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 Mods - to use them or not to use them?

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Susinok
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PostSubject: Re: Mods - to use them or not to use them?   Sat Mar 02, 2013 10:16 am

Yes I read through all the FAQs, no mention of name changes and where they are hidden.

I am going to run without Story Progression for a while. sometimes it's too aggressive in getting town couples together anyway. I will use Register and Master Controller to get my townie Sims in Jobs and having babies, etc.

Looks like I need to re-set my settings on Overwatch as well. Since I upgraded the Nraas mods, everything defaulted to base.
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PostSubject: Re: Mods - to use them or not to use them?   Sat Mar 02, 2013 11:26 am

Don't forget to clear your caches before you start playing again.

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PostSubject: Re: Mods - to use them or not to use them?   Sat Mar 02, 2013 11:53 pm

I am getting some major error/update list when I open the game now from MC or overwatch or wherever from Nraas. It fills up the whole side of the screen. The game is playing well though, so I am assuming it is just info. Rolling Eyes I have only had that since the 1.50 updates.
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Susinok
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PostSubject: Re: Mods - to use them or not to use them?   Sun Mar 03, 2013 8:55 am

@daisylee wrote:
I am getting some major error/update list when I open the game now from MC or overwatch or wherever from Nraas. It fills up the whole side of the screen. The game is playing well though, so I am assuming it is just info. Rolling Eyes I have only had that since the 1.50 updates.

All the defaults were re-set. It's probably Overwatch giving you a report that used to be turned off. I'm still struggling with figuring out the settings here and there.
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daisylee
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PostSubject: Re: Mods - to use them or not to use them?   Sun Mar 03, 2013 9:16 am

I probably should look at the settings. Twallan changed something and we are getting much more info. now at the startup. More than I need! Rolling Eyes
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PostSubject: Re: Mods - to use them or not to use them?   Sat Jul 06, 2013 1:36 pm

FYI: Go to NRaas Wikispaces page for the newest updates.
http://nraas.wikispaces.com/Update+History
Several Major updates since the 1.55 patch and Island Paradise release.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 5:50 am

I'm reading through Overwatch faq and docs. Just found out it has a testingcheatsenabled auto option.

I'm really looking for how to see the area where sims get stuck though, to correct it. I probably have to set it to keep the sim stuck in it's lockation for me to find. and then I want to see the place, not a log.
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 8:41 am

Usually when the Sim is stuck (not just stationary) their name and portrait appear in the pop-up message. At that point hit pause and click on their portrait. It will take you straight to them.
Their is also an option to ' Focus' on a Sim. Cannot remember if that is Overwatch or MasterController. Again hit pause so you can see where they got stuck. Find the 'Focus' command and put in their name.
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Volvenom
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 9:50 am

@EuphorialQueen wrote:
Usually when the Sim is stuck (not just stationary) their name and portrait appear in the pop-up message. At that point hit pause and click on their portrait. It will take you straight to them.
Their is also an option to ' Focus' on a Sim. Cannot remember if that is Overwatch or MasterController. Again hit pause so you can see where they got stuck. Find the 'Focus' command and put in their name.

Thank you. I probably forgot the pause thing. I just didn't work last time I checked, but if you don't succees you try again, don't you Rolling Eyes 
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 10:35 am

Normally when I'm seeing a lot of "unroutable sim" messages, I'll turn off the stuck check auto reset if it's not already turned off.  Overwatch's stuck check auto reset will also at times reset a stationary sim. (Sleeping butlers, bartenders, students waiting their turn to get in the door at uni.)  Reset a sim at uni and they will most times forget to go to class. Also if the sim in question isn't one in memory and needs to be loaded and rendered, you can't have the game paused. You'll see WHERE they are stuck, but not the sim until you unpause for a couple seconds.

Master controller is the one with the sim/focus tools. For that to work at it's best, the Home Opener mod is also a good one to have. If a sim is stuck inside their home Home Opener lets you easily get in to see what's going on.

[edit] I've noticed a LOT of my unroutable sim problems where the sim(s) are in their home, have been caused by a small pet blocking a door or hallway. The clan's evil overlord usually annihilates those with MC. Pet no longer blocking the path, and the family forgets they ever had it. Whistle 
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 10:58 am

@LoCat: Have you noticed anything different with the newest OW?
I just put Overwatch V104 in last night before playing a new(er) save in IP.
It was midday and was sending Sim to library. There were 3 Junkers and a Big Lemon in the parking lot. So I ran OW to get rid of them. They were still there.
I went into 'buyonthislot' mode amd was able to pick them up to be deleted.
That tells me they were not owned by an active townie Sim.
Wonder if OW is broken?
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 7:23 pm

I am just starting to use MC, Over Watch, Story Progression, Hybrid and Traveler....I am new to Mods...Now i've not had any issues except my sim was on his houseboat last night and got stuck a few times, and he would not do the commands that i asked of him....Made me mad that i almost fed him too the sharks swimming close by but i didn't...I know i can setup these mods to suit me but honestly i guess i am running them with default settings...I giggled a bit in my pants as it eradicated all the homeless sims though from the world.Laughing Razz 
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PostSubject: Re: Mods - to use them or not to use them?   Sun Jul 07, 2013 11:01 pm

I tend to ignore the stuck sims notices until I get a few for the same sim. If I do, I then look to see where the sim is and what is going on. I get more notices on animals than sims. I have found that in almost all cases they fix themselves and move on their own so only look when getting repeat notices. I ignore all the stationary sims notices.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 11:37 am

@EuphorialQueen wrote:
@LoCat: Have you noticed anything different with the newest OW?
I just put Overwatch V104 in last night before playing a new(er) save in IP.
It was midday and was sending Sim to library. There were 3 Junkers and a Big Lemon in the parking lot. So I ran OW to get rid of them. They were still there.
I went into 'buyonthislot' mode amd was able to pick them up to be deleted.
That tells me they were not owned by an active townie Sim.
Wonder if OW is broken?

I haven't noticed any strange happenings with the 104 version of overwatch. scratch [checking] scratch 
I guess the sims in my IP save don't go to the library.


[Edit] Come to think of it... There aren't ANY cars parked about town... OH WAIT! I know why... Traffic Mod... Set to make townies use the taxi if they don't actually own a vehicle.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 12:10 pm

LoCat wrote:
[Edit] Come to think of it... There aren't ANY cars parked about town... OH WAIT! I know why... Traffic Mod... Set to make townies use the taxi if they don't actually own a vehicle.
Oohhhh ... forgot you used that Mod.
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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 12:51 pm

I have had to take all my NRass V116 (Master Controller, MC Cheats, Intergation) and Overwatch V110 out.  My game kept freezing and had to shut down the game  with task manager.  It is now running smoothly  with just a few minor seconds of  lag.  
 

These were the only mods I had installed.....oh, the no build sparkles and the no intro mod that come with MTS installer thingy are still in.

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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 3:41 pm

@Buttonsginger wrote:
I have had to take all my NRass V116 (Master Controller, MC Cheats, Intergation) and Overwatch V110 out.  My game kept freezing and had to shut down the game  with task manager.  It is now running smoothly  with just a few minor seconds of  lag.  
 

These were the only mods I had installed.....oh, the no build sparkles and the no intro mod that come with MTS installer thingy are still in.

I know that some people were having issues with the no intro mod, enough where EllaC over at MTS made a new one: No Intro MOD 1.50+

I've been using MC w/cheats I think its the newest one (he has been coming out with updates seems like everyday!) I just noticed that it is a Testing Version so there must be issues with it. I've not had any - knock on wood!! I did update my ErrorTrap which he updated to take care of that freeze upon checking into a resort! I've got to get back into my game later to play and see if my self-employed sim can check in. Seriously EA! Thank goodness for Twallan! I have a feeling that it will be a few more updates before he straightens everything out. Seems like some serious gameplay changes with this patch. Good Luck BG!
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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 5:57 pm

Oh.... .thank you! I'll switch it out and see if it helps any BigHug 

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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 8:25 pm

twallan wrote:
2013-JUL-08
So, what's on my schedule now ?
As you might have noticed, I had some free-time last week to implement some fixes to a number of the mods.
My current project at work is in a holding-pattern for various reasons, so time was available for other things.
Coming down the pipe next will be some fixes for StoryProgression, which has been impatiently waiting on the side lines while I dealt with more serious issues.
After that, I will get back into working on MasterController, and the various niggly bits in it that many of you have been reporting.

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PostSubject: Re: Mods - to use them or not to use them?   Mon Jul 08, 2013 11:31 pm

You/we do not need a no intro. mod as all you have to do is tap a key when it starts and it skips it. Smile
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PostSubject: Re: Mods - to use them or not to use them?   Tue Jul 09, 2013 5:18 am

I have a problem even starting up my new beta. I replace that no intro mod thanks.
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PostSubject: Re: Mods - to use them or not to use them?   Tue Jul 09, 2013 8:34 am

@daisylee wrote:
You/we do not need a no intro. mod as all you have to do is tap a key when it starts and it skips it.  Smile

I know, it just came with the framework set up and I never thought to check on it Rolling Eyes  I have removed it , just haven't had time to see if it made a difference.

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