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No Culling

by Neia Posted 24th Nov 2016 at 9:38 PM - Updated 14th Sep 2018 at 8:30 PM by Neia
 
59 Comments / Replies (Who?) - 39 Feedback Posts, 19 Thanks Posts
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Test Subject
THANKS POST
#2 Old 25th Nov 2016 at 12:35 PM
Thank you for this! I've been using Dark Gaia's but it's nice to have an updated No Culling mod :)
Test Subject
THANKS POST
#3 Old 28th Nov 2016 at 9:58 PM
I have been missing it a lot! Thank you :)
Test Subject
THANKS POST
#4 Old 29th Nov 2016 at 11:11 AM
Thanks!! I just bought the game and already wondered why Sims of my family tree were gone!
Test Subject
#5 Old 3rd Dec 2016 at 9:41 PM
Hi again, Neia! This seems to be working well, however the game has twice generated a LastException file like this:

Quote:
<?xml version="1.0" ?><root> <report><version>2</version><sessionid>5626c31be6e1e88258427121</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2016-12-03 20:40:26</createtime><buildsignature>Local.Unknown.Unknown.1.25.135.1020-1.200.000.257.Release</buildsignature><categoryid>story_progression_service.py:171</categoryid><desyncid>5626c31be6e1e88258427121</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception running Element (TypeError: my_culling_process_action() takes 1 positional argument but 2 were given) Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate File "T:\InGame\Gameplay\Scripts\Server\alarms.py", line 267, in _run File "T:\InGame\Gameplay\Scripts\Server\story_progression\story_progression_service.py", line 151, in _process_next_action File "T:\InGame\Gameplay\Scripts\Server\story_progression\story_progression_service.py", line 171, in process_action_index TypeError: my_culling_process_action() takes 1 positional argument but 2 were given </desyncdata></report> </root>


Since it mentions culling, I'm assuming it's due to your mod? Just thought I'd give you a heads-up
Field Researcher
Original Poster
#6 Old 4th Dec 2016 at 12:43 PM
Thanks for the report brittpinkie ! I've uploaded a new version that no longer generate LastException files
Lab Assistant
#7 Old 4th Dec 2016 at 8:57 PM
I sent you a message on the official forum saying the same thing!

Was it this mod or the relationship mod?
Lab Assistant
#8 Old 4th Dec 2016 at 10:24 PM
Hey there, sent you a message on the official forum but I can do it here as well. The LE returned and it's getting bigger. I installed your update from today. Going to remove my personal mods to make sure it's yours doing this but it looks enough like the one that Britt posted that I suspect it is.

<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>aa121a59353bf37458448461</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2016-12-04 16:10:08</createtime><buildsignature>Local.Unknown.Unknown.1.25.135.1020-1.200.000.257.Release</buildsignature><categoryid>carry_postures.py:605</categoryid><desyncid>aa121a59353bf37458448461</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception resuming Element (KeyError: SLOT) Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 217, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 382, in _resume File "T:\InGame\Gameplay\Scripts\Server\postures\transition.py", line 357, in do_transition_animation File "T:\InGame\Gameplay\Scripts\Server\carry\carry_postures.py", line 605, in append_exit_to_arb KeyError: SLOT </desyncdata></report>
<report><version>2</version><sessionid>aa121a59353bf37458448461</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2016-12-04 17:13:51</createtime><buildsignature>Local.Unknown.Unknown.1.25.135.1020-1.200.000.257.Release</buildsignature><categoryid>carryable_component.py:227</categoryid><desyncid>aa121a59353bf37458448461</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception resuming Element (AttributeError: 'NoneType' object has no attribute 'is_sim') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 217, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 382, in _resume File "T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_service.py", line 495, in _process_gen File "T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_service.py", line 432, in _update_gen File "T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_modes.py", line 296, in run_gen File "T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_modes.py", line 1373, in _run_gen File "T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_modes.py", line 1578, in _score_object_interactions_gen File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 216, in yielder File "T:\InGame\Gameplay\Scripts\Server\sims\sim.py", line 1940, in potential_interactions File "T:\InGame\Gameplay\Scripts\Server\sims\sim.py", line 1757, in _provided_interactions_gen File "T:\InGame\Gameplay\Scripts\Server\objects\components\carryable_component.py", line 227, in get_provided_aops_gen AttributeError: 'NoneType' object has no attribute 'is_sim' </desyncdata></report>
</root>
Instructor
THANKS POST
#9 Old 16th Dec 2016 at 12:00 AM
I haven't played enough TS4 to have this happen yet, but as soon as I read about it I looked immediately for exactly this--thanks for your work and for sharing! ^_^
Test Subject
THANKS POST
#10 Old 27th Dec 2016 at 8:54 PM
super helpful!
Test Subject
THANKS POST
#11 Old 1st Jan 2017 at 6:57 PM
THANK YOU YOUUR THE BEST
Test Subject
THANKS POST
#12 Old 18th Jan 2017 at 11:48 AM
Thanks now my sims friends wont vanish. Thanks for your work (:
Test Subject
THANKS POST
#13 Old 2nd Feb 2017 at 10:38 PM
THANK YOU! I was wondering where all the townies went too!:)
Test Subject
#14 Old 8th Feb 2017 at 2:27 AM
Hey thanks for the updated mod! Does this mods culls ghosts too? My town is overrun by them but they wont go. With this mod installed, will they go or stay?
Field Researcher
Original Poster
#15 Old 8th Feb 2017 at 7:29 AM
Quote: Originally posted by MervsPuffin
Hey thanks for the updated mod! Does this mods culls ghosts too? My town is overrun by them but they wont go. With this mod installed, will they go or stay?


They'll stay, this mod completely disables all culling, so it also disables ghost culling.
Test Subject
#16 Old 8th Feb 2017 at 4:10 PM
Could you make an alternative file where the ghosts get culled too? Because they are not in households so I cant delete them. Or is it too much to ask?
Field Researcher
Original Poster
#17 Old 9th Feb 2017 at 7:20 AM
Quote: Originally posted by MervsPuffin
Could you make an alternative file where the ghosts get culled too? Because they are not in households so I cant delete them. Or is it too much to ask?


Which Sims are you trying to protect from culling ?

Culling the ghosts would mean doing a new culling mechanism, so it's a bit different from what this mod is doing. If there's a high demand for this type of culling, I can do it, but I'm also cautious not to have too many mods to maintain and update with each patch. Have you take a look at MC Command Center ? It may have more options regarding culling.
Test Subject
THANKS POST
#18 Old 20th Feb 2017 at 10:15 PM
thank you =)
Forum Resident
THANKS POST
#19 Old 7th Mar 2017 at 5:17 PM
This is probably the one Mod on here that's mandatory for me, because I do NOT like the sound of the culling feature! Thank you so much!
Test Subject
#20 Old 8th Mar 2017 at 7:27 PM
could you make no culling just for my family???
its like module cleaner in MC Command Center,.. its clean all ghost except my family...
can you help me, because MC Command Center is not work for me...
Test Subject
#21 Old 16th Mar 2017 at 1:01 AM
Just wondering if this mod still works and is up-to-date. I'm interested in stopping culling (a problem I've had for a long time) for my game, but I haven't downloaded mods before on any game so I'm a bit nervous aha.
Field Researcher
Original Poster
#22 Old 16th Mar 2017 at 9:29 AM
Quote: Originally posted by Hollypelt
Just wondering if this mod still works and is up-to-date. I'm interested in stopping culling (a problem I've had for a long time) for my game, but I haven't downloaded mods before on any game so I'm a bit nervous aha.


Yes, it still works and it's up-to-date.

This mod is a script mod, so there's another checkbox you need to check in the options (Game Options -> Other). Apart from that, it's a pretty straightforward mod, you'll only need to come and check if there's an update when there's a new patch. I'll put a mention at the top of the description telling if an update is needed or not. If no update is needed, you just turn your mods on again, and you're good to go. Feel free to ask if you have any other questions !
Forum Resident
#23 Old 24th Mar 2017 at 12:33 AM
Looks like a new patch has landed today. Before I update my game, though, can anyone confirm if this Mod still works in it (I'm asking about this one first because it's THE most important to me)?
Instructor
#24 Old 24th Mar 2017 at 12:51 PM
Quote: Originally posted by Starry Might
Looks like a new patch has landed today. Before I update my game, though, can anyone confirm if this Mod still works in it (I'm asking about this one first because it's THE most important to me)?


As mentioned on the Mod Info - "No update needed for 1.28.25.1020 (Bowling patch) !" -
Reading the mod infos first after every patch updates sometimes really help before wasting time asking
Forum Resident
#25 Old 24th Mar 2017 at 3:19 PM
Quote: Originally posted by LuvMySimz
As mentioned on the Mod Info - "No update needed for 1.28.25.1020 (Bowling patch) !" -
Reading the mod infos first after every patch updates sometimes really help before wasting time asking

Heh, I just noticed that coming in.

Thanks.
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