Every time I start a new save, I go through the hassle of populating the entire world and still run MCCC to do marriages and births every sim week, and eventually the save will just have a ton of sims.
But I was wondering, has anyone used MCCC to populate the game on its own...for example, maybe only starting out with 10 families for the entire save and let MCCC do all the work?
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no, my thought was not doing that. Just using the 10 families I put in the game and just populate the world from them. Keep the settings that won't move homeless sims into houses or let them marry or get pregnant. Only the main 10 families that live in houses can marry each other and populate.
I don't want to loose my played sims progress so i won't start again, but i will change settings again. I had teen pregnancy on, but i will set it off; i will only allow marriages between townies and only YA and A. I will only allow 2 kids per household max...
If i could i would delete all non played sims and put back all the premades, but i think they aren't in the library or the gallery.
EDIT to add that it's being really hard to find single sims in my save right now. Not really hard, almost impossible. Everyone is getting married super fast. It may seem that i have my settings very loose but the truth is that i have downgraded marriage and pregnancy percentages a lot below standard...
haha, that's EXACTLY how I feel about the homeless!! Which did you feel is a good number to start with? 10? 15? 20? After thinking about it, maybe 10 isn't enough when I think about all those empty homes. Even with 20 families i'll still have a ton of empty lots but there would be more options for marriage.
Actually i have no idea... how many premade families do you start with at the beginning? It will be different from me depending on how many packs you have...
I have done makeovers on all premades, except DU, and saved them to my Gallery. They will be put in an empty save, in houses I will build or download for them. The rest of the world I'll populate from my library, or the Gallery. I will tweak MCCC (again) so that it will not only spawn YA/A sims, but also families (it used to spawn families with children and toddlers, don't know what setting I messed up).
NPCC will take care of the generated townies, so there won't be too many of them. I've used this mod a week or so now, and I really like it. There is no over-production of sims anymore, and the control it offers is awesome.
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AHQ - Game help and Bugs
Regarding the thread, I've been trying to run tests to see how well MCCC populates things if I leave pre-mades to their own devices over generations (thanks to vampire hibernation) with pregnancies happening only once a week. I'll report back soon.
To be honest, I have tweaked MCCC a lot, because I didn't like what was happening. It was marrying off premades I had plans for myself, and 8 out of 10 couples were same gender. Now, I don't mind that, at least half my played sims are exactly that, probably more when I think about it. But it was too much. And it messed up my plans. The tweaking is probably why I don't have full families generated anymore, only single YA/A. I'll need to look into that.
Gallery: Kathykins
AHQ - Game help and Bugs
I haven't tried OP's proposal. It would require massive micro managing and I'm just not up for that. Heh, but it could be fun using MCCC's setting to allow teens and family members to breed/interbreed. Heck, you could even populate a neighborhood using the same two Sims. I propose that as a challenge in fact
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Do you know how this compares to NPCC by Paulson?
Bienchen's mod cuts it down to the bare minimum while still letting the game do core functions without player input.
I saw someone else mentioned that in order to help with population control, they set it so that only married couples have babies. This wasn't out of some moral idea but it meant that they had to first pass through the "marriage" check and then another check for pregnancy, which exponentially cut down.
So far, the balance feels about right the way I have my settings but I will try adding that last one if it grows out of hand.
Do you all just sometimes delete some Sims when it starts to get too huge? That should be possible in "Other Households" tab, right? Any problems with doing that?
Gallery: Kathykins
AHQ - Game help and Bugs
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Great settings! Mine are similiar now. Although my marriages are at 15 percent. Pregnancy percentages are I believe at 10...right now. So yes, I did the same with only married couples having kids. When that setting was off, I had one guy impregnate 15 different sims (in his defense, the pregnancy percentage was higher), but I thought it was a little ridiculous considering he was married. I do delete sims when there is too many.
Do you have "move out single sims" setting on? I wish there was a percentage for this but it seems to be 100% (as long as there are houses/apartments available)
I have don't fill empty houses but that's game options. If not I changed it so no one moves into empty houses.
I let the NPC Sims progress on their own. I did notice that the same Sims marry each other and the offspring stays the same in every save. When I get a new pack and start a new save some partners do change otherwise they stay the same.
I only use MCC to make the days longer, no relationship decay and to keep marriages intact. Also, I adjusted motive decay to account for the longer day. I think I changed it to 50. I changed seasons to 14 days (or is that game options or the mod? I forget) and pregnancy lasts 7 days in my game.
I used the mod to turn off emotional death and I right click to give recipes to my Sim and do other stuff. I use the cheats on the Sim and mailbox by right clicking all the time. Usually for motive control before a party or something. Sometimes I use it to change a trait without going into cas and I sometimes use it to summon Sims. Everything else is left to whatever the mod calls default.
I don't do any flags or mess with skill rate, population etc.
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> Great settings! Mine are similiar now. Although my marriages are at 15 percent. Pregnancy percentages are I believe at 10...right now. So yes, I did the same with only married couples having kids. When that setting was off, I had one guy impregnate 15 different sims (in his defense, the pregnancy percentage was higher), but I thought it was a little ridiculous considering he was married. I do delete sims when there is too many.
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> Do you have "move out single sims" setting on? I wish there was a percentage for this but it seems to be 100% (as long as there are houses/apartments available)
Thanks! It actually makes a lot of sense to change to only married families having kids if you're obsessed with the genetics like I am. It's fun to scroll through the "Other Households" and look at the evolving families. It's confusing when the kids are coming from all different fathers and look really random. :joy:
Since I don't allow any homeless move-ins at all, I don't have a need for singles move-out. I prefer to only have played characters living in the lots, with a few exceptions (the big celebrities are in their homes, and one unplayed vampire family is in their home).
> I have MCC and I don't do anything with population control. I don't mind what the game gives me. If I don't like a generated Sim I go to manage worlds and delete them. The game will generate a new Sim.
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> I have don't fill empty houses but that's game options. If not I changed it so no one moves into empty houses.
>
> I let the NPC Sims progress on their own. I did notice that the same Sims marry each other and the offspring stays the same in every save. When I get a new pack and start a new save some partners do change otherwise they stay the same.
>
> I only use MCC to make the days longer, no relationship decay and to keep marriages intact. Also, I adjusted motive decay to account for the longer day. I think I changed it to 50. I changed seasons to 14 days (or is that game options or the mod? I forget) and pregnancy lasts 7 days in my game.
>
> I used the mod to turn off emotional death and I right click to give recipes to my Sim and do other stuff. I use the cheats on the Sim and mailbox by right clicking all the time. Usually for motive control before a party or something. Sometimes I use it to change a trait without going into cas and I sometimes use it to summon Sims. Everything else is left to whatever the mod calls default.
>
> I don't do any flags or mess with skill rate, population etc.
Yes, forgot to mention that my days are a little longer (set at 35 I believe). I made the days very slightly longer and the motive decays are at 60%. This also helps slow down the ballooning population just a tad.
One really fun thing that happened due to autonomous and risky Woohoo being enabled - I have a married couple with two almost-grown teenage boys. The husband's brother is always coming over and hanging out, and he kept flirting with the wife. Since I consider her loyal, I had her tell him "Just be Friends," and they agreed. But the next day he came back over and before I could even touch it, first thing he does is grab her and jump in the shower with her. Immediately she got pregnant. I shrugged and rolled with it. Turns out she's not as loyal as I thought, and her husband has no idea that late-in-life baby is actually his brother's!
The other mod I use is the Chemistry System and that really adds a lot of randomness in. It's the one thing I miss most from Sims 2 and really couldn't enjoy this game like I did Sims 2 without these two mods working together.