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No More Culling (V3)

by Dark Gaia Posted 13th Jan 2015 at 1:39 AM - Updated 14th Jun 2015 at 7:52 PM by Dark Gaia
267 Comments / replies (Who?) - 10 Feedback Posts, 15 Thanks Posts
Compatible with the June 11 patch, with some caveats:



Introduction

Unlike The Sims 3, TS4 is pretty good at keeping the town populated, in my opinion. There are more than enough new townies in each generation for my Sims to find friends, enemies and partners and to prevent the town from stagnating. There's a slight problem, though. Vanilla TS4 includes a population limit of 180 Sims. Since this includes dead Sims as well as living Sims, anyone playing for a long enough time will usually reach the limit, at which point the game will begin deleting any new Sims that enter the town, making the game pretty much unplayable. This mod will disable this functionality, preventing any Sims from disappearing.

This mod will also stop the mass culling that happens upon loading a game since the March 26 patch.

Mod Effects

This mod replaces the culling action in the game's Python files via scripting. The replacement action has no function, so when the game attempts to run the culling action, nothing will happen.

Compatibility

This mod was based on game version 1.5.139.1020 (March 26 patch) but it should work just fine on previous patch levels as the culling function is exactly the same.

Conflicts

This mod edits the StoryProgression.Actions Python file. It is incompatible with any other mods that do so (though, as far as I know, no such mods exist yet).

Known Issues

Some users have reported that loading screen times seem to increase if you have an exorbitant amount of Sims in your world. Use this mod at your own risk.

Install

Place the .zip file in your Electronic Arts/The Sims 4/Mods folder. Do not unzip it. When you enter the game, ensure that Scripting Mods are enabled in the Options menu.

Additional Credits:
Scumbumbo and Deaderpool for help with writing the Python function.

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

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
nocull.zip 367 Bytes 71,979 29th Mar 2015
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:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) 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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267 Comments / Replies (Who?) - 150 Feedback Posts, 105 Thanks Posts
Thanks are currently OFF: Show Thanks Posts for this thread
Test Subject
#2 Old 13th Jan 2015 at 4:32 PM
is there a way to tweek the mod so the ghosts that are no longer in the world can be deleted from the relationship panel? by the time m sims are elders everyone they know, with the exception of family, is dead.
Forum Resident
#3 Old 13th Jan 2015 at 7:54 PM
Is this compatible with Shimrod's Reduced Townie Generation? I don't want bunches of townies spawning but I don't want distantly-related Sims to get deleted either.
Test Subject
#4 Old 14th Jan 2015 at 12:38 AM
Does it work with the new patch today Jan 13th 2015?
Lab Assistant
Original Poster
#5 Old 14th Jan 2015 at 2:59 AM
Hi everyone. This mod is still working just fine with today's patch, as it didn't make any changes to the Story Progression files.

@annachibi: Yes, Shimrod's mod will work with this mod. They both change different files.
Test Subject
#6 Old 14th Jan 2015 at 3:29 PM
Quote:
Originally Posted by Dark Gaia
Hi everyone. This mod is still working just fine with today's patch, as it didn't make any changes to the Story Progression files.

@annachibi: Yes, Shimrod's mod will work with this mod. They both change different files.


Bookmarking this one! Does it also work with the Fewer Elders mod? I'll also be interested to hear from players with farther-along games if it starts to affect lot loading time. But it would sure be nice to have it matter less that I didn't delete an Elder before she or he died a natural death and cluttered up my population count.
Lab Assistant
Original Poster
#7 Old 14th Jan 2015 at 4:35 PM
Yes, it works just fine with Fewer Elders. I use both that and Reduced Townies myself.
Test Subject
#8 Old 14th Jan 2015 at 10:31 PM
Will this remove my family data or ghosts? I mean, the ones who already died
Test Subject
#9 Old 15th Jan 2015 at 11:36 PM
Hi! This mod sounds great. I'm just curious what it does differently than the no genealogocide mod?
Lab Assistant
Original Poster
#10 Old 16th Jan 2015 at 4:33 AM
The no genealogocide mod prevents the game from running the "Genealogy Pruning" action, but leaves the "Max Population" action intact. This mod disables both.

The no genealogocide mod also won't work properly if you have Outdoor Retreat installed as the December patch added some new story progression actions that weren't there when MIsterDinadan made his mod.
Lab Assistant
#11 Old 16th Jan 2015 at 11:57 AM
Quote:
Originally Posted by Dark Gaia
The no genealogocide mod prevents the game from running the "Genealogy Pruning" action, but leaves the "Max Population" action intact. This mod disables both.

The no genealogocide mod also won't work properly if you have Outdoor Retreat installed as the December patch added some new story progression actions that weren't there when MIsterDinadan made his mod.


This was exactly what I wanted to hear. Thanks a lot, Dark Gaia!
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