 26, 2012 11:39 pm

Mobile fertility clinic = NRaas Master Controller mod. Click on a sim, Basic options, Pollinate.
Mod then asks a question (Sets a filter or two) and lets you pick a genetic donor based on your answer.

It's a lot faster/easier than switching active households and doing all the romance bit.


[EDIT] BIG NOTE! Make sure your sim isn't the only one on the lot who fits the answer if you don't want him/her to be the donor.
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 27, 2012 12:18 am

I have never done that. Sounds like a good way to do it. Thanks for the information. Smile
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PostSubject: Re: Mods - to use them or not to use them?   Tue Nov 27, 2012 6:18 am

OK that sounds good. I'll have to play more with Master controller to see what happens. :::Evil Laugh:::
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PostSubject: Re: Mods - to use them or not to use them?   Sat Mar 02, 2013 9:25 am

ARGH! Ever since the 1.50 upgrade on the NRAAS Mods

I CAN'T FIND ANYTHING in Story Progession!

What is all this crap with castes? Who cares? All I want to do is have the Story Progression pick ONE NAME rather than hyphenate everything upon marriage. My own Legacy Family name changed as well and that pissed me off. I didn't want to Edit in CAS to change the name because I don't want to reset their ages.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Mar 02, 2013 9:44 am

It had a total renovation just before 1.50 Patch and is a bit mystical to me (and others) as well.
List of SP options:
http://nraas.wikispaces.com/StoryProgression+FAQ
And I think this is what you need.
http://nraas.wikispaces.com/StoryProgression+FAQ+General
NRaas wrote:
Most users immediately change the following options :
"NRaas \ Story Progression \ Town Options \ Romance: Marriage Name" and set it to "Husband"
"NRaas \ Story Progression \ General Options \ All Stories" and set it to "Blood" and "Friends" (you can choose multiple entries)
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