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Populating a custom world with NRaas?

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How do I populate a custom world with NRaas? I've spent about one day in the new world and only paps and other NPCs have moved in - the town is like a ghost town.

@igazor?

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    igazorigazor Posts: 19,330 Member
    Does this page not answer most of your questions?
    http://nraas.wikispaces.com/StoryProgression+FAQ+Immigration
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    aricaraiaricarai Posts: 8,984 Member
    igazor wrote: »
    Does this page not answer most of your questions?
    http://nraas.wikispaces.com/StoryProgression+FAQ+Immigration

    Yes it does - sorry for asking before looking there! I didn't understand exactly what I was looking at when I did a google search; sussed it now! Sometimes it's information overload with these mods.

    I do have another question though - which I may have asked or googled before, but I can't remember - how do you stop random townies from wearing CC? Is that a blacklist thing or a s3pe thing @igazor?
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    TadOlsonTadOlson Posts: 11,380 Member
    The best option is to manually add the population in from edit town gradually over time as I do in my legacies which are always in costion worlds without a population in new games.
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    InfraGreenInfraGreen Posts: 6,693 Member
    You can manage clothing blacklists with Dresser but disabling/enabling for random can be done on a per-item basis in s3pe. I'm sad there's no batch function for it though.
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    aricaraiaricarai Posts: 8,984 Member
    TadOlson wrote: »
    The best option is to manually add the population in from edit town gradually over time as I do in my legacies which are always in costion worlds without a population in new games.

    I figured it out with the Rapid Immigration...the town should be populating shortly. @TadOlson aren't the Sims from edit town Sims that you save to your library? I don't really want any of my own Sims running around the town; I just sort of want random people that I don't know/didn't make.
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    aricaraiaricarai Posts: 8,984 Member
    InfraGreen wrote: »
    You can manage clothing blacklists with Dresser but disabling/enabling for random can be done on a per-item basis in s3pe. I'm sad there's no batch function for it though.

    That would be nice; I'm not sure how to use s3pe, so I may go in search of a tutorial.
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    igazorigazor Posts: 19,330 Member
    Tad's is one way to populate a world yes, but of course we can't really call that the "best" way. The "best" way is the one that meets the player's needs and we all have different expectations especially when setting up a new world. That's why the mods have so many options associated with them.

    S3PE can be a challenge to learn how to use. I usually poke around the various resources it reveals until I find the one that has the category I was interested in changing at the time (CAS categories, catalog prices for Build/Buy items, etc.).

    If the content is sims3pack rather than package, EasyCASP Editor does a great job in helping to manage this stuff, as well as base game and EP/SP content. But sadly EasyCASP does not work on Patch 1.69 or on Steam/1.67 installs. :/

    Would you like to hear about "Igazor's Method™ to Handle Badly Dressed Sims"? When I see them wearing something I don't like on-screen, I stop what I am doing and drag them into MasterController's Stylist to fix the offending combination, whatever it is. While there, I might edit one or two inactives' other outfits that I would expect to see the most often -- Everyday, Formal, perhaps Outerwear. Then move on. I don't care what sims wear behind closed doors where I can't see them and I don't care how silly their sleepwear and swimming gear might look if I never have to see those on them either. But, that's perhaps just me. :)
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    aricaraiaricarai Posts: 8,984 Member
    igazor wrote: »
    Tad's is one way to populate a world yes, but of course we can't really call that the "best" way. The "best" way is the one that meets the player's needs and we all have different expectations especially when setting up a new world. That's why the mods have so many options associated with them.

    S3PE can be a challenge to learn how to use. I usually poke around the various resources it reveals until I find the one that has the category I was interested in changing at the time (CAS categories, catalog prices for Build/Buy items, etc.).

    If the content is sims3pack rather than package, EasyCASP Editor does a great job in helping to manage this stuff, as well as base game and EP/SP content. But sadly EasyCASP does not work on Patch 1.69 or on Steam/1.67 installs. :/

    Would you like to hear about "Igazor's Method™ to Handle Badly Dressed Sims"? When I see them wearing something I don't like on-screen, I stop what I am doing and drag them into MasterController's Stylist to fix the offending combination, whatever it is. While there, I might edit one or two inactives' other outfits that I would expect to see the most often -- Everyday, Formal, perhaps Outerwear. Then move on. I don't care what sims wear behind closed doors where I can't see them and I don't care how silly their sleepwear and swimming gear might look if I never have to see those on them either. But, that's perhaps just me. :)

    Thank you @igazor - I agree with you on the method being the way that fits the player's needs.

    I think my best way might be to ignore it as I'll be filming this and it could be quite frustrating to stop and edit every single that pops up with a terrible nose mask. :lol:
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    SimplyJenSimplyJen Posts: 14,828 Member
    edited November 2017
    As said already, S3PE can be used to disable random and so can TSR Workshop. I've attempted blacklisting and quickly got frustrated. It's been on my sim to-do list to figure out disabling random through S3PE. If I find the time to poke at it tonight or tomorrow, I will post back here.

    When Immigration pulls from the edit town sim bin, it's mixing genetics. Not plopping down clones. I use this to populate and finally got around to making 10 saved households to mix genetics with when generated.

    edit: These male sims were randomly generated in my game using mixed genetics from the bin.
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    igazorigazor Posts: 19,330 Member
    edited November 2017
    Although I know other players love this feature, I don't even like using my household bin for immigration genetics and keep that option in SP Immigration switched off. And I can tell when I've forgotten to do that with a new world when I suddenly see variations of my sim self, my NRaas colleagues, and sims from households I've put together myself in other worlds either wandering around town as residents or tending the cash registers -- they are in my bin for storage, not usage! :/
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    SimplyJenSimplyJen Posts: 14,828 Member
    @igazor Wait... so it does place down clones? I haven't noticed. Just a mix of sims. :/
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    igazorigazor Posts: 19,330 Member
    edited November 2017
    SimplyJen wrote: »
    @igazor Wait... so it does place down clones? I haven't noticed. Just a mix of sims. :/
    I've seen it do both. The apparent clones, although there will be some variation to some of their sliders usually, tends to happen more when there aren't very many sims/households in the bin for SP to work with or most of them have been disallowed for that purpose already -- then some silly player (me) adds one or two new households to the bin and forgets to disallow them.
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    SimplyJenSimplyJen Posts: 14,828 Member
    edited November 2017
    igazor wrote: »
    SimplyJen wrote: »
    @igazor Wait... so it does place down clones? I haven't noticed. Just a mix of sims. :/
    I've seen it do both. The apparent clones, although there will be some variation to some of their sliders usually, tends to happen more when there aren't very many sims/households in the bin for SP to work with or most of them have been disallowed for that purpose already -- then some silly player (me) adds one or two new households to the bin and forgets to disallow them.
    ah I see... I made sure to make a healthy amount (100 sims combined) so I guess that explains it.
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    aricaraiaricarai Posts: 8,984 Member
    I have many variations of the same households in my Sim bin so I've set it to disable too. We shall see what happens tomorrow....eeek :mrgreen:
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    aricaraiaricarai Posts: 8,984 Member
    So it populated alright, but my town is overrun with Sims that looks like this...

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    I'm not sure whether to laugh or to cry! :lol::cry:

    And side note: My sims' boss is a child! HELP! Haha!
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    thuggishsplicerthuggishsplicer Posts: 1,747 Member
    @aricarai ROTFL Sorry for laughing! How come you got those!?
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    TadOlsonTadOlson Posts: 11,380 Member
    I don't usually get very many NPC's in my towns as I only allow them to be moved in when actually needed and I add my households manually to the town as I start growing the town's population after a few years.
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    igazorigazor Posts: 19,330 Member
    @aricarai - This is evidence of game corruption, but I can't begin to say how it happened in this case. The only time I've ever seen sims like that is when I've used CAS to force the aging of existing sims either up or down, which is never a good thing to do. Might that have been done with the sims you have seeded your Household Bin with by any chance?
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    SimplyJenSimplyJen Posts: 14,828 Member
    Actually (I could be wrong) but @aricarai , do you have custom head sliders installed?
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    igazorigazor Posts: 19,330 Member
    @SimplyJen - Oh, I hadn't thought of that. I was taking the statement that the OP's sims' boss was a "child" literally, not that they just looked like one.
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    aricaraiaricarai Posts: 8,984 Member
    SimplyJen wrote: »
    Actually (I could be wrong) but @aricarai , do you have custom head sliders installed?

    @SimplyJen - you are correct! That was problem - I had a bulbous head slider and also a height slider in my game. :lol:

    @igazor - false alarm - she wasn't a child! She just had a massive head and a small body :lol:

    I'm going to restart this LP (luckily I only filmed 3 episodes) and populate the town before I start playing. Although it still doesn't help with the horrible clothes/accesories that these townies end up wearing! :mrgreen:
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    SimplyJenSimplyJen Posts: 14,828 Member
    I don't know if you noticed but they also have all sliders set to 0. This is what most people a "pudding face". Unless you're placing down your own sims or using a good chunk of sims saved to the household bin to pull/mix genetics from, the town will be filled with these pudding sims.

    In case you didn't notice, I wanted to let you know.
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    aricaraiaricarai Posts: 8,984 Member
    edited November 2017
    Ah ha so may I do need to pull from my Sim bin. But I have duplicates of them; how do I get over seeing multiples of the same Sims @SimplyJen?
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    igazorigazor Posts: 19,330 Member
    edited November 2017
    Since I'm "batting 1,000" on getting things wrong thus far here, may as well continue. :p

    1 - NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Immigration Disallow Bin by House (select the bin households you don't want to be used to pull genetics from for incoming immigrants).

    NRaas > SP > General Options > Options:Sims > (the same) for NPC Service sim generation, if you have the SP Population add-on and use it to generate/replace Service Sims. Same for NPC Roommates.

    Which of three sources the mod will pull immigrant genetics from depends on two other settings.

    Chance of Bin Offspring > (default is 50, I keep this one at 0 unless I really do want the household bin sims used)
    Chance of Random Offspring > (default is 10, this is the one that calls for the temporary generation of new sims behind the scenes to use as the genetic "parents" of the incoming ones; it's pretty much "the EA way"; I set this much higher, usually around 50 or 60).

    The remaining third source, so percent chance of 100 minus the sum of the above two, would be very distant, off the family tree "relatives" of existing sims already in town.

    Where the 0-slider effects are coming from depends on which of the three sources are being used and, except for the random generation one, what kind of sims are to be found there.

    2 - Do you have the SP Population module and its Advanced Genetics option switched on? This one provides for more wandering/variation through the skin tones by way of blending and further usage of different sliders when new sims are spawned. It's fun and great, but somewhat annoying with or without the Advanced features when very special use sliders (scoliosis, eyes uneven, things like that) get used a bit too often and then some further adjustments might be required when you see the sims on-screen in some cases. :)
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    aricaraiaricarai Posts: 8,984 Member
    I think I downloaded the SP Population mod last night (with a few others) but took them all out because when I went in to my game, it had messed up the rotation on the in game camera and made it super slow. I must have downloaded one that wasn't at the correct patch level.

    I seriously need to reset up my game before I start filming again because I'm doing some major derping and clearly doing it wrong.

    As for your list @igazor (and you aren't doing a bad job at all, I appreciate the help):

    1. I did that one
    2. I actually don't mind the NPCs that were generated - one was wearing a snorkling mask and I found it hilarious!
    3. So I don't want bin offspring but if I set it to 0, is there any point in doing number 1?

    I took out my head sliders so I don't think anyone will have huge heads anymore, so that's not a problem.

    Once the town is completely populated, so I just set immigration to 0 again to stop the constang pop ups about the construction boom?

    Is it wise to set the immigration to 1000 to begin with? That's what the FAQ on NRaas site say but it seems a little excessive doesn't it? Or does it even matter?

    Right, so I need the SP Population Mod and also my brain to start functioning. I think y'all need to put a warning on your site...'Not for noobs' - because that's exactly what I feel like.
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