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Reduced Random Townies Generation (UPDATED FOR CATS AND DOGS)

by AKLSimmer Posted 11th Jun 2017 at 9:06 AM - Updated 10th Dec 2017 at 7:24 AM by AKLSimmer : Compatibility with latest patch + update FAQ
193 Comments / replies (Who?) - 15 Feedback Posts, 3 Thanks Posts
12/09/2017: Updated for Cats and Dogs (V4).

Please choose only one out of the 4 versions.

If you do not have Cats and Dogs, although it is okay to keep V3, it is still recommended that you download the updated version. The 4 versions should be the same for those who do not have the new pack.

The standard version will make the game create less townies, and it will prevent generating of useless walk-by townies. It will also make the vet clinic use existing pet owners in town before generating new ones. Because it seems like pets that are cured cannot be sick again right away, you need a large number of households with pets if you want to stop new ones being generated. (If you have no interest in opening a vet clinic yourself, the “no random pet owner” version will help you.)

The “no stray” version will prevent stray cats and dogs from being generated, but they would not prevent existing strays from showing up. If you want to delete strays, it seems like the only way is to use Unhide Hidden Household function in MCCC, found in the mailbox. I’m not sure if you can use cheats to do the same thing.

The “no random pet owner” version will prevent owner-pet combination from being generated from visiting vet clinics. *WARNING: Please DON’T choose this version if you want to open a vet clinic yourself! Your clinic might go out of business if you do not have enough pets in your town. If you are only interested in taking your pets to the vet from time to time, and you don’t want random pet owners and their pets, this version is for you. *

The “no stray and random pet owner” version is just the combination of the two above.

The update also fixed some problems from the previous version:
- Fixed mailman, hermit, forest ranger, bears, restaurant critics not generating problem
- You can take your pets to granite fall now
- The game would use existing sims for police station civilians

Also, here’s the updated list of in-game cheats to make your own townies:



Special thanks to @graycurse for purchasing the game code for me. Your support meant the world to me

08/30/2017: Just thought I would come by and answer some FAQs in the descriptions, some are already answered in the comments but to make it easier, I think I should list them here.

1. About MCCC: This mod is compatible with MCCC but doesn't require it to work. If you use MCCC, the correct settings are needed (max homeless = 0, culling disabled). Using the default settings of MCCC will generate you more townies. Using MCCC alone couldn't achieve what this mod achieves.

2. NPC jobs for played sims is still work in progress. It will probably involve script modding and might conflict with some other mods. I am not sure when/if it will be released. Now after using cheats to assign roles, you should mark those sims unplayed to make sure they show up for the job.

3. After using this mod, probably there is still going to be a random alien generated whenever you go to Willow Creek or Oasis Springs (if you don't have any existing aliens). I made a mod to stop it but it is based on someone else's mod. Although the creator doesn't have TOU against it and MTS moderator says it is okay to upload, I still think it is inappropriate. The next time it needs update, I will do it from scratch and share it on MTS.

4. Now there is a problem with mailman generating and it will be fixed the next time this mod needs an update (probably after Cats and Dogs' release). You can create a mailman by using the cheats careers.add_career mailman and traits.equip_trait isMailman. You can also download my mailman on the gallery by searching EA ID AKLSimmer or tag #AKLSimmer.

5. Some of the roles needs some certain skills for your sims to be qualified. If the cheat doesn't work, probably you should give the sims some skills that you think would help. I might create a list in the future on which skills are needed for which role.

07/23/2017: I have uploaded some of my service sims to the gallery! Just search Origin id: AKLSimmer or tag #AKLSimmer, you will find them. They have the traits and skills needed to fill the role, so you don't need to bother using cheats yourself. If you want to use them, just place them in your world and they will just show up. Do not play as them if you want them to fulfill these roles. If you play as them, they will lose their NPC traits, but you are free to play them if you like. You can edit their appearance or name or traits to your liking, but please do not reupload them.


07/03/2017: Fixed landlords, gardeners, and criminals not generating problems.


06/16/2017: Fixed the problem of service sims not showing up. Now if you do not have any qualified DJ/Maid/Nanny/Pizza Delivery/Repairman, the game would spawn one for you. You can make your own to prevent random ones from being generated.

-----------------Original Post-------------------

This mod minimizes the number of random townies generated and forces the game to use existing sims before it generates any new sims. With this mod, the game will only generate sims when it needs a role that no existing sims qualifies.

If you want to stop random townies generation, you can use the following cheats to make your own sims eligible for service roles:



I have play tested in both my main save file (about 300 sims) and a new save file (about 80 sims, only the premades and one played household). In my main save file, no random sim has been generated (besides Jasmine Holiday) for more than a sim week. In the new save file, there are only a few sims that have been generated, all of which are service sims or City Living weirdos.

Possible conflicts:
It will conflict with any mod that modify sim filter XMLs.

Known conflicts:
Shimrod’s Reduced Townies Generating http://modthesims.info/d/535110
Weerbesu’s Fewer Random Townies on Community Lots http://modthesims.info/d/560608

Both are outdated mods that serves a similar purpose, so if you are using one of them, you can just remove it from your mods folder and replace it with this mod.

Note that this is not an update of any of the two mods. It works similarly as Shimrod’s mod, but it includes more files from all EPs and GPs.

Mods that I recommend using with this one: (All Optional)

1. Show Sim Info by itasan2 (to check how many sims you have and see the hidden traits of sims)
http://modthesims.info/d/576053

2. MC Command Center by deaderpool
Recommended Settings: Bypass culling enabled, max homeless set to 0.
https://deaderpoolmc.tumblr.com/

3. Neighborhood Vampire Free by Tanja1986 (For those of you who doesn’t want Vampires to show up everywhere)
http://modthesims.info/download.php?t=589172


Additional Credits:
s4pe, notepad++, sims4studio

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Built with Game Version: 1.30.103.1
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
AKLSimmer_Reduced_Random_Townies_Generating_V1.30_1.zip | Description: Outdated. 119.8 KB 2,669 11th Jun 2017
AKLSimmer_Reduced_Random_Townies_Generating_V1.30_2.zip | Description: Outdated. 139.4 KB 2,581 16th Jun 2017
AKLSimmer_Reduced_Random_Townies_Generating_V3.zip | Description: Outdated. 135.6 KB 10,679 3rd Jul 2017
AKLSimmer_Reduced_Random_Townies_Generation_V4.zip | Description: Current version. 153.7 KB 494 9th Dec 2017
AKLSimmer_Reduced_Random_Townies_Generation_V4_No_Random_Pet_Owners.zip | Description: Current version, prevents random owner-pet combinations from being generated in vet clinics. 153.3 KB 140 9th Dec 2017
AKLSimmer_Reduced_Random_Townies_Generation_V4_No_Strays.zip | Description: Current version, prevents stray animals from being generated. 153.6 KB 101 9th Dec 2017
AKLSimmer_Reduced_Random_Townies_Generation_V4_No_Strays_and_Random_Pet_Owners.zip | Description: Current version, prevents both new strays and pet owners from being generated. 153.1 KB 443 9th Dec 2017
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
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193 Comments / Replies (Who?) - 142 Feedback Posts, 46 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
#176 Old 14th Nov 2017 at 12:35 PM
Quote:
Originally Posted by AKLSimmer
Someone already sent them to me, but thank you anyway. I will probably try to do an updated version for Cats and Dogs soon, but I'm not sure if I can release it before I purchase the pack, since I cannot test it myself if I do so. But hopefully it will help me to update it sooner


You're very welcome! If you need someone to test it I'm free but I can see why you would want to test it yourself also Well I hope you manage to get the game at a reasonable discount soon then
Lab Assistant
#177 Old 15th Nov 2017 at 1:30 AM
With this mod, service sims called to play piano/violin/guitar on community lots never appear. Do I need to make some townies with musical skills for them to be eligible to be called?
Test Subject
DELETED POST
16th Nov 2017 at 7:29 AM
This message has been deleted by X2424.
Lab Assistant
THANKS POST
#178 Old 17th Nov 2017 at 8:01 AM
Great concept. Can't wait for the update! Will check back again. Thanks in advance.
Test Subject
#179 Old 17th Nov 2017 at 8:53 PM
I love this mod, but with it installed no cooks/chefs will show up to unowned restaurants, effectively breaking most restaurants in my game. (Player-sim-owned restaurants still have their employees show up properly.) This was occurring even before the Cats & Dogs patch. I have even tried uninstalling the mod, going to the restaurant to let the game generate an NPC chef, then reinstalling the mod, but it hasn't worked. When you work on this mod for the Cats & Dogs update could you look at this issue? Or is it possible I'm experiencing some sort of other conflict? Thanks.
Test Subject
#180 Old 22nd Nov 2017 at 6:00 AM
"and probably another version that eliminates them as well (don't know if people would want it but I would provide an option anyway)." i don't know about other people, but i would LOVE a version that... ahem... eliminates? them? nice wording there, mate. there are so many strays and i can't adopt them all and it's making bloody depressed.
Test Subject
#181 Old 22nd Nov 2017 at 1:19 PM
Quote:
Originally Posted by quasigoodandy
I love this mod, but with it installed no cooks/chefs will show up to unowned restaurants, effectively breaking most restaurants in my game. (Player-sim-owned restaurants still have their employees show up properly.) This was occurring even before the Cats & Dogs patch. I have even tried uninstalling the mod, going to the restaurant to let the game generate an NPC chef, then reinstalling the mod, but it hasn't worked. When you work on this mod for the Cats & Dogs update could you look at this issue? Or is it possible I'm experiencing some sort of other conflict? Thanks.


I was having this issue too, I fixed it by going into household management and making enough sims to staff the restaurant then when I wnt back to the lot they'd turn up after a couple of mins
Test Subject
Original Poster
#182 Old 26th Nov 2017 at 4:15 AM
Quote:
Originally Posted by quasigoodandy
I love this mod, but with it installed no cooks/chefs will show up to unowned restaurants, effectively breaking most restaurants in my game. (Player-sim-owned restaurants still have their employees show up properly.) This was occurring even before the Cats & Dogs patch. I have even tried uninstalling the mod, going to the restaurant to let the game generate an NPC chef, then reinstalling the mod, but it hasn't worked. When you work on this mod for the Cats & Dogs update could you look at this issue? Or is it possible I'm experiencing some sort of other conflict? Thanks.


When this happens, it probably means that you don't have enough unplayed and unemployed sims to work at restaurants. Although probably you already have a lot of townies, most of them may already be assigned to other jobs (like bartenders, waiters, etc.) The only way to solve this problem right now is to make/download more sims. With C&D update, I will probably change the file so that when you don't have any sims, the game will generate one for you, but I don't know if people will like that and if it will generate more unnecessary townies.
Test Subject
#183 Old 26th Nov 2017 at 11:00 AM
11/26/2017: A short update on my status: I am very busy right now and I don't know when will I release the updated version of this mod. I will do this as soon as possible, but since now I am very busy with school and I barely have time to play the Sims, it will probably need more time.

No matter when, take your time... and thank you for keeping us informed.
Test Subject
#184 Old 3rd Dec 2017 at 11:32 AM
when will you update this for cats and dogs ?
Test Subject
Original Poster
#185 Old 4th Dec 2017 at 1:34 PM
Quote:
Originally Posted by yoxgg04
when will you update this for cats and dogs ?


I need more testing right now, but the update is on its way. Probably sometime this week. I'm so sorry to keep you waiting for so long because of my personal reasons, but it will be updated soon.
Test Subject
#186 Old 7th Dec 2017 at 7:15 PM
Ahhh now I realize how much I love this mod and how much its needed! Ugly townies keep popping up but I have the pets and dogs pack.. but thanks for your amazing work!! I will check everyday lol
Test Subject
THANKS POST
#187 Old 8th Dec 2017 at 2:10 AM
Thanks AKL, this mod is vital to making Sims 4 playable!
NPC jobs for played sims sounds fantastic, how is that progressing, should I dare to hope that it can be done?
Test Subject
#188 Old 9th Dec 2017 at 12:58 PM
Thanks a lot for the update....and have a nice Christmas!!
Test Subject
#189 Old 9th Dec 2017 at 4:19 PM
Default Question
Uhm sorry this might be a little dumb of me but does all 4 versions include the reduced townies mod? (and the no strays, etc are like add-ons or something?) Just want to clarify. Thank you!
Test Subject
Original Poster
#190 Old 10th Dec 2017 at 2:10 AM
Quote:
Originally Posted by simoleon2017
Uhm sorry this might be a little dumb of me but does all 4 versions include the reduced townies mod? (and the no strays, etc are like add-ons or something?) Just want to clarify. Thank you!


You must use only one of the four and they are not add-ons. They will conflict with each other. The 4 versions only contains a few files that are different, otherwise they are the same. Because all 4 versions modify the same files, I couldn't do add-ons.
Test Subject
Original Poster
#191 Old 10th Dec 2017 at 2:14 AM
Quote:
Originally Posted by Bobbins
Thanks AKL, this mod is vital to making Sims 4 playable!
NPC jobs for played sims sounds fantastic, how is that progressing, should I dare to hope that it can be done?


NPC jobs for played sims may or may not become a reality in the future. I managed to get my sims keep their NPC jobs after being played, but all of my previous attempts have resulted in errors and last exception files. I am currently very busy right now, so I guess it needs more time.
Test Subject
#192 Old 10th Dec 2017 at 11:15 AM
Quote:
Originally Posted by AKLSimmer
You must use only one of the four and they are not add-ons. They will conflict with each other. The 4 versions only contains a few files that are different, otherwise they are the same. Because all 4 versions modify the same files, I couldn't do add-ons.


So does it mean that if I install the No Strays version, it will lessen townie generation and stop production of stray animals? not only stop production of animals?
Test Subject
THANKS POST
#193 Old 11th Dec 2017 at 6:33 AM
thank you!!! ♥♥♥
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