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fixing IP world lag (compiled from another thread)

These are the off topic replies from this thread: http://forum.thesims3.com/jforum/posts/list/739439.page
which all relate to fixing IP lag. I have gathered them in quotes, so they can be more easily found by people needing to fix their lagging IP worlds.

Please direct all further questions or comments concerning IP lag to this thread. Thank you!
Writin_Reg wrote:
Well honestly I did not get a whole lot of lag with IP until I installed ITF - and then it became laggy a lot. Especially when one went to do things with the water - boating, diving - etc But at the time I was already testing 4 worlds for creators and really did not have a lot of time to start tracking down it's issues. I did play it enough to know it is just IP - that I could go to WA worlds, Uni's world, and the ITF world and there was no lag in those just in IP when I would return.

I also noticed after all the newest patches - especially the one with the TOP fix in it - I lost a good part of the lag by starting a new game after patching right up - but fact is lag was still apparent.

I have still not had time to totally go through the world to see what happened from before we got ITF and after - as the patch for ITF was not an issue at all - the lag happened after I unstalled the ep itself.

I do recall though when I first got IP there was a little lag that I corrected by removing the school/stadium combo - a lot of people do not realize the two combo school/stadiums are glitched and not fixable by any normal means in most worlds so I always remove those. But some people say theirs has not been glitched so I did find a way to check that out if you have a glitched version is get a sim to get a job at the stadium and if his team never wins a ball game that combo is glitched and also the kids that go to that school will not be able to go get awards for after school activities, there are also prom issues, and field trip issues. But the main thing is the fact it is glitched and resetting the school does nothing to fix it. I no longer mess with the combo's I just remove them. That lot (in IP) will be big enough for a separate stadium - but you will need to put a school elsewhere. You can leave the track and stuff in the back as it is technically almost unmoveable anyway (it's built on the world layer). That reduced a lot of the stutter I had. Then another thing I did is shut off Hail in the weather, Horses and Pets. You will not get any strays but you will still get 1 group of horses - it is easier to keep your eye in 3-4 horses than it is oodles of them and strays all over the place. IP has a lot of places the strays and horses get stuck including islands and stuck pets create lag a lot. (horses throw a route fail if one gets separated from the pack even though they are not technically stuck, especially if they spawn on an island and can't join their group).

Last I technically reset all the rest of the rabbitholes by saving a copy to my library, then bulldozing the one in the game, then placing the one I saved to my library.

If you had professional bars in your IP game you will also need to redo the bars themselves which I copied just the bars - not the building to my color palette folder delete the one that is there and then put it's copy back in that place. That will force the bars to get a new bartender - you will have to wait a day - but that will get rid of a bar glitch caused by some recoding in Seasons I believe it was.

So doing all that should help immensely. Like I said I am still trying to make time to sort out it's issues with ITF but I know doing all that fixed my IP before I got ITF.
Writin_Reg wrote:
If you had professional bars in your IP game you will also need to redo the bars themselves which I copied the just the bars - not the building to my color palette folder delete the one that is there and then put it's copy back in that place. That will force the bars to get a new bartender - you will have to wait a day - but that will get rid of a bar glitch caused by some recoding in Seasons I believe it was.

So doing all that should help immensely. Like I said I am still trying to make time to sort out it's issues with ITF but I know doing all that fixed my IP before I got ITF.

Do we still need to redo the bars in all the worlds? I was hoping that might have been fixed.
Writin_Reg wrote:
Well they were broken by some recoding - that causes the patrons and bartender to jump away when someone wants service. Technically when recoding breaks something - it is best to start a brand new game - and if you are like me, who some times has months (in one case a couple years) into a save - the only way to get the new coding in the game is at least replace anything that was negatively affected by the recoding. It seems it is technically mostly the bartenders that are glitched from the recoding - so the only way to fix it though is replace the bar as bartenders are assigned to that bar. I know in games I start new I have not had to replace the bars, but generally those are user created worlds because the pro bars are not really in the other worlds. So starting a brand new game in a user world - then no that is not necessary because the bar is not assigned a bartender yet - but any game you had going when that recoding occurred, all those bars would need fixing.

It is easy to test - just take a sim to any bar and have them order a drink - if the bar is okay they will be served - if the bar is broken one or both will jump out of the action. Our old term for that was the jump bug. If you see the jump bug - the bar needs replacing. It will take a day for the bar to get restaffed -so that fix isn't apparent until the next day the bar re-opens.
Writin_Reg wrote:
Well honestly I did not get a whole lot of lag with IP until I installed ITF - and then it became laggy a lot. Especially when one went to do things with the water - boating, diving - etc But at the time I was already testing 4 worlds for creators and really did not have a lot of time to start tracking down it's issues. I did play it enough to know it is just IP - that I could go to WA worlds, Uni's world, and the ITF world and there was no lag in those just in IP when I would return.

I also noticed after all the newest patches - especially the one with the TOP fix in it - I lost a good part of the lag by starting a new game after patching right up - but fact is lag was still apparent.

I have still not had time to totally go through the world to see what happened from before we got ITF and after - as the patch for ITF was not an issue at all - the lag happened after I unstalled the ep itself.

I do recall though when I first got IP there was a little lag that I corrected by removing the school/stadium combo - a lot of people do not realize the two combo school/stadiums are glitched and not fixable by any normal means in most worlds so I always remove those. But some people say theirs has not been glitched so I did find a way to check that out if you have a glitched version is get a sim to get a job at the stadium and if his team never wins a ball game that combo is glitched and also the kids that go to that school will not be able to go get awards for after school activities, there are also prom issues, and field trip issues. But the main thing is the fact it is glitched and resetting the school does nothing to fix it. I no longer mess with the combo's I just remove them. That lot (in IP) will be big enough for a separate stadium - but you will need to put a school elsewhere. You can leave the track and stuff in the back as it is technically almost unmoveable anyway (it's built on the world layer). That reduced a lot of the stutter I had. Then another thing I did is shut off Hail in the weather, Horses and Pets. You will not get any strays but you will still get 1 group of horses - it is easier to keep your eye in 3-4 horses than it is oodles of them and strays all over the place. IP has a lot of places the strays and horses get stuck including islands and stuck pets create lag a lot. (horses throw a route fail if one gets separated from the pack even though they are not technically stuck, especially if they spawn on an island and can't join their group).

Last I technically reset all the rest of the rabbitholes by saving a copy to my library, then bulldozing the one in the game, then placing the one I saved to my library.

If you had professional bars in your IP game you will also need to redo the bars themselves which I copied just the bars - not the building to my color palette folder delete the one that is there and then put it's copy back in that place. That will force the bars to get a new bartender - you will have to wait a day - but that will get rid of a bar glitch caused by some recoding in Seasons I believe it was.

So doing all that should help immensely. Like I said I am still trying to make time to sort out it's issues with ITF but I know doing all that fixed my IP before I got ITF.

Thank you very much for all that! :D I still have a tiny bit of stutter now and then, but as far I know (and ErrorTrap reports) it's due to my sticking that Khalia guy on a pirate ship which isn't to his liking. That, and Hobart's resort has roach spawners buried underground, which aren't activated until your sim actually owns it for awhile. And I couldn't delete the spawners even with buydeBug and MOO activated. (But I'm leaving those two routing errors until my sim gets back from Uni.) Other than those two issues, I had already replaced all the spiral stairs (on houseboats) with ladders and destroyed the Medina house. But I will check out the stadium and bars just in case. Thanks again! :D
Writin_Reg wrote:
Yes Sticky kisses, I totally spaced the issue with the cheap resort as I had intended on bulldozing it and seeing if I couldn't either drop down below ground enough to grab those out of there or perhaps put a basement on the lot and get rid of them - as I figured that would not necessarily be an easy fix - I just have not messed with that. What concerns me about that lot was some simmers reported even after working that lot up to a higher level resort they were still having roach issues - so I say that in EA's zeal to make the lot a learning experience they might have buried those spawners as low as the world level. I hope they didn't, as users won't be able to fix that if that is the case - but there is a chance they might be in the lowest basement level - perhaps placed like one would place spawner in a lower tomb - but I just have not looked very deeply into that resort. I know I need to but I need to make time when I have no worlds to test. I have to keep my concentration on the worlds for now.

All that I do know is burying spawners that deep is always a bad idea, as is planting extra code into a single lot - that is what sometimes makes simmers go bonkers - as the majority don't mind a bit of questing but they expect when they do what is required the problem cease. Technically bringing that resort to 5 star should eliminate a roach issue but from reports I have seen that is not the case on that particular lot. I can neither say it is or it isn't as I honestly have not spent a lot of time looking into it. I seriously lack when it comes to resort owning - as I have mentioned before I was never really into OFB type play so when things like that or remotely like that come up in Sims 3, I just visit the resorts with my sims and even that is rare - I don't own them - otherwise I would probably have found a true solution if there is one. I also have not owned a store with the rugs, or a Bistro with the oven, or any of those own it yourself type lots, but do have all the Venues in my game and do assign the bistro to menus etc, but I stop at that point. I have the toy store in game but don't want to own one - but like to have the toy machine at my sims house. I am happy with selling things through the consignment or elixir shop - so sad to say those kind of things are like the last I get to for eliminating issues. All I can do is apologize.

But you are right - that resort definitely has issues. I do wonder though if no one disturbs it if it will still have issues if it is not played. Usually EA's quests do not fully activate or activate at all if we did not move a sim there to activate all that. I have not looked into it at all, so I really cannot answer any of that. But activated I hear it is an issue for sure.

Now you have me real curious - maybe I will get time this week to look further into that. Or at least answer a few of my own questions.
rumbutter wrote:
hiya stickykisses :)

the roach spawners after you use the cheats testingcheats and moO grab the spawner and move it above ground then the staff can stomp them
turn your cheats off also there is a family on a houseboat that seem to cause an issue too the scott family so either move them to a house or delete them out of the game and another family it's either prince or price i think it's prince move 'em too
Writin_Reg wrote:
Rumbutter deleing EA sims is a big no-no as they do not delete and they have programming directly into the AI that keeps their files in the game. All you are doing is making them invisible and that alone will eventually make your game more laggy than you can imagine. If you think it is hard to find a single stuck sim some where - try finding an invisible one that by deleting you also made homeless. In top of it they are programmed to be given actions by the AI, so the AI keeps them doing things and with no bodies to do the things they need to do - it throws a lot of rout fail that we can't even see (we see lag while the AI keeps looking for a solution to get those sims to perform what it has asked them to do. The AI you have to remember does not physically see anything but files, so deleting Sims bodies does not make them gone to the AI as deleting them does not remove their files, just simply scatters them like broken glass through out your save. But any sim that is in the game when you first start a game is imbedded in the programming - so when you start a new game there they are doing the things they are programmed to do and being ordered by the AI. So deleting is always a bad idea - has been like this in sims forever and Sims 3 did not change that.

JUst figured I ought to let you know that. Also deleting any sims even those added to the game by you or the game itself still brings with them files that goes immediately to the AI so if you play another household the AI can control them - anything a sim does that you are not making that sim do is AI control as pixels do not really get hungry or have to pee - the AI controls that otherwise you would be having to control everything every sim in your household did. You can leave the game running (don't advise it as sims left to their own get in trouble often) and those sims will continue to do things with out you because the AI has their files the minute you put them in the game. So any sim becomes trouble for your save if you have to delete it. Unfortunately the only safe way to remove a sim in a save is for it to die and you can eventually send it to the Netherworld (or the game moves the household out of that world) - then the AI drops most of it's files from the que unless you start a new save. Just the family relationships files stay intact.
kcavines wrote:
Writin_Reg wrote:
Also deleting any sims even those added to the game by you or the game itself still brings with them files that goes immediately to the AI so if you play another household the AI can control them - anything a sim does that you are not making that sim do is AI control as pixels do not really get hungry or have to pee - the AI controls that otherwise you would be having to control everything every sim in your household did. You can leave the game running (don't advise it as sims left to their own get in trouble often) and those sims will continue to do things with out you because the AI has their files the minute you put them in the game. So any sim becomes trouble for your save if you have to delete it. Unfortunately the only safe way to remove a sim in a save is for it to die and you can eventually send it to the Netherworld (or the game moves the household out of that world) - then the AI drops most of it's files from the que unless you start a new save. Just the family relationships files stay intact.

On a first note, thank you for the advice concerning IP, I will have to try those things the next time I play in that world. :mrgreen:

2 questions

1) What is AI?

2) I've created soooo many households over the course of Sims3 history, so if I'm understanding you correct, I should not delete any old, unused households that "I've" created? I know you said letting them die is a better option, but they are still saved to the library. How do I get rid of them from the library without creating lags and glitches in my games?
kcavines wrote:
Other than those two issues, I had already replaced all the spiral stairs (on houseboats) with ladders and destroyed the Medina house. But I will check out the stadium and bars just in case. Thanks again! :D

Hi stickykisses :)

I have a really bad lag in IP, do you suggest I replace the spiral stairs with ladders? How do you (and so many other members) find out what to delete/replace/adjust in order to provide smoother game play? Do you just play around with the game? Or, are there signs that point you in the right direction?

Because of the terrible lag that came with IP, I'm now trying to look into smoothing out my game. I didn't have any problems before. I guess I'm just curious where you and other Simmers go to find all this stuff out...(Writin_Reg too, she knows so much about this game!!!)?
amjoie wrote:
Concerning certain IP glitchy families ...

If you use mods: Two mods (awesome and Twallen) have safe ways to delete all sims in the world. This definitely does eliminate many issues, but is time consuming, because you have to replace all those deleted sims with sims of your own, if you want to guarantee no new issues will rear their heads.

If you do not immediately add your own new sims, the world will generate new sims for you, even with story progression turned off. No EA world stays blank or with just one family. It takes some time for it to happen, because families are added just one or two at a time, but the game WILL populate an EA world, regardless of your story progression setting being off. So if you want only your own sims in a world (other than a few mandatory EA NPCs) then you must add them all before playing the world.

If you do not use mods: Before you invest your own play time in that particular world, turn story progression off and aging off (very important to do that, so don't forget) and then age up the Scott family and that other family with birthday cakes or testingcheatsenabled. Age up their ghosts, too. That will eliminate the problem without messing up the coding, because EA sims are supposed to age and die. The game does play better with those particular sims gone.

I also age up the existing merpeople. Some, especially Triton, are problematic. The game will make new, or you can add your own merpeople by having certain sims eat mermaid kelp, before you invest your own play time in the world.

Once those particular families are dead and gone (even the ghosts leaving the game), you can be better assured that your IP world will be less glitchy/laggy.

Of course, you still need to do the other stuff already mentioned. Maybe even get a copy of the IP .world file, with ellaCharmed's routing fixes (follow instructions carefully, to place it in the game inside Programs), if you don't mind messing with that.

Save your world as "IP prepped" or some other name that will allow you to copy the prepped world from the main menu, next time you wish to start IP as a totally new world. Then you won't have to go through that process all over again. (Be sure to save a copy of the prepped world to another drive or thumb drive, so you can always put it back in a brand new game, at a later date.)

After you prep the world this way, don't forget to turn story progression and/or aging back on, prior to starting your own game play. Or leave them both off, and have more control over your world.

I know other people's mileage may vary, but I find all my worlds play better without story progression or aging. I can still age my played families as I choose, but no new wild critters are generated, so I know exactly which stray horses to look for and where to find them, in case of a problem (and no new ones are going to spawn in places where they can get stuck). I also know that any sims I give a redo or change wardrobe will stay looking the way I want them to look, whether they are EA sims or my own sims. Always keeping the same sims has the added benefit of eliminating certain traits I don't want added in my world. And it is easier on your computer, especially if it isn't a top of the line computer.

This is a personal choice, and everyone plays the game differently, but I do like maximum control -- it's just less worry for me concerning glitchiness and makes for smoother overall game play. More work in the beginning, but ultimately more fun in the end. For me, anyway. Not all will agree, due to different game play styles. :)
amjoie wrote:
kcavines wrote:
Because of the terrible lag that came with IP, I'm now trying to look into smoothing out my game. I didn't have any problems before. I guess I'm just curious where you and other Simmers go to find all this stuff out...(Writin_Reg too, she knows so much about this game!!!)?

I can't speak for Writin_Reg, but all the things I have personally learned have been a direct result of being too stubborn and too determined to leave "well-enough" alone. LOL

I start out with a factory-reset game, no mods, no CC (not even store stuff) and play a world. When I find a problem, I troubleshoot until I either completely remove the issue or find a fix for it.

I also comb the forums for any and all problems/solutions whenever a new world or expansion comes out. That way, I benefit by the discoveries of other likewise stubborn and determined people. ;)

If you are serious about prepping your game, in addition to threads like this one, Crinrict has all kinds of great info on her site. She also has some helpful threads from the forum linked, so you can find those easily for whatever problem you may be having.

Word to the wise: If I were you, I'd save all that forum info somewhere on your hard drive, because the forums aren't going to last forever. And you may need to access the info at some future date.
amjoie wrote:
kcavines wrote:
2 questions

1) What is AI?

2) I've created soooo many households over the course of Sims3 history, so if I'm understanding you correct, I should not delete any old, unused households that "I've" created? I know you said letting them die is a better option, but they are still saved to the library. How do I get rid of them from the library without creating lags and glitches in my games?

AI is artificial intelligence. It means all the autonomous things your sims do, while not being player directed.

Library sims are not part of the game. They have been "disconnected" from the game. In effect, they are brand new sims, even if you have played them for months. They do not carry family histories with them, they do not have records of friends/relationships from a previous existence. The only relationships they still have intact are ones with their own household family members.

Technically, once library binned, a household should be saved to a sims3pack and removed from the library. You can install them at any time in the future, should you want to play them again. But leaving them in the Library will possibly create the problem of doppelgangers in your game (game-engine-added sims with the same name, appearance, features as sims already existing in the game -- this can confuse the game engine, so doppelgangers need to be fixed if they exist, by changing their name and appearance so the game recognizes the difference between the unintentional "identical twins").

The game engine looks to the Library when it needs to put more sims in the game, which is usually OK, since it was designed to grab unplayed sims EA put in the Library. Unfortunately, the game will sometimes grab your own binned sims, instead. And that can cause problems. So keep your own sims safe as sims3packs, but don't leave them in the library if you play with story progression and aging turned on.
rumbutter wrote:
amjoie wrote:
Unfortunately, the game will sometimes grab your own binned sims, instead. And that can cause problems

^ this happened to me some time ago i had made a family with a teen son i was mergeing them in with the family i usually play as it was the weekend in game when it was time for school on monday i followed him lucky i did as three other sims turned up for school exctley looking the same as him :shock: i paused the game and hovered over each one and they had the same name the way i had spelt it all i could do at that time was save my family and start a new game waved bye bye to the other game i had

edit to fix my post

kcavines wrote:
amjoie, thank you so much for all of that information! It was so kind of you to take the time and explain everything to me. I am very grateful. :-) I hope you don't mind, but I have a few more questions.
amjoie wrote:
Technically, once library binned, a household should be saved to a sims3pack and removed from the library. You can install them at any time in the future, should you want to play them again. But leaving them in the Library will possibly create the problem of doppelgangers in your game (game-engine-added sims with the same name, appearance, features as sims already existing in the game -- this can confuse the game engine, so doppelgangers need to be fixed if they exist, by changing their name and appearance so the game recognizes the difference between the unintentional "identical twins").

You mentioned saving my binned households to a sims3pack. What is that, and how do I get it?

So dobblegangers are basically "copies" of sims in the library that I've made? How do I change the names and appearance of dopplegangers placed in the world? I didn't think you were able to change those things once out of create-a-sim. But you're saying that I can rename them and adjust their appearance?
amjoie wrote:
I also age up the existing merpeople. Some, especially Triton, are problematic. The game will make new, or you can add your own merpeople by having certain sims eat mermaid kelp, before you invest your own play time in the world.

Is it better to allow the game to make new merpeople, or for me to add my own? If I add my own to the world, will the game still make new merpeople?
amjoie wrote:
Once those particular families are dead and gone (even the ghosts leaving the game), you can be better assured that your IP world will be less glitchy/laggy.

How do I get rid of the ghosts, once the families are dead?
amjoie wrote:
Maybe even get a copy of the IP .world file, with ellaCharmed's routing fixes (follow instructions carefully, to place it in the game inside Programs), if you don't mind messing with that. Save your world as "IP prepped" or some other name that will allow you to copy the prepped world from the main menu, next time you wish to start IP as a totally new world. Then you won't have to go through that process all over again.

Is ellacharmed's routing fix a mod? I don't use any mods and am nervous to do so. What will getting a copy of that file do for my game? Do I replace the original IP world with that file? I'm kind of embarrassed that I don't know all of this stuff, :oops: but where could I find that file if I were wanting to install it?

When I save the world as "IP prepped," in order to start IP as a new world (as you said, without having to go through the process again), won't it contain all of the saved information from the game I played (such as stories, households, etc)? For example, if I created a household named Johnson in the ellacharmed IP world, when I save it as "IP prepped" and copy the world to start a whole new game, it will have the Johnson household in the new game...with all of their saved story information?


I know this is a lot, I don't know anyone who knows about the Sims3 game or computers, which is why I relay all of my questions to these forums. I apologize for the long list, and I thank you in advance for ALL of your help! :-)
amjoie wrote:
kcavines wrote:
amjoie, thank you so much for all of that information! It was so kind of you to take the time and explain everything to me. I am very grateful. :-) I hope you don't mind, but I have a few more questions.

You mentioned saving my binned households to a sims3pack. What is that, and how do I get it?

How do I change the names and appearance of dopplegangers placed in the world?

Is it better to allow the game to make new merpeople, or for me to add my own? If I add my own to the world, will the game still make new merpeople?

How do I get rid of the ghosts, once the families are dead?

Is ellacharmed's routing fix a mod? I don't use any mods and am nervous to do so. What will getting a copy of that file do for my game? Do I replace the original IP world with that file? I'm kind of embarrassed that I don't know all of this stuff, :oops: but where could I find that file if I were wanting to install it?

When I save the world as "IP prepped," in order to start IP as a new world (as you said, without having to go through the process again), won't it contain all of the saved information from the game I played (such as stories, households, etc)? For example, if I created a household named Johnson in the ellacharmed IP world, when I save it as "IP prepped" and copy the world to start a whole new game, it will have the Johnson household in the new game...with all of their saved story information?


I know this is a lot, I don't know anyone who knows about the Sims3 game or computers, which is why I relay all of my questions to these forums. I apologize for the long list, and I thank you in advance for ALL of your help! :-)

Click on the binned library family and you will see an option in the menu that pops up on the right side, to save/export to a sims3pack, which will be placed in your exports folder. You can leave it in your exports folder and make a copy of the sims3pack to save to somewhere else on your hard drive/backup drive. Or just move it to a different folder someplace else, where you keep all your saved families, and backup that folder periodically.

The easiest way to fix the doppelganger problem without using cheats is to change your own playable sim's name at the city hall, and then give them new hair and clothes through the mirror and dresser. After that, befriend the doppelganger and add them to your family. Change their name at the city hall and appearance through the mirror and dresser, and then move them out to a different home. Once that is done, take your sim back to city hall and change their name back to what it was, before. Then change their appearance back to what it was, before. I know, it is a lot of work, but it does solve the problem.

The game is usually satisfied to have "X" number of merpeople in a world, so if you add one of your own merpeople for each merperson you age up, it should eliminate the addition of more EA created merperople. However, sometimes the game's story progression goes on steroids and starts converting regular sims to merpeople, indiscriminately. I cannot promise what the game's story progression will do, in your game. If you play with story progression and aging off, then the game will leave your own added merpeople as the only ones in the game, along with the merpeople you already left in the game that weren't aged up.

To age up a family you have to be playing that family. To get rid of ghosts, after you age them up to the elder stage, use a birthday cake or testingcheatsenabled true in the console menu to give them another birthday past the elder ghost stage. That will completely remove them from the game. Or, alternately, once the family is all elder ghosts, move another sim into that household, and have them pick up all the gravestones/urns on the lot. Then, with that sim chosen, go to the graveyard and place all the gravestones/urns in the graveyard. If you play with story progression on, eventually, those ghosts will age up by themselves and their info will be removed from the game.

A .world file isn't really a mod. It is a replacement file for the file found inside the sims game in Programs (not the sims game found in Documents). Do a google search for ellaCharmed sims 3 and you will find her website. On that website is all the information on how to put the .world file with fixed routing into your game. Alternately, search for ellaCharmed over at Mod The Sims (MTS) and you will see her .world files in her section at MTS. Read the instructions on the IP .world page. Just be sure you have the already created .world file and not simply the info needed to make your own (which involves using another program and is very complicated). She has both the info needed to make your own and the already created .world file for each world, so read carefully to make sure you get the right one. If it talks about Sims3PE, that is the wrong one. If it talks about where to place the file in Programs, that is the right one.

You will be prepping the world the way I instructed, and then saving it as Prepped IP BEFORE you start playing the world. Any sims you add to replace sims you aged up (or deleted if you used awesome or Twallen's mods to delete all sims in the world, and then replace them with your own) will be put into the world, but not yet played.

Then, when you want to actually use the Prepped IP world to start a new world, you make a copy of that world using the start menu (with the world clicked in the start menu, look at the options on the lower left of the menu, and you will see a button to copy/clone that game), and name it something else when given the option to name the world. You will actually play only the copied/renamed world. The Prepped IP world will always remain the unplayed game, so it is simply a template for the next time you want a new unplayed, but already prepped world. Never play the game named Prepped IP world. Just leave that one as a template.

I hope that answers your questions. :)

EDIT: Oops, missed a question. It won't matter whether you let the game generate merpeople or add your own, as far as game health, in IP. But I always prefer to add my own or choose which already existing sims eat the mermaid kelp in the game. That way, I know where to find them, if I want to befriend a merperson.

Comments

  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    kcavines wrote:
    Other than those two issues, I had already replaced all the spiral stairs (on houseboats) with ladders and destroyed the Medina house. But I will check out the stadium and bars just in case. Thanks again! :D

    Hi stickykisses :)

    I have a really bad lag in IP, do you suggest I replace the spiral stairs with ladders? How do you (and so many other members) find out what to delete/replace/adjust in order to provide smoother game play? Do you just play around with the game? Or, are there signs that point you in the right direction?

    Because of the terrible lag that came with IP, I'm now trying to look into smoothing out my game. I didn't have any problems before. I guess I'm just curious where you and other Simmers go to find all this stuff out...(Writin_Reg too, she knows so much about this game!!!)?

    I used ErrorTrap and OverWatch, those mods would tell me what sims were causing a routing fail. Once you get the notification about a stuck sim, you can click on their picture and the camera will shoot over to where they are. (You might need to pause the game.) Sometimes the camera is too late though, and the mods have already reset the sim at their home lot. But for me it was always the same sims, over and over, so I knew the routing fail wasn't something in the world but more likely on their own lot.

    And once I saw the spiral stairs in the houseboats for the first time, I knew from previous experience that the game won't let sims use spiral staircases which are "stacked" on top of each other. Such as what happens when there are three floors and two staircases, one right above each other. The ladders are in build mode, under the tab for spiral staircases. Supposedly the issue with staircases was fixed in a patch, and supposedly I have that patch level, but for whatever reason sometimes the patches don't take, and the SuperPatch is required. http://forum.thesims3.com/jforum/posts/list/175477.page

    My own game did not need any fiddling with the castle, but people who installed IP when it first came out, pretty much needed to destroy the whole thing. Trientein noticed that the door on the topmost floor was erroneously set as the front door, kids sank into the area around the real front door, and the three arches on the front had to go. My own game had already fixed all of that, so I didn't need to mess with it.

    Most of the issues have been fixed already, so the routing fails which someone experiences now depends on when they installed the game, what patch level they are on, and if everything in the patch "took".

    Oh, and everybody with computers with less processing power, still needs to unlock the fog over the hidden islands with a cheat, because the fog creates too much of a lag all by itself, regardless. Control shift c, testingcheatsenabled true, and Control shift c, DiscoverAllUnchartedIslands.
  • YellowJaneYellowJane Posts: 6,589 Member
    edited February 2014
    I think the only problem with Islo Paradisio lagging is that it's a big world, and some computers can' handle it. Maybe EA should've thought about that in advance, but I don't see how it can be fixed... :?
  • tlc10175tlc10175 Posts: 2,550 Member
    edited February 2014
    amjoie thanks for this handy thread. =]

    YellowJane, no it's not always that folks' computers can't handle it. I'm sure it is sometimes but sometimes it's not.

    I work a lot in CAW more than anything. A number of things could be off. For example routing problems can be easily overlooked in a quickly made world and can cause stuck sims which results in lag even on high end pcs.
  • dizzydeedizzydee Posts: 1,269 Member
    edited February 2014
    Thank you, Amjoie. A lot work for you, but a big help to the rest of us. Bookmarked and copyed.
  • stickykissesstickykisses Posts: 2,039 Member
    edited February 2014
    WOW Amjoie :shock: This is seriously very helpful to all the folks still having issues! :thumbup: Bookmarked in the "handy links" folder! :D

    Will say though, that for whatever reason, I wasn't able to grab the roach spawners even with testingcheatEnabled and MOO, and being in the basement level. No idea why... I've just ear-marked it for demolition... :?
  • rumbutterrumbutter Posts: 3,756 Member
    edited February 2014
    thank you for doing this amjoie :-)

    stickykisses are you using MOO or moO and in live mode ? or build/buy ?as i used the cheat this way testingcheats etc buydebug on then to grab the spawner moveobjectsOn and move it above ground while in build/buy mode the basement is a good idea if to if one does not want to use cheats have a basement with stairs so the staff can go down and stomp the roaches


    i also saw some lag i know i posted in the IP forum that some of the lag i saw myself was with a mer and a boat who where both vieing for the same route in the sea they flip flopped back and forth and i could see the judder eventually the boat went to the right the mer to the left or was it the other way round no matter, but once they figured out which way to go that judder stopped

    i don't play IP often because of it's issues the one game i do have set up in IP is just sitting there waiting for me to go back and edit some more

    oh and when i used the unlock the hidden islands a lot of my lag went but i still have lag

    bolded the part i forgot and used and amjoie's post reminded me of
    Post edited by Unknown User on
  • kcavineskcavines Posts: 84
    edited February 2014
    Yes, thank you so much amjoie...it's very helpful :)

    rumbutter wrote:
    thank you for doing this amjoie :-)

    stickykisses are you using MOO or moO and in live mode ? or build/buy ?as i used the cheat this way testingcheats etc then to grab the spawner moveobjectsOn and move it above ground while in build/buy mode the basement is a good idea if to if one does not want to use cheats have a basement with stairs so the staff can go down and stomp the roaches

    So MOO and moO are 2 separate cheats? I haven't had the problem with the spawned roaches yet, only because I stopped play IP a while back because of the lag. But does the spawning problem create lag in the game, or just an inconvenience for resort owners?
  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    Sometimes a hidden spawner can be unearthed by testingcheatsenabled true, buydebug on, and then going into build mode and using the level all tool command, and then immediately undoing it, which restores the lot to its previous condition -- except all basement or buried spawners show up on ground level. (Save your game before trying this just in case you forget to immediately undo the level all command before leaving build mode, and end up with a misshapen lot. Trust me, it can happen. LOL)

    Edit: Spawners can cause lag, but only if they multiply. The problem in IP is one of aggravation to resort owners, because they cannot get rid of roaches.
  • rumbutterrumbutter Posts: 3,756 Member
    edited February 2014
    cheers amjoie i had forgotten i used the buydebug on too i edit my post for correction
  • kcavineskcavines Posts: 84
    edited February 2014
    Sometimes a hidden spawner can be unearthed by testingcheatsenabled true, buydebug on, and then going into build mode and using the level all tool command, and then immediately undoing it, which restores the lot to its previous condition -- except all basement or buried spawners show up on ground level. (Save your game before trying this just in case you forget to immediately undo the level all command before leaving build mode, and end up with a misshapen lot. Trust me, it can happen. LOL)

    LOL, I now save before or even "after" I do anything big. I had to learn that the hard way.... :?

    When you say use the "level all" tool command, you mean the terrain tool? I thought there were only options to "Level (manually level each square tile)" and "Flatten Lot?"
  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    kcavines wrote:
    Sometimes a hidden spawner can be unearthed by testingcheatsenabled true, buydebug on, and then going into build mode and using the level all tool command, and then immediately undoing it, which restores the lot to its previous condition -- except all basement or buried spawners show up on ground level. (Save your game before trying this just in case you forget to immediately undo the level all command before leaving build mode, and end up with a misshapen lot. Trust me, it can happen. LOL)

    LOL, I now save before or even "after" I do anything big. I had to learn that the hard way.... :?

    When you say use the "level all" tool command, you mean the terrain tool? I thought there were only options to "Level (manually level each square tile)" and "Flatten Lot?"

    Yes, the terrain tool, Flatten Lot is what I meant.

    I always think of it as "level a little manually" or "level all." Sorry about that. ;)
  • RoseRidgeRoseRidge Posts: 1,321 Member
    edited February 2014
    amjoie,

    Thank you for all of the work you have done. I have not played Island Paradise yet and this thread will sure save me a lot of time. I rarely experience any lag in my game, but I do practice everything that I learned from your thread, bizarre causes of lag / freezes:
    http://forum.thesims3.com/jforum/posts/list/536956.page

    It was a wealth of information that can be used for any world, but
    I would love to see master thread listing potential causes for lag in each world. Knowing where routing problems are so we could adjust each world before starting a new game would certainly be an enormous time saver and make simming more enjoyable.

    Bookmarked this one too! :mrgreen:
  • SunnyBelleSunnyBelle Posts: 1,262 Member
    edited February 2014
    Thank you for this Amjoie :D

    I wonderful reference tool. I will use this when I return to IP for some play. I had given up as my experiences were not very happy ones. Lag mainly, which is a common problem by the sounds.

    Bookmarked!
  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    I just remembered something you should know, if you haven't discovered it yet. Those stilts they gave us for building houses over water are sim catchers, if they are tall enough to walk under. So fence them in to prevent sims, even dogs or cats, from walking under them.

    Better yet, build an actual dock that is low to the water, and build a house on the dock that is partially or fully over the water. Docks are much less hazardous than stilts. But still fence in anything tall enough to trap sims.
  • amjoieamjoie Posts: 3,517 Member
    edited July 2014
    I've compiled this from various sources, on the location of ghosts in different worlds, so you know where to find any not in the graveyard, if you are redoing houses or planning to bulldoze.

    I didn't personally find all the ghosts in IP, yet. But at least I know the names of the ones I haven't personally found. I hope this info helps someone. It is correct to the best of my knowledge. If anyone finds a mistake, please post a correction. :)



    edit: from Lucyvp86, a link to neighborhoods/worlds:

    http://sims.wikia.com/wiki/Category:Neighborhoods

    Moonlight Falls ghosts not in graveyard:

    Roommates -- one ghost: Violet Slymer , living at 1126 Merchant Way in the Refined Elegance house.

    Goth -- three ghosts: Frida, Samuel, and Olivia, living at 249 Valley View Drive in the Abundant Richness house.

    ………….

    Barnacle Bay ghosts not in graveyards:

    empty lot -- one ghost: Mort Gauge, buried at Maritime Shanty, located at 428, Tidal Terrace

    Goldbeard -- one child ghost: Davy Moans, buried outside in the Goldbeard house

    Crowes Nest Campgrounds -- one ghost: Victoria Skullfinder, buried outside

    Ye Old Library -- one ghost: Reed Wright, rests inside the library

    Pirate's Hideaway -- one ghost: Cathy Chaterly, who rests in an underground cavern

    …………..

    Dragon Valley = all four ghosts are in the cemetery

    …………….

    Lunar Lakes = all five ghosts are in the cemetery

    …………….

    Sunset Valley ghosts not in graveyard:

    Chester Landgraab deceased at beginning of game

    Crumplebottom -- one ghost: Erik Darling, buried in Agnes Crumplebottom's garden

    Goth -- five ghosts: Gretle Goth, Victor Goth, Simon Crumplebottom, Prudence Crumplebottom, Lolita Goth, buried in the Goth family cemetery

    …………….

    Monte Vista ghosts not in graveyard:

    Poetic Property -- one ghost: Valentine Monty, living at 718 Bella Vista Drive

    ……………

    Sunlit Tides = all ghosts in cemetery

    …………..

    Isla Paradiso ghosts not in graveyard:

    Matteo Torres house -- two ghosts: Garcia Torres, Florinda Torres located in their son's front yard

    unclear if other ghosts are not in graveyard: all deceased below so check to see if they are in the graveyard

    Manuel Manzano (Old Age)
    Adalia Ichtaca (Old Age)
    Tavio Medina (Starvation)
    Ashby Chan (Drowning)
    Glenda Goodwhich (Fire)
    Marianne Porter (Electrocution)
    …………..

    Oasis Landing = all ghosts in cemetery

    …………..

    Lucky Palms = all ghosts in cemetery

    …………..

    Aurora Skies = all ghosts in cemetery

    …………..

    Hidden Springs ghosts not in graveyard:

    Vanderburg -- one ghost: Grogor Bellemy is in an urn in the Vanderburg's study

    …………..

    Riverview ghosts not in graveyard:

    Remington -- four ghosts: Cody Remingtion buried in the homes garden, Eileen Remington outside the kitchen window, Kirsten Remington near the other two, Jasper Remington urn is found in old home on second floor next to the TV

    Dixon -- one ghost: Destry Dixon, urn located at the barn of his former home

    not sure of Mary Lu Broke, Sasha Shallow, or Jenny Joy

    ……………

    all vacation worlds = all ghost in cemetery

    …………...

    Bridgeport ghosts not in graveyards:

    behind Plasma 501 -- one ghost: Lotta Greaves inside a gate near a secret xugterranean room

    behind theater -- one ghost: Sinjon Frank between dumpsters

    ......

    Roaring Heights has these ghosts, all in the cemetery:

    Ghosts in cemetery

    Bruce Picard (Old Age)
    Charlotte LaFontaine (Electrocution)
    Clara Harbucks (Fire)
    Malcolm Landgraab (Old Age)
    Robert Jones (Old Age)

    2nd edit:

    Midnight Hollow has these ghosts in the cemetery:

    In the Graveyard:
    Rigger Mortis (Electrocution)
    Ichabod Specter (Electrocution)
    Hugh Thanasia (Fire)
    Edmund Flynn (Drowning)
    Minerva Goth (Old Age)

    Appaloosa Plains

    Deceased Pets:

    Breezy graveyard
    Dazzler graveyard
    Dizzy graveyard

    Ducky Lionheart She belonged to the local crazy cat lady Hetty Lionheart and her urn is located in the Hetty's bedroom

    Estela Marshallonce belonged to the Marshall family. She died of old Age and her urn is kept in the nursery of their home

    Glint 2.0 Singleton located in the Singleton's home

    Deceased Sims:

    Donna Parr-Teague graveyard

    Yellow-Foot Wild-Hair buried in a small park behind the graveyard called Hangman's Tree National Landmark.

    Clarissa Riffin Her urn is located in the family's master bedroom

    Clement Riffin His urn is located in the family's master bedroom


    Twinbrook
    Deceased Sims:

    Di. L. Emma Riddle (Old Age)
    Her urn is in the attic of the Riddle household in Twinbrook •

    Macy Clay (Fire)
    buried behind the parking lot of the Cleanesque Laundromat


    Steward Curious (Meteor) graveyard
    Penelope Sargeant (Fire) graveyard
    Kenneth Tucker (Old Age) graveyard
    Timmy DeBleu (Mummy's Curse) graveyard
    Wilhelmina Leaf (Electrocution) graveyard
    Bob-Andy Baker (Drowning) graveyard
    Kid Mugg (Starvation) graveyard
    S. Windle Racket (Electrocution) graveyard

    Pixie Carlton (Electrocution) urn can be found in the home of the Racket family on top of a drawer in the living room

    Fly Bayless (Old Age) urn remains by the Bayless family.

    Tina-Patricia Copper (Mummy's Curse) Her urn is kept on the third floor of the Curios Memorial Museum

    Lacy Darer (Fire) uried in Juan's Pick'n Pull junkyard.

    B. Vernon Castor (Electrocution) buried next to Burton's Boxcar Diner, under the barrier rail

    edit to update ghost list with latest info







    Post edited by Unknown User on
  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    rebuilding houses to fix lag thread:

    http://forum.thesims3.com/jforum/posts/list/736749.page

    And this quote found in the thread below:

    http://forum.thesims3.com/jforum/posts/list/30/732278.page

    ConmanDuf wrote:
    Behind the spa/diner at premium port is Rubisel Ichtaca's houseboat, I found that he ALWAYS gets stuck outside and cannot move, I tried reseting him and it got rid of the lag, when it came back, sure enough he was there! so remove him or that property from the game and see if it helps! So far it seems to have gotten rid of my lag.
  • MariesaliasMariesalias Posts: 1,954 Member
    edited February 2014
    not sure of Mary Lu Broke, Sasha Shallow, or Jenny Joy

    I am almost positive that all of those are in the Graveyard. I will double check next time I am in game though.
  • amjoieamjoie Posts: 3,517 Member
    edited February 2014
    Thank you for double checking. I appreciate that. :)
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