1. Is there a way to turn YA's back into teens, and if so, without breaking the game?
2. I already knew I had to remove the hedge in front of the Sunset Valley science center, because sims constantly get stuck in there, but it seems to be bugged on a more basic level, at least if you use it with the school module of the NRAAS Career mod. Can anyone suggest a replacement for the Sunset Valley science center that definitely works with the school assignment?
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2 - Maybe I've just been really fortunate all this time, though I haven't played in SV for many years, but I've never had any trouble with any of the science centers I've placed and gone on to use for the location of a custom private school by way of the Careers School mod. Even science center rabbithole rugs placed in the basement of an overly simple shack looking structure have worked out fine, provided proper access is given to the rabbithole rug and there is enough space around it for sims to get in and out as required.
If you don't want to go through the steps of designing your own, perhaps try just about any of the pre-made structures from other worlds as available through Build/Buy?
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I did that once to age down to teen one human turned imaginary friend who had aged-up to adult before his “owner”. I had no problems in that save and he aged-up again normally, had kids, jobs, no problem. Except that he had a random boarding school diploma already, but I was able to enroll him in the school again by sending him there, though he didn’t get a second high school diploma later.
To avoid problems, just make sure your YA is not employed in a job that teens can’t have and is not pregnant. And backup your save as problems may happen as igazor said.
1. I take it I could try and age down the sim, but it's risky. As I'm talking about several sims, I should probably drop the thought.
2, The original SV science center has always had issues for me. When two sims arrive at exactly the same time - for example with the same carpool vehicle, one of them gets placed in that hedge. The only possibility to solve that is a full reset of the sim. If it's one going to school, his homework will be gone then. Deleting the hedge was an easy solution though.
As far as I have seen on the NRAAS board, I'm not the only one with the issues with the SV science center and the NRAAS careers mod. I followed the suggested approach to try the last test version of the mod, which made the situation slightly better. The automatic push of students still fails (if I do a manual one before the automatic one kicks in, that one fails too), but I can at least do a manual push after the automatic one gets canceled at 9:30 am (this didn't work without the test version). That worked for me, but it doesn't work for the townie students the mod sends there; they will fail school because they will never be able to get there.
I guess I have to look up the commands that show me the science centers of other worlds. Those seem not to be visible by default.
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I looked at the Build/Buy options, and do I get this right that you refer to putting a new building shell onto the existing lot? Is the actual function of the building (science lab plus whatever school function NRAAS career adds) tied to the building shell? I always thought it was the lot itself. Sorry if that sounds stupid, but I haven't really done anything with community lots in this game yet, except a few cosmetic changes.
So, in the end, it doesn't really matter if you re-use the existing lot that a science center is on, replace it (if Edit Town lets you), or use a different lot entirely.
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There's still much I don't know about this game. Sometimes it surprises me with having a lot on a lot and a building on it (three bulldozing steps). Maybe, that's where the beautiful vista function is tied to.
These days, whenever I'm slightly tempted to age a sim down below Young Adult, I have a little shudder as I recall the previous mess I had and decide I don't really need to do that just now.
https://www.youtube.com/channel/UCuW44b3uCMtCSaq4gwC8EZg
Deformed sims whose limbs and heads do not fit their body is one mess that can be created, although mostly (if the sim can still get around) those issues are cosmetic. I've had somewhat deformed sims before, caused by my impatience to age them up, not down, when they for whatever reason became age stuck and even with the full array of mods at my fingertips I couldn't find any reason for it. They've grown out of it. In fact one sim whose toddler to child transition borked like that, again affecting only the way they appeared on screen and only when performing certain animations, is now stunningly beautiful. Well, I'm biased because they are a third or fourth generation descendant of my long running legacy's founder meaning the very first sim I ever created, and it shows. But I would date...er, no. I would be proud to be their great uncle. Or something like that.
Of more concern, to me anyway, is the potential for data corruption and broken sims that can affect ongoing gameplay and the functioning of worlds generally. That's where I fall back on talking about the experiences of so many thousands of players we have helped with such issues at NRaas and elsewhere.
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I just moved the Sims3 installation to my SSD, and Origin changed the folder structure (integrated Late Night and HELS into the Sims3 folder). Let's see what this does.
Now I have to find a way to move the Sims3 directory in E:\Documents\Electronic Arts\ to the SSD and find out how you create a working Symlink to the new directory without screwing up the syntax. Wish me luck.
Sorry about using a "...for Dummies" link, but they do provide some very good illustrations.
https://www.dummies.com/computers/operating-systems/windows-10/how-to-change-the-location-of-user-folders-in-windows-10
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Anyway, I didn't really notice any great speed effect from the whole procedure. I guess reducing the number of files would be a better approach.
By the way, I didn't really want to change the topic, but I have some crash issues with the game, and my test whether the replacement of the Science building fixes the school issue still could not be finished. I've put the workers back, but I still have to enroll some kids.
And sorry, I misunderstood. If you are running your operating system off of this SSD, it does need plenty of free space for itself and the game to manuever. Hopefully you still have at least 35 GB (more would be safer) of free space on it after the symlinking? For some reason I thought you had added an additional larger (more than 256 GB) SSD over and above what you already had and were just now populating it with things for it to do.
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Although the numbers look good, I know that my system runs better if I have more space directly on the C: drive. Let's see whether I find anything to nuke.
Edit: There's also the point that Windows pushed one of its larger updates this morning. These usually take a few days of updates for me to sort themselves out. Furthermore, the backup it produced ate 15.5 GB on my system drive.
I use the recommended Version of the NRAAS career mod (88a), which according to some post by TreyNutz fixes the issue, but as I said, in my case it fixes it only partially, and not at all for the townies. He also mentioned that the issue affected only some science centers but not others, unfortunately without specifying which ones, and that means I have to go through them one by one, until I, maybe, find one that works.
The reason why I'm harping on this is the routing issues the problem causes. Alternatively, is there a method to selectively kill the school function for the science center?
NRaas > SP > General Options > Options: Careers > Options: School > Auto Assign School > False
The other way is to open the Careers School add-on module up in S3PE and deactivate or remove the science center school data. The module is really just an XML tuning file for the Careers mod. Otherwise wherever you have a science center, and you can have more than one per world, you will potentially have a school.
But I would vote for finding science centers that behave themselves better, given the choices. I still claim that, by chance, none of the science centers I use for schools in any of my worlds have this issue. Two of them are even combo rabbithole buildings with hospitals. Combo rabbitholes used to cause all kinds of issues for us, but thankfully those all got fixed with Overwatch years ago. In heavily populated worlds though with lots of sims using the science center/hospital for various things, that does make for a very busy rabbithole building.
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Other than that, it looks like it's time for more testing *sigh*
Plus, find out why some beds now randomly start becoming inaccessible.