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Full House Mod - Increase your Household Size! [Still Compatible as of 1/25/18]

by TwistedMexi Posted 27th Sep 2014 at 6:11 PM - Updated 25th Jan 2018 at 5:29 PM by TwistedMexi
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Behavior
The mod will let you go to 24 slots by default. The reason for this is to help limit performance issues on lower-end machines. However since it's not my place to decide where your limits are, you can indeed override this by adding "true" to the end of your command.

If you have a sim with a space in the first or last name, then that part of the name will need to be wrapped in quotes
Example:
Code:
tm.fullhouse "Kenny G" Williams



Commands:
Add extra sim to your household:
Code:
tm.fullhouse <firstname> <lastname>


Delete a sim by name:
Code:
tm.deletesim <firstname> <lastname>



NOTICE
The experimental version no longer exists as Maxis fixed their portrait generation and the game no longer crashes. Feel free to add as many sims as you can handle. The amount of sims you can have without performance issues depends heavily on your computer's abilities.

Workarounds:
You can not edit a fullhouse family in CAS, as it will cut the family size back down to 8. Below are alternatives for managing fullhouse households.
  • Create a Household: Click on a lot and select Create Household there instead.
  • Place Existing Household: Click on a lot and select Create Household. Then from CAS, load the household from the gallery/library.
  • Delete a Sim: Only 8 sims will show up in CAS. To delete extra sims, use the included tm.deletesim command.
  • Edit a Sim: You can not edit a sim while they're part of an extended household. Doing so will remove all but 8 sims.

Commands:
Add extra sim to your household:
Code:
tm.fullhouse <firstname> <lastname> <override>


Delete a sim by name:
Code:
tm.deletesim <firstname> <lastname>


If you'd like to support me and my future mod development, please refer to my signature or profile.


NOTE: This is a script mod. You must have script mods turned on in your gameplay options > "Other" tab. The mod must be left zipped! and you must be on the latest patch for them to function. New patches may disable the script mod in gameplay options.

Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
tmex-fullhouse-stable.zip | Description: Allows you to have households up to 24 slots or more with override. Stable release. 2.3 KB 327,050 25th Jan 2018
1,924 Thanks Say Thanks
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
Page 23 of 26
635 Comments / Replies (Who?) - 447 Feedback Posts, 158 Thanks Posts
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Test Subject
#551 Old 25th Sep 2017 at 5:03 AM
Quote:
Originally Posted by Morphar
First line in the description:



tm.fullhouse <firstname> <lastname> true

Have you tested that? I have not.


yeah!, works so perfect... thank u so much!!
i have 32 sims now
Lab Assistant
THANKS POST
#552 Old 3rd Oct 2017 at 4:16 AM
THANKS!! Hope it works!
Test Subject
DELETED POST
16th Oct 2017 at 1:11 PM
This message has been deleted by gingerd.
Test Subject
THANKS POST
#553 Old 1st Nov 2017 at 5:50 PM
thx
Lab Assistant
#554 Old 8th Nov 2017 at 10:00 AM
Am I the only one who this isn't working for because of the new update?
Test Subject
THANKS POST
#555 Old 9th Nov 2017 at 3:21 AM
Very appreciative of this mod, please update!
Test Subject
THANKS POST
#556 Old 9th Nov 2017 at 3:56 AM
really love this mod please update it
Lab Assistant
#557 Old 10th Nov 2017 at 11:21 PM
Yes, I need it bad for pets.
Scholar
#558 Old 12th Nov 2017 at 2:44 AM
I recomend you to use Master Control Center instead of this. It is actively updated and have more functions.

From any houshold:
sim_move <name> to <houshold>

From the active household
sim_move <name> to <houshold>

To the active household:
sim_move <name> to active

https://deaderpoolmc.tumblr.com/tagged/MCCCRelease
Field Researcher
THANKS POST
#559 Old 12th Nov 2017 at 2:54 AM
The problem is MCC has too many functions. It is a lot more than I want to deal with.
Scholar
#560 Old 12th Nov 2017 at 4:02 PM
Quote:
Originally Posted by Mendota
The problem is MCC has too many functions. It is a lot more than I want to deal with.


You only need 2 of the modules:

mc_cmd_center.packages
mc_cmd_center.ts4script


Here is the options you get and the console commands.
https://deaderpoolmc.tumblr.com/doc/mccommandcenter

Download the mod, zip it up in Mods folder and then remove all files except those two.
Test Subject
#561 Old 12th Nov 2017 at 7:31 PM
As of the most recent patch update for pets, this mod is considered broken. Could you please fix it?
Test Subject
#562 Old 12th Nov 2017 at 11:14 PM
Quote:
Originally Posted by jujubesbro
As of the most recent patch update for pets, this mod is considered broken. Could you please fix it?


could you also make it so you can have more than 7 pets in a household? If so, that would be great!
Field Researcher
#563 Old 13th Nov 2017 at 1:20 AM
Default Thank you!
Quote:
Originally Posted by Morphar
You only need 2 of the modules:

mc_cmd_center.packages
mc_cmd_center.ts4script


Here is the options you get and the console commands.
https://deaderpoolmc.tumblr.com/doc/mccommandcenter

Download the mod, zip it up in Mods folder and then remove all files except those two.


Thank you for your answer. Can you tell me what I would need to set the clock if needed?
Test Subject
#564 Old 13th Nov 2017 at 7:36 AM
No, as of the recent update, any mod that is allowing you to have 8+ sims is causing a crash while trying to save. That includes MCCC
Field Researcher
#565 Old 13th Nov 2017 at 8:39 AM
Quote:
Originally Posted by mathews
No, as of the recent update, any mod that is allowing you to have 8+ sims is causing a crash while trying to save. That includes MCCC


I don't think that is accurate. The only mod that was causing crashing while saving were the career mods and they have been again updated. Where are you getting your information?
Test Subject
#566 Old 13th Nov 2017 at 9:32 AM
Deaderpool confirmed it on the discord server.

I have tried it myself as well. You can try as well. Just delete all mods/scripts/cc but keep the ones that allow you to have 8+ sims.

Then, try to save the game when your household has 8+ sims.
Scholar
#567 Old 13th Nov 2017 at 10:13 AM Last edited by Morphar : 13th Nov 2017 at 10:43 AM.
Quote:
Originally Posted by mathews
Deaderpool confirmed it on the discord server.

I have tried it myself as well. You can try as well. Just delete all mods/scripts/cc but keep the ones that allow you to have 8+ sims.

Then, try to save the game when your household has 8+ sims.


I have 25 sims in one household, no problem. I have MC.

Edit:

You seem to be correct:

Quote:
This is a problem with the core game trying to handle the large household size. The only connection to MCCC is that MCCC allows you to set a large household size, but it is not the cause of the error. This generates a LastCrash.txt file. Those are generated in the C++ so an error is happening in EA's Sims 4 C++ code and causing the crash and it's related to the large household sizes you're using.


By then TS4. Back to TS3.
Test Subject
#568 Old 13th Nov 2017 at 10:44 AM
Quote:
Originally Posted by Morphar
I have 25 sims in one household, no problem. I have MC.

If possible, can you share your save file? I'm just trying to figure out the issue.

I had this issue and went to deaderpool's discord. He said that its issue with EA code and I must split my household into multiple households for now.

Edit- just saw your updated post.

I think this has something to do with the game trying to generate portrait for 8 + sims. This was an issue before(and it was fixed after twistedmexi contacted the devs)

https://forums.thesims.com/en_us/di...ortrait-loading
Field Researcher
THANKS POST
#569 Old 13th Nov 2017 at 7:12 PM
I stand corrected. It helps if you site a little more information so that we can separate those who know what they are talking about and have valuable information from those that have no idea what is going on. I noticed that you said using "save as". What happens if you just save? I never save as so...
Scholar
#570 Old 14th Nov 2017 at 12:11 AM
Quote:
Originally Posted by mathews
If possible, can you share your save file? I'm just trying to figure out the issue.

I had this issue and went to deaderpool's discord. He said that its issue with EA code and I must split my household into multiple households for now.

Edit- just saw your updated post.

I think this has something to do with the game trying to generate portrait for 8 + sims. This was an issue before(and it was fixed after twistedmexi contacted the devs)

https://forums.thesims.com/en_us/di...ortrait-loading


I remember the Houshold Manager crashes back then. But in my game I can now open the household in HM where I now have 18 sims.

Latest answer from DP says it does not have to do with or without the new EP:

Quote:
Deaderpool - Yesterday at 6:19 PM
@morphar, @Bonxie (🇪&#127482 The saving issue won't have anything to do with the expansion. All games have the same source-code, it's why there is one version regardless of whether you have an expansion or not. The only difference is that with the expansion you have more XML/tuning files than you do without. It doesn't affect the C++ at all, which is where the saving problem resides. We don't know what is causing the save problem. We do know that it doesn't affect everyone. My guess is that it probably has to do with something else like the number of households with > 8 Sims or the total world size or something resource related. It could always be something else, though. The save I tested did not have any pets in the household that crashed. It was just human Sims.



I PMed a link to my current game folder.
Scholar
#571 Old 14th Nov 2017 at 12:29 AM
To prove my case:

Ruiz family:
Screenshots
Field Researcher
#572 Old 14th Nov 2017 at 12:35 AM
Quote:
Originally Posted by Morphar
To prove my case:

Ruiz family:


Thank you for your response. I only have two families with greater than 8. One has 11 and the other 9. I am just going to hope for the best and not use Save As. As far as MCC is concerned I have downloaded the latest version and have joined his Paetron. We will see how it goes.
Test Subject
#573 Old 14th Nov 2017 at 5:50 AM
I found a work around that works for me with crashing when saving. set up the auto-save on MCCC. crashing seems to be related to the saving panel. it saves fine so far when it auto-saves cuz it doesnt need to access the save panel, also save & exit seems to have worked fine too, also probably because it doesnt open the save panel. I have 25 sims and pets using MCCC.
Lab Assistant
#574 Old 14th Nov 2017 at 6:42 AM
Quote:
Originally Posted by Waku
I found a work around that works for me with crashing when saving. set up the auto-save on MCCC. crashing seems to be related to the saving panel. it saves fine so far when it auto-saves cuz it doesnt need to access the save panel, also save & exit seems to have worked fine too, also probably because it doesnt open the save panel. I have 25 sims and pets using MCCC.
is MCCC updated for Cats & Dogs? I thought it was broken too
Page 23 of 26

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Sims 4

635 Comments / replies (Who?)

18 Feedback Posts
6 Thanks Posts

986 Favourited

362,154 Downloads

386,691 Views

Type: Additional Functionality Other

Tags: #household, #size, #playable, #sims, #increase, #twistedmexi, #twistedmexican, #lot

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