@kwanzaabot Turn-Ons and Turn-Offs are like chemistry, except instead of being based on traits, it'll be based on your sims' appearance and accomplishments. There is a large amount of turn ons and turn offs. Here's what I've done so far. Keep in mind I haven't added skills and careers yet, along with some appearance…
Creator of the mod here, that's not all! Personality won't be the only one affecting chemistry in the final version. I plan to add Turn-Ons and Turn-Offs like The Sims 2.
I checked the Daydream interaction, and it seems that it's just a new interaction that has the same name. Maybe they realized that it wasn't being used anyway, so they removed it? The new daydream interaction isn't actually on the bed, instead, it seems to be an interaction for child sims to perform on their own.
Neat! A question though. Do these include the expansion pack tracks? Oh, and so I can test if my mod is working faster, can you also provide the instance id for the main menu music? Thanks!
Uh, how does one delete a post? I couldn't find a way to move it, so I've manually reposted it there. However, I can't seem to find an option to delete it here...
Thanks for responding SGMS! Hope you can fix it soon! EDIT: And no, there were no improvements in the Dine Out patch for libraries, although on other venues, sims are more responsive.
I managed to replace the game's simulate function and time each simulated element's execution time. Something is very wrong here, as most of the time, one processed thing in the simulate function could take up to 100 ms! Here's another little log just in case it helps you diagnose the problem. Only things that took longer…
@SimGuruModSquad, going back to this, I removed the time limit on how much time the game can spend on the "simulate" function, and added a timer on it. The results were worrying, even on Speed 1, the "simulate" function executed around 100 ms most of the time on the library lot in Willow Creek around noon, and varying…
Hey @Alistu, as far as I remember, I did add teen height being automatically set, however, they won't immediately shrink after creating them, they'll only shrink at 12 midnight (or was it 1 o'clock? I forgot.)
Okay, I investigated a bit more, and it seems that the amount of objects may be the cause of the problem, my sim went to the gym where the game lagged as usual, then, when I removed the building with its contents, the sims started chatting with each other without any delays. Perhaps an object is bogging the simulation down?
Moar investigating! It seems that "scheduling.simulate" is running too slowly. I've changed the function which calls it to log to a file if the Sim Timeline slows down. And it slows down, a lot! Even on speed one, there are quite a few messages on the lag. Here's a log that contains every time Sim Timeline lagged on Speed…
Hey, @SimGuruModSquad! It seems that the fix for this "bug" is quite easy. I'll be explaining this so anyone who also experiences this bug can fix it. Nope, while it seems to help somewhat, the problem still occurs, sorry! It seems that there is a cap on how much time the game spends on the simulation. Originally, the code…
@SimGuruModSquad, is this relevant? I investigated the threads of the game in Process Explorer. I'm not that much of a programmer though. Anyway, here's the results: It seems that the most of the actual simulation is on one thread, which is the second one in the list. Whenever the simulation stops, the thread seems to…
@SimGuruModSquad, any update on this issue? It bugs me to no end as I mainly play on Speed 3. It's almost unusable due to the large amount of time wasted by the sims on their useless head bobbing. Oh, and one more thing, the game seems to max my CPU Utilization Percent at around 60%, is this expected? It's a quad-core…
The problem occurs in all my saves, regardless of how old they are. To reproduce: 1. Do something that results in a large amount of sims being simulated, like starting a club gathering, or going to a community lot. 2. Change clock speed to speed 3. 3. Watch the game slow down. I've tested with mods, no mods, high graphics,…
There are two types of culling, Sim Culling and Relationship Culling. Sim Culling deletes sims out of existence, and Relationship Culling makes it so that the game acts like relationships never happened. MC Command Center has options that can switch both off.
@SimGuruModSquad, are genetics in CAS ("Play with Genetics") and Gameplay the same? I've only tested genetics in CAS, so that would explain the different results we've gotten. ETA: Nope, still not working, even in gameplay. ETA2: Fortunately, I had some backups from a few days ago, before I rewrote the add_slider cheat, I…
Is there a separate entry for the game to consider a SimModifier inheritable? I've set the age/gender to allow the modifier on child Sims, but it still won't pass on to the child Sim.
What does the region part do? I've never come across a list of regions. I assume they're designating what body part is assigned to each region, so older sims have different sim modifiers that affect the same parts as their younger counterparts. Can we have a list of regions @SimGuruModSquad? Also the possibility off adding…