I've been trying to build a world where all of the Sims in it are ones I've made myself, but the game keeps moving in new families and messing it up! I've tried to turn off "Fill empty homes" but now they're just walking around everywhere instead, and yeah, the houses are empty. Is there a way to stop them from being generated altogether?
Captain Fuzzbutt loves his plushie.
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http://modthesims.info/download.php?t=551680
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
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Captain Fuzzbutt loves his plushie.
ps, game default is set to fill empty homes. You can also try reclassifying some of the empty lots around the world to non residential status until you want to use them. I've found that helpful in s3 as well.
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The only other possibility would be to go into Manage Households every day and manually cull (delete) the households you didn't create -- they're likely in the Not In World population. I usually do my own culling every so often to delete single elders and other Sims I don't foresee my households interacting with.
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
Yeah, I turned that off and it helped them stop taking the houses I wanted to move people into, it just didn't stop them from appearing.
I don't mind the mailman, service workers, etc. I mind all the random people walking around and taking over my town.
Captain Fuzzbutt loves his plushie.
Well, they added options to Sims 3, who knows they'll add this one to Sims 4. Hope so.
For me this has changed. The last sim week I played (6 household, at least 10 loading screens) and only ONE townie was generated! I don't know why or how, but I hope it's permanent. My game is already filled with my own sims.
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Twitter: @byscreenside
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Updated with Werewolf Diaries (1)
The game might still have some creation it has to do above what's there, to fill certain roles.
I understood that certain NPCs might be needed for like mailmen or GTW professions. I haven't been to any of the GTW lots since I re-installed the mod.
It have found pulls from the sims *I* made for bartenders/gym trainers/librarians (for the most part) -- then there are still just generated townies just blowin' down the street in their half-tees and green fedora hats and guyliner.
I've been to the spa a few times since and half the spa employees are sims I made and then half are randoms.
So, I'm confused.
Twitter: @byscreenside
Youtube: YT
Well, they added options to Sims 3, who knows they'll add this one to Sims 4. Hope so.[/quote]
I am forever fixing up townies... I don't mind that they exist. I just can't bear to look at them the way they get generated.
Like why would you wear short pants, leggings, socks and open toed shoes... Whyyyy?!?
And who wears a sombrero with long fancy gloves and an evening gown... So gross.
I delete some every time I play. Yes every single time...
I also use MC Command Centre... And I love it.
I have my max homeless set to eight... I think it means families not single sims... 60 is... Very very high.
You have to set Use Custom Population to true, when I first started using the command centre it was off by default. Not sure how it is now.
Sorry for the hijack, as you were people. As you were.
Is it? I thought the game culled after 180, which is why I selected half that. I don't think I set custom population, though. I will try pruning the number and checking that setting. Thanks!
Twitter: @byscreenside
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Thank you. I have always said the generation of new townies had nothing at all to do with the head count reaching 180 (not in my game) and now I know it is when I send Sims through a loading screen. That is so lame. But thank you for confirmimg my own theory. It seems to me they get culled and new ones generated in my game whether I had reached the head count or not. So, this theory makes more sense doesn't it?
ETA: My Sims have never stayed home in any of these games, I may send one Sim through a dozen loading screens before they ever go back home. Wow, no wonder I never have the same townies and they are gone and replaced faster than my head spins.
I think you're both right.
Twitter: @byscreenside
Youtube: YT
Some mods you might be interested in:
Reduced Towinie Generating-
http://simsicalcreations.blogspot.ca/2015/05/reduced-townie-generating.html?m=1
Fewer Random Townies on Community Lots-
http://modthesims.info/download.php?t=560608
(I personally use this second one in my game and love it- the other one I don't use)
You can set the elder population to zero. This won't stop your sims from getting old, but it will stop the game from creating single family elders.
I've had this conversation before, I hate that they start out elderly and then die...
That's a terrible life and I wouldn't wish it on any little pixel.
I think it's a pretty bad game design. The game should pull townies from the unplayed bin instead of generating new sims entirely. A good design would stop the creation of sims all together once the population cap has been reached. That would solve the culling problem, but probably would affect performance on lower end machines with the game having to actually remember the sims exist.
Captain Fuzzbutt loves his plushie.