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simler90's Gameplay Core Mod

by simler90 Posted 6th Sep 2021 at 12:36 PM - Updated 1st Sep 2024 at 12:44 PM by simler90
 
461 Comments / Replies (Who?) - 351 Feedback Posts, 109 Thanks Posts
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Test Subject
#101 Old 14th Jan 2022 at 7:54 PM
Hi! Im considering using this mod but I got a couple questions to other users of the mod.

1. If I use this and regular EA story progression, does it make the world alive at least? (I do not care about the features of nraas story progression, just that the game creates marriages, children and movement around the town).

2. Has anyone had any issue with the mod in terms of performance?

3. How does this work together with other NRAAS mods. I noticed features from the Nraas Overwatch mod overlaps with this one. Can I keep both or will that create conflicts. What about other NRAAS mods?

4. Are there any conflict with other mods that I should know about. I heard the icarus scolding mod doesn't work and breaks the pie menus if used together with this mod. I also have a mod fix for the university rated parties not being triggered which is also fixed by this mod, if I accidently left something like that in (I will remove it since I know of the fix) but if I accidently did, would it affect the game?
Test Subject
#102 Old 23rd Jan 2022 at 6:09 AM
Quote: Originally posted by Knasbarn
Hi! Im considering using this mod but I got a couple questions to other users of the mod.

1. If I use this and regular EA story progression, does it make the world alive at least? (I do not care about the features of nraas story progression, just that the game creates marriages, children and movement around the town).

2. Has anyone had any issue with the mod in terms of performance?

3. How does this work together with other NRAAS mods. I noticed features from the Nraas Overwatch mod overlaps with this one. Can I keep both or will that create conflicts. What about other NRAAS mods?

4. Are there any conflict with other mods that I should know about. I heard the icarus scolding mod doesn't work and breaks the pie menus if used together with this mod. I also have a mod fix for the university rated parties not being triggered which is also fixed by this mod, if I accidently left something like that in (I will remove it since I know of the fix) but if I accidently did, would it affect the game?

Have you read through the previous conversations on this thread? It's unclear what conflicts there are with NRaas etc. Some people, like myself, can't play the game at all with this and NRaas but others are having no trouble.
Test Subject
THANKS POST
#103 Old 13th Feb 2022 at 12:39 PM
is there any way you can fix bonehilda when she tries to carry the babies?
Lab Assistant
#104 Old 13th Feb 2022 at 6:46 PM
Quote: Originally posted by Lemurphs
This is a brilliant collection of tweaks, thanks simler90 for your efforts they're much appreciated.

I have a question that's pretty much open to anybody who has an answer: I'm getting serious issues in my game if I'm trying to use it alongside the icarus_allsorts mod for User-Directed Scolding + Other Punishment Tweaks. My game becomes unplayable, Sims can't be selected, Nraas spits out errors if I try to even click on the ground, etc.


I'd like to offer a tentative update. I tried this mod again with UDSOPT (plus all my other usual mods) and this time I had no issues. I don't know what exactly changed between then and now but I thought I'd report back seeing as I left this comment in the first place.
Lab Assistant
THANKS POST
#105 Old 15th Feb 2022 at 8:51 PM
I cant thank you enough for this amazing mod ! This mod paired with nraas , the smooth patch , and fps limiter has made my game run SO much smoother! . playing sims 3 is so much more enjoyable now . thank thank thanK YOU . :p
Test Subject
#106 Old 2nd Mar 2022 at 11:43 PM
Quote: Originally posted by echoweaver
So, basically, I wish I'd downloaded the original release before all the updates, since all that stuff was in there.

I have version 16 if that helps. I just went though my old mods folder.
Inventor
#107 Old 3rd Mar 2022 at 4:01 AM
Thank you for this amazing mod @simler90 !

Some of time ago I found a constant that, if changed, could allow us to exceed the 5 level limit when building. The constant is "kMaxFloorLevel" in the LotManager method in Sims3.Gameplay.Core (GameplaySystems.dll). It's currently set to 5. Do you think you could change it to a higher number with this mod? Or maybe make it tunable?
Instructor
#108 Old 6th Mar 2022 at 10:53 PM
I was a little hesitant at first when reading all the comments, but I think I'll give it a try. I do use quite a bit of mods with some from Nraas included. I'll report back with any issues I have in my game after playing for a bit as I've been playing with the current list of mods I have for months with no issues.
Test Subject
#109 Old 9th Mar 2022 at 2:49 AM
Please do :P
Field Researcher
THANKS POST
#110 Old 10th Mar 2022 at 2:23 AM
Thank you for your efforts of unsurpassed value! ^^
Thanks a bunch <3
Lab Assistant
THANKS POST
#111 Old 12th Mar 2022 at 7:03 PM
A conflict means many things: does mod A directly contradict mod B? (Think of the coding and how the MA describes what that coding is going to do and what the mod changes). Will mod A nd mod B be fighting with each other in the background while you play your game? (Causing save, script, bloat lag. Freezes. And eventually crashes that can't be fixed). Does mod A modify some parts of mod B but certain features can take precedence/priority? (features being optional, etc).

This is a core mod. Meaning you don't need other core mod's that do exactly the same thing. And if you add other core mod's that do the same thing the game is going to read several of the same core mod's at the same time and play patty cake until it takes a nap: CTD (crashes to desktop). Now, adding core mods that don't do the same thing can theoretically work and many people do, however they take a performance hit as a result, and depending on your modlist it may not even be noticeable or too noticeable.

From extensively reading through the list of all these changes I can tell you for one,

Nraas story progression is not needed with this mod. This mod fixes EA's SP. Nraas replaces EA's SP. Even with Nraas' SP you take a performance hit many people have noticed when you have a lot of other mods because all of those other mods were originally built to work off of, fix, compliment EA's SP. That's why few people can have a smooth playing experience with Nraas' SP because they use bare bones modlist's and mod sparingly/minimally. Nraas' SP and his other mods would work together, a handful of Ani's. Anything more than that you're overworking your game's ability to read a new SP and factor/calculate in other mod's made to work with a SP that has been replaced, that your game is trying to remember in real time.

I can't even recommend for anyone here to try Nraas' SP and this CORE mod together because I know you're eventually going to crash and chug your save file along from the moment you start playing. I maybe thought to say, if you don't install all of Nraa's modules? But the base SP mod itself is already incompatible with this mod.

2) Nraas' Mover is incompatible with this mod. While that mod overhauls EA's move in features, this mod fixes EA's features. Nraas adds new features and interactions that delete EA's system for moving, this mod adds extra checks and cleans up the coding of EA's default features. So, if say, this mod added it's own module feature? You could have one or the other, but it doesn't add an option to disable this feature, so deleting Nraas' Mover altogether is the solution.

3) Any mod that alters how the game factors in genetics for offspring, randomizes it, fixes it: it's incompatible with this mod. This mod has updated several times to fix how the game handles genetics, family tree's, for sims and animals, all the way down to randomizing random NPC's and their voices.

4) Retuned attraction is incompatible with this mod: This mod fixes most of retuned attraction's coding making it obsolete. Only thing I'd say is if this mod doesn't update how sims factor in the astrology feature than find or make a mod that does specifically that. Not only does this mod render any attraction mod obsolete but it also makes romantic autonomy more realistic for player sims and NPC's.

5) Overwatch is slightly incompatible if you DON'T disable the turn off stereo/send babies and toddler's home @ 3:00 am feature off. Overwatch is already famous for being the best maintenance/cleanup mod that essentially fixes save bloat and lag. I would opt for Nraas' Overwatch, while this mod targets other aspects of the game's bloat/lag/crash issues that no Nraas' mod I have read so far seems to even address.

6) if you have that blue(can't remember his name, on sims Asylum?) mod that alters the ask to watch stars code, fixes it and it's autonomy, delete it. This mod fixes that.

those are just what I could spot just now from reading over all of this mod's updates. Things that tweak what's in the game, like homework tweaks, herb tweaks, etc. All those kinds of mods are compatible with this mod, unless a new update specifies something one of those mods already does. Making it obsolete. Most scripts are compatible, scripts are it's own thing but again, be careful with that, too many can bog your game down. I recommend simple scripts.

That new printer mod that needs Nraas' SP and tax collector it's not going to work with this mod. Even if you keep Nraas' SP disabled, they shouldn't have made a mod that requires a kind of mod that could be potentially game breaking for anyone who dares to download mods made after 2016. Sure there is a way to get that mod without it, but ti takes away many features they should've just scripted in themselves. (And no idc if you're offended by that and try to tell me about under my comment).

for the most part, though, factoring in the smooth patch, turbo booster, overwatch, maybe error trap (if I look into it, should be find if it simply records errors nothing else), these things fix the sims 3 in a lot of ways so running a script heavy game in 2016 may have been hell on earth, while running them now is easier, smoother, you have higher specs on your pc, etc. But again it's up to you and your modlist.
Field Researcher
#112 Old 12th Mar 2022 at 9:16 PM
The Face One fix and the EA's SP fix got me particularly interested since I'm one of those whose system just can't with Nraas' SP, buuut I have some of Nraas mods that might "conflict" (like Overwatch and maybe Woohooer Scoring module), so I'm unsure if it will not become a lag clusterfrak, but I'll test it in a separated save to see what it does etc.

Oh, another mod I have and, by reading the features of this one, I think it might "conflict" (and that no one mentioned before, so idk really) is the Velocitygrass' Memories mod .

And sorry if it may sound rude but honestly it is quite weird for the creator not acknowledge our feedback while releasing a ton of updates to it. I understand that they might made it for themselves and then decided to share with other players, but I believe that in the moment you decide to upload it then you become subject to the feedback of the others, and should answer to their concerns...

I'm bad at finding CC on my own
My simblr
I'm shy and so I might take longer to reply you '-'
Lab Assistant
#113 Old 12th Mar 2022 at 10:31 PM
Disable the Memory feature turns off the game screenshotting for memories, combined with Velocity's turn off memories turns off the games ability to create memories altogether, so it's compatible, and turn off stereo/send babies and toddlers home feature in the xml of this mod and it won't conflict with Overwatch. I'm playtesting right now and with the Nraas mods I mentioned that are incompatible with this mod I had routine random crashes and a repeatable crash when going into CAS and then trying to play after.

So far everything has been running smoothly, my game runs even better without Nraas SP. Unless this mod has other fixes that weren't specified just run through your mods and take out whatever has the same fixes or edits the same files. It can be tedious but it's worth it to clean up our mods folder in the end.

Like for example, I have a mod that makes it so butler's clean more things and feed all the animals in the household. Well, this mod fixes the butler's cooking behavior. So they are not always leaving unfinished cooking bowls around the lot for any household that has a butler (particularly great for those that do rotational play then come back to a household with a butler and see's a bunch of unfinished food). These objects bloat up the game after awhile and makes it harder for the game to catch and delete. So it works around that entirely by changing their cooking behavior. As well as, adding an extra feature where butler's can cook for babies and toddler's. Something they didn't do before but should have.

I do agree it is weird they haven't responded, but a lot of the critics in this thread simply didn't read thoroughly enough to know how to adjust their specific modlists.

Another example, Desiree reports an error trap with Nraas Go Here > Caregiver and this mod. Well, for Go Here under the caregivers option, set Allow Active Daycare = true, Allow Babies/toddlers home alone = False, Hire babysitters for inactives = True, Use Daycare instead = true. Then Disable send babies/toddlers home feature @ 3 am in this mod's xml. Error trap probably won't report anymore issues. This is why I first said, if mod A and mod B are going to fight with each other in the background that means it's incompatible, choose one or the other. What these settings does is allows Go Here to find a daycare in your world, assuming you've created a household where sims have certain traits for the Daycare career, lvl 5 daycare career, on a daycare residential lot. Go Here will send all babies and toddler's to that Daycare. Setting them to disallow being home alone means the game thinks it's ok to leave babies and toddlers home alone. The game won't auto call a babysitter for your sims or NPC's. Hiring babysitter's for inactives (NPC's) set to true means the game will find a caregiver for your babies/toddlers. If the game cannot register a sim in the daycare career on a residential lot for whatever reason then the game will call a babysitter. What THIS mod does is ensure the game calling a babysitter doesn't create a hundred's of babysitter's that you can't interact with cutting down bloat lag.

I have a mod that tweaks the Daycare career to happen M-F. I have a minimum wage/ambitions mod that changes cost of wages. I have a mod that makes babysitter's YA's and changes their outfit. All of these mods do different things, so just read and understand what will work and what won't.

Mod author's aren't responsible for your inability to read and think and plan out your own mods.
Test Subject
#114 Old 21st Mar 2022 at 7:54 PM
Quote: Originally posted by Mookymilk
Mod author's aren't responsible for your inability to read and think and plan out your own mods.

We aren't, but it goes against good faith when a mod that has been out for over 6 months has had no input from the original author to those that have tried it out.
Lab Assistant
#115 Old 23rd Mar 2022 at 9:37 PM
Quote: Originally posted by MoominMariah
We aren't, but it goes against good faith when a mod that has been out for over 6 months has had no input from the original author to those that have tried it out.



While I have already agreed that the mod author could chime in at some point I also understand mods are free and shared publicly out of the kindness of people's heart. This thread isn't a customer service hotline. Especially when most people reported not having any issues. Yet, a very specific group of individuals on this post repeatedly ignored this fact and continue to trash this person's mod on reddit, tumblr, steam, and discord chats. When I probably solved over half of that group's issues by simply reading the mod description. You do have to have some rudimentary knowledge of how modding works in games to ensure the best possible modding experience. If mod A effects butlers and mod B effects butler's it may need a patch, unless, upon further reading, both mods do different things to butlers, and so merging the mods together creates said patch. If both mods touch the same lines of coding, open it up and tweak what is necessary for your game and playstyle. Sure you can request the mod author to take a look at it, you can request the mod author to even make patches. But they do not HAVE to. And that does not make them bad people if they don't. It's giving "Karen" asf. We all knew the risks of modding our games, EA gives us this disclaimer. "Mod at your own risk. Game can be subject to random bugs and crashes" etc.

The only issue I take up that Karen's like to ignore and throw tantrums over, is that if I can solve your issue by simply reading the description, then so can you. It makes all that trash you just talked about the mod author look invalid, doesn't it? And yet, "well, they still could have responded it's been 6 months." Don't install the mod then, people don't exist to please you.
Test Subject
#116 Old 24th Mar 2022 at 7:53 PM
Quote: Originally posted by Mookymilk
While I have already agreed that the mod author could chime in at some point I also understand mods are free and shared publicly out of the kindness of people's heart. This thread isn't a customer service hotline. Especially when most people reported not having any issues. Yet, a very specific group of individuals on this post repeatedly ignored this fact and continue to trash this person's mod on reddit, tumblr, steam, and discord chats. When I probably solved over half of that group's issues by simply reading the mod description. You do have to have some rudimentary knowledge of how modding works in games to ensure the best possible modding experience. If mod A effects butlers and mod B effects butler's it may need a patch, unless, upon further reading, both mods do different things to butlers, and so merging the mods together creates said patch. If both mods touch the same lines of coding, open it up and tweak what is necessary for your game and playstyle. Sure you can request the mod author to take a look at it, you can request the mod author to even make patches. But they do not HAVE to. And that does not make them bad people if they don't. It's giving "Karen" asf. We all knew the risks of modding our games, EA gives us this disclaimer. "Mod at your own risk. Game can be subject to random bugs and crashes" etc.

The only issue I take up that Karen's like to ignore and throw tantrums over, is that if I can solve your issue by simply reading the description, then so can you. It makes all that trash you just talked about the mod author look invalid, doesn't it? And yet, "well, they still could have responded it's been 6 months." Don't install the mod then, people don't exist to please you.


You seem to have issues that are beyond this mod, let alone this thread. I hope you seek peace in the future.
Test Subject
#117 Old 25th Mar 2022 at 1:05 PM
Quote: Originally posted by MoominMariah
You seem to have issues that are beyond this mod, let alone this thread. I hope you seek peace in the future.


If you can't provide an argument maybe don't resort to ableism as your counter? You're not a doctor and no self respecting doctor would diagnose someone off of the internet in a comment thread because they couldn't provide a response to a discourse they started. You could have simply said nothing at all, their presumed mental health in an effort to dismantle what they said is really disgusting considering this is what people with diagnosed mental illnesses are fighting to end this kind of micro aggression against them.
Lab Assistant
#118 Old 25th Mar 2022 at 8:22 PM
Quote: Originally posted by MoominMariah
You seem to have issues that are beyond this mod, let alone this thread. I hope you seek peace in the future.


Thanks for the irrelevant personal attack. Doesn't negate anything I said, you and everyone else with criticism for this mod are welcome for the conflict resolutions I offered. Next time read the description, the mod author wrote all those words for a reason. Enjoy your weekend and happy simming!
Test Subject
#119 Old 26th Mar 2022 at 11:44 AM
Quote: Originally posted by DeepaHadodocru
If you can't provide an argument maybe don't resort to ableism as your counter? You're not a doctor and no self respecting doctor would diagnose someone off of the internet in a comment thread because they couldn't provide a response to a discourse they started. You could have simply said nothing at all, their presumed mental health in an effort to dismantle what they said is really disgusting considering this is what people with diagnosed mental illnesses are fighting to end this kind of micro aggression against them.


You seem to have issues that are beyond this mod, let alone this thread. I hope you seek peace in the future.
Lab Assistant
#120 Old 26th Mar 2022 at 2:51 PM
Quote: Originally posted by MoominMariah
You seem to have issues that are beyond this mod, let alone this thread. I hope you seek peace in the future.


Think you meant this for me. I don't expect a proper response either way, but it goes to show you don't like having your entitlement getting called out. I wish you peace as well LOL
Instructor
#121 Old 4th Apr 2022 at 8:00 AM
Quote: Originally posted by Mookymilk
A conflict means many things: does mod A directly contradict mod B? (Think of the coding and how the MA describes what that coding is going to do and what the mod changes). Will mod A nd mod B be fighting with each other in the background while you play your game? (Causing save, script, bloat lag. Freezes. And eventually crashes that can't be fixed). Does mod A modify some parts of mod B but certain features can take precedence/priority? (features being optional, etc).

This is a core mod. Meaning you don't need other core mod's that do exactly the same thing. And if you add other core mod's that do the same thing the game is going to read several of the same core mod's at the same time and play patty cake until it takes a nap: CTD (crashes to desktop). Now, adding core mods that don't do the same thing can theoretically work and many people do, however they take a performance hit as a result, and depending on your modlist it may not even be noticeable or too noticeable.

From extensively reading through the list of all these changes I can tell you for one,

Nraas story progression is not needed with this mod. This mod fixes EA's SP. Nraas replaces EA's SP. Even with Nraas' SP you take a performance hit many people have noticed when you have a lot of other mods because all of those other mods were originally built to work off of, fix, compliment EA's SP. That's why few people can have a smooth playing experience with Nraas' SP because they use bare bones modlist's and mod sparingly/minimally. Nraas' SP and his other mods would work together, a handful of Ani's. Anything more than that you're overworking your game's ability to read a new SP and factor/calculate in other mod's made to work with a SP that has been replaced, that your game is trying to remember in real time.

I can't even recommend for anyone here to try Nraas' SP and this CORE mod together because I know you're eventually going to crash and chug your save file along from the moment you start playing. I maybe thought to say, if you don't install all of Nraa's modules? But the base SP mod itself is already incompatible with this mod.

2) Nraas' Mover is incompatible with this mod. While that mod overhauls EA's move in features, this mod fixes EA's features. Nraas adds new features and interactions that delete EA's system for moving, this mod adds extra checks and cleans up the coding of EA's default features. So, if say, this mod added it's own module feature? You could have one or the other, but it doesn't add an option to disable this feature, so deleting Nraas' Mover altogether is the solution.

3) Any mod that alters how the game factors in genetics for offspring, randomizes it, fixes it: it's incompatible with this mod. This mod has updated several times to fix how the game handles genetics, family tree's, for sims and animals, all the way down to randomizing random NPC's and their voices.

4) Retuned attraction is incompatible with this mod: This mod fixes most of retuned attraction's coding making it obsolete. Only thing I'd say is if this mod doesn't update how sims factor in the astrology feature than find or make a mod that does specifically that. Not only does this mod render any attraction mod obsolete but it also makes romantic autonomy more realistic for player sims and NPC's.

5) Overwatch is slightly incompatible if you DON'T disable the turn off stereo/send babies and toddler's home @ 3:00 am feature off. Overwatch is already famous for being the best maintenance/cleanup mod that essentially fixes save bloat and lag. I would opt for Nraas' Overwatch, while this mod targets other aspects of the game's bloat/lag/crash issues that no Nraas' mod I have read so far seems to even address.

6) if you have that blue(can't remember his name, on sims Asylum?) mod that alters the ask to watch stars code, fixes it and it's autonomy, delete it. This mod fixes that.

those are just what I could spot just now from reading over all of this mod's updates. Things that tweak what's in the game, like homework tweaks, herb tweaks, etc. All those kinds of mods are compatible with this mod, unless a new update specifies something one of those mods already does. Making it obsolete. Most scripts are compatible, scripts are it's own thing but again, be careful with that, too many can bog your game down. I recommend simple scripts.

That new printer mod that needs Nraas' SP and tax collector it's not going to work with this mod. Even if you keep Nraas' SP disabled, they shouldn't have made a mod that requires a kind of mod that could be potentially game breaking for anyone who dares to download mods made after 2016. Sure there is a way to get that mod without it, but ti takes away many features they should've just scripted in themselves. (And no idc if you're offended by that and try to tell me about under my comment).

for the most part, though, factoring in the smooth patch, turbo booster, overwatch, maybe error trap (if I look into it, should be find if it simply records errors nothing else), these things fix the sims 3 in a lot of ways so running a script heavy game in 2016 may have been hell on earth, while running them now is easier, smoother, you have higher specs on your pc, etc. But again it's up to you and your modlist.


I really appreciate this post! This explained very simply what my fear was in downloading this mod. Nraas SP has always given me some lag (non-sims 3 related) one way or another and I just bought my computer last month (That by no means has an issue with running anything lol). I've noticed this no matter the build I've played on. I think they've acknowledged the strain it puts on a computer in the past. Either way, I've been looking for an alternative and I think I'm going to try this. I do want to keep mods in like error trap and overwatch and I may just tweak the settings as you've pointed out. I have other script mods that I'm definitely keeping but I'm going to look down the list to see what the poster has fixed and hasn't and go from there. Again thank you for replying with a somewhat solution to these questions we've all had on here. Side note: This mod creator also does great work for the sims 2 as well if anyone is interested in checking out TS2 mods.
Test Subject
THANKS POST
#122 Old 6th Apr 2022 at 10:23 PM
Thank you for fixing so many things. I swapped from AwesomeMod to this since it just bugfixes and doesn't add. Also thank you for the detailed patch notes. We've all had some pretty big mod issues over the years because of incomplete documentation I know.
Scholar
#123 Old 9th Apr 2022 at 5:18 PM
@mookymilk You've been hugely helpful. I'm a long-time Nraas SP user, but I would very much like to try something out that is less micromanaging and less resource-intensive. It's good to know that you've done a deep dive and find that this works well for you. I'm likely to keep memories and neighborhood adoption off, though I might try it. I know NRaas just shuts that even off because it's such a disaster, and it's not THAT big a deal. I see how much work simler put into fixing that one thing.

I do wish that EA's SP was a little bit trait-driven and had more reliance on existing relationships, and I REALLY want NRaas's advanced genetics inheritance. Vanilla EA only inherits from the immediate parents, which I believe it's possible to install NRaas SP and disable the actually StoryProgression and still get advanced genetics, but I don't know if that will still muck up the fixed EA work. Hmmmm.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Scholar
#124 Old 9th Apr 2022 at 5:44 PM Last edited by desiree101 : 10th Apr 2022 at 2:12 PM.
Quote: Originally posted by Mookymilk
I do agree it is weird they haven't responded, but a lot of the critics in this thread simply didn't read thoroughly enough to know how to adjust their specific modlists.

Another example, Desiree reports an error trap with Nraas Go Here > Caregiver and this mod. Well, for Go Here under the caregivers option, set Allow Active Daycare = true, Allow Babies/toddlers home alone = False, Hire babysitters for inactives = True, Use Daycare instead = true. Then Disable send babies/toddlers home feature @ 3 am in this mod's xml. Error trap probably won't report anymore issues. This is why I first said, if mod A and mod B are going to fight with each other in the background that means it's incompatible, choose one or the other. What these settings does is allows Go Here to find a daycare in your world, assuming you've created a household where sims have certain traits for the Daycare career, lvl 5 daycare career, on a daycare residential lot. Go Here will send all babies and toddler's to that Daycare. Setting them to disallow being home alone means the game thinks it's ok to leave babies and toddlers home alone. The game won't auto call a babysitter for your sims or NPC's. Hiring babysitter's for inactives (NPC's) set to true means the game will find a caregiver for your babies/toddlers. If the game cannot register a sim in the daycare career on a residential lot for whatever reason then the game will call a babysitter. What THIS mod does is ensure the game calling a babysitter doesn't create a hundred's of babysitter's that you can't interact with cutting down bloat lag.

I have a mod that tweaks the Daycare career to happen M-F. I have a minimum wage/ambitions mod that changes cost of wages. I have a mod that makes babysitter's YA's and changes their outfit. All of these mods do different things, so just read and understand what will work and what won't.

Mod author's aren't responsible for your inability to read and think and plan out your own mods.


Interesting. The last time I commented on this thread was in January lol.

This mod didn't have any fixes listed regarding the caregiver/babysitters in the XML at the time I commented on it.
Which version of this mod are you talking about? I can't remember which version I had installed at the time as Simler has made so many since then, but I know for a fact that no fixes were listed for baysitters/caregivers, which means something else under the hood was causing the glitches as they were immediate. When I took Simlers mod out, the glitches stopped.

My queries regarding the other conflicts I talked about were not about the ones we can see and tune but ones we can't see, so its difficult to be able to determine which mods we can get rid of if we don't know what else is going on under the hood.

This is not a bad mod(s), I wasn't criticising them or the creator. This mod has some great fixes in it. I can read and think and plan out my own mods list. All I said was, like so many have said also, is that I wonder why the creator won't answer and say what else he added to his mod. It was just a query. He doesn't have to. Nothing wrong with feedback.

Tumblr: desiree-uk
Test Subject
#125 Old 10th Apr 2022 at 12:17 AM
You're a lifesaver, one of my favorite features of your mod is the option to disable automatic screenshots in the scrapbook, because I actually like redundant memories, but not those heavy and bad looking automatic screenshots.

I was wondering if you've thought about fixing EA's story progression emigration system... thank you.

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