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Reduced Townie Generating (V10 1.19)

by Shimrod101 Posted 18th Sep 2014 at 1:24 AM - Updated 12th Jun 2016 at 8:35 PM by Shimrod101 : Update to 1.19 patch
346 Comments / replies (Who?) - 8 Feedback Posts, 17 Thanks Posts
These mods are updated to V10 for the 1.19 patch.

These mods are updated to V9 for the 1.16 and 1.17 patches.

These mods are updated for the 1.15.55 patch.

An extra mod is added which uses 3 SimFilter files from the Outdoor Retreat GP. Only use this extra mod if you have Outdoor Retreat installed. The mod is an attempt at dealing with the issue mentioned by Frimlin in the comments concerning more new sims being created than previously; it's not possible for me to see yet in my game if this new mod is helping or not.

Everything works fine in the OR maps with this mod installed; the Hermit is in place, and the NPC Bearsuit sim and the Park Rangers are in place, and the Weenie Roast sims show up at the party.
This mod uses these files:
filter_campingForest_ctyae_6E0DDA9F_00000000_0000000000019E73.xml
filter_Event_WeenieRoast_6E0DDA9F_00000000_000000000001B3B7.xml
filter_standard_walker_CompatibleRegion_6E0DDA9F_00000000_0000000000019E9D.xml

This mod is updated to V6 for the January 13th patch.

This mod is updated to V5 for the December 16th patch.

This mod is remade as V4; one SimFilter file called Bartender_NotBusy is removed from the mod, so this file will function as normal in the game and create a new Bartender sim if/when necessary.

V3: This is remade for the Oct.1st update. Two of the Sim Filter files are removed from this version, so there are 36.
'IsFriend' is removed because of the discussion in the comments, but also because there are others like IsSingle, IsEngaged etc. which are not in this mod (I still don't know who these sims are).
A sim filter for 'Librarian' is removed to allow for creation of this Librarian; I don't know if they are a true service sim or not, but supposedly they can Mentor other sims in something, although I couldn't make it happen.

V2: A new version of this mod uses 38 SimFilter XML tuning files, which are altered to disable the possibility of creation of a brand new sim as an option when the SimFilter system is attempting to send a sim to the venues, or walking down the street past your house, or wherever. The SimFilter will be required to find a suitable sim among the sims in your game or will send nobody, the spot it is trying to fill will be empty.

This may result in seeing fewer of these 'walker' or 'barfly' or 'whatever' sims at certain times, particularly late at night at certain places. An example of this: If your sim is a cheapskate or broke and hasn't bought their own computer so you send them to the Library to skill on the computer there, it appears that the Library has closing hours of 8pm (even though the place is still open), so it will be empty and your sim can study at their leisure without disturbance by others. I haven't done this with intent, this is just the way it works if the SimFilter isn't allowed to create a new sim to send there just because your sim is present.

The StoryProgressionSystem XML used previously in this mod isn't in this version, only the 38 SimFilters. I will place a list of these down below later.

Original description:
This mod prevents the constant generating of Homeless Townie households found in the Manage Households window. In my game it appears to be stopped completely except for the creation of individual sims who are Service Sims like the Maids, Gardeners for the parks, Pizza Purveyors, the Fishermen and Mailman.

In the save game I have tested this on the most, after around 8-12 days have gone by there are 11 individual sims who have been created in total; one each day or sometimes two in one day or whatever. Almost all of these 11 sims I have identified as Service Sims by seeing them in their uniform. The game requires these Service Sims so it is perfectly fine that they are still here. The amount of 11 Service Sims is approximately correct according to my reckoning, plus one Grim Reaper who is always hidden from view in this Window, done with intent by the devs (he is a member of a Homeless Household, yes). My screenshot shows five of these Service Sims, but the screenshot is of course otherwise worthless.


List of SimFilters used:

Unzip my file and place the .package file in the Mods folder (or a subfolder) the same as other .package files.
With the October 1st Update this business below with the unpacked mod folder etc. is no longer necessary, the game reads XML inside .package files normally just like Sims3.


Additional Credits:
Created with the use of s4pe by Kuree and Sims4Group, and the XML Extractor by velocitygrass; and the Sims 4 XML Extractor by scumbumbo. And plasticbox for informing me that the SimFilters are responsible for much of this nonsense.

Type: Other

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
ShimrodReducedTownieGeneratingOR_V10.zip

Size: 1.6 KB · Downloads: 11,789 · 12th Jun 2016
1.6 KB 11,789 12th Jun 2016
ShimrodReducedTownieGenerating_V10.zip

Size: 15.9 KB · Downloads: 4,754 · 12th Jun 2016
15.9 KB 4,754 12th Jun 2016
ShimrodReducedTownieGeneratingOR_V9.zip

Size: 1.5 KB · Downloads: 1,024 · 26th Apr 2016
1.5 KB 1,024 26th Apr 2016
ShimrodReducedTownieGenerating_V9.zip

Size: 15.0 KB · Downloads: 818 · 26th Apr 2016
15.0 KB 818 26th Apr 2016
ShimrodReducedTownieGeneratingOR_V2.zip

Size: 1.6 KB · Downloads: 745 · 17th Mar 2016
1.6 KB 745 17th Mar 2016
ShimrodReducedTownieGenerating_V8.zip

Size: 15.5 KB · Downloads: 930 · 17th Mar 2016
15.5 KB 930 17th Mar 2016
ShimrodReducedTownieGeneratingOR.zip

Size: 1.4 KB · Downloads: 3,955 · 6th Feb 2015
1.4 KB 3,955 6th Feb 2015
ShimrodReducedTownieGenerating_V6.zip

Size: 13.7 KB · Downloads: 5,578 · 14th Jan 2015
13.7 KB 5,578 14th Jan 2015
ShimrodReducedTownieGenerating_V5.zip

Size: 13.6 KB · Downloads: 1,659 · 18th Dec 2014
13.6 KB 1,659 18th Dec 2014
ShimrodReducedTownieGenerating_V4.zip

Size: 13.4 KB · Downloads: 3,697 · 22nd Oct 2014
13.4 KB 3,697 22nd Oct 2014
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
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:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) 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
 
346 Comments / Replies (Who?) - 229 Feedback Posts, 103 Thanks Posts
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Field Researcher
THANKS POST
#2 Old 18th Sep 2014 at 1:59 AM Last edited by Mendota : 18th Sep 2014 at 3:38 AM.
Thank you! This issues of excessive townies has been around since the first Sims 1 game. I don't know why EA doesn't get a clue over this. As people create their own Sims, let them fill up the town with those.
Test Subject
THANKS POST
#3 Old 18th Sep 2014 at 1:59 AM
This is going to be great, thanks.
Mad Poster
THANKS POST
#4 Old 18th Sep 2014 at 2:04 AM
Thank-you very much! Now to go clean some house!
Scholar
THANKS POST
#5 Old 18th Sep 2014 at 2:19 AM
Oh yay, Shimrod!! Thanks so much for this - I hated how many unnecessary townies would be spawned, and they dressed awful too, lol. Now I can populate my town with my own created 'townies' :)
Many thanks again :)
Mad Poster
THANKS POST
#6 Old 18th Sep 2014 at 2:22 AM
Thank you for this mod because I am beginning to understand how the "not in the world" sims work now. I had it all wrong. *giggles* I am so happy to see this.
Test Subject
THANKS POST
#7 Old 18th Sep 2014 at 2:22 AM
Will this modification delete sims in game or do we have to delete them by ourselves? O:
Test Subject
THANKS POST
#8 Old 18th Sep 2014 at 2:29 AM
This is wonderful!

I've had a problem with every Sim game populating my game too much, so it's nice that someone modded Sims 4 to finally reduce that problem.
Is Claeric
THANKS POST
#9 Old 18th Sep 2014 at 2:38 AM
Awesome. Was sad to see so many townies after I meticulously replaced evrey single one with game/movie/whatever characters!
Test Subject
THANKS POST
#10 Old 18th Sep 2014 at 2:43 AM
I feel stupid asking, but does this need extracting from the zip? I swear I'm the only one that doesn't know which mods need extracting and which don't...
Mad Poster
Original Poster
#11 Old 18th Sep 2014 at 2:51 AM
Quote:
Originally Posted by HoneyballLP
Will this modification delete sims in game or do we have to delete them by ourselves? O:


You have to delete the Households yourself from that Manage Households screen.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Mad Poster
Original Poster
#12 Old 18th Sep 2014 at 2:53 AM
Quote:
Originally Posted by Illu
I feel stupid asking, but does this need extracting from the zip? I swear I'm the only one that doesn't know which mods need extracting and which don't...


Yes, it is a standard .package file mod. Extract it and use the .package file.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Test Subject
THANKS POST
#13 Old 18th Sep 2014 at 3:14 AM
no me funciona de 2 días sims me genero 22 sims
Mad Poster
Original Poster
#14 Old 18th Sep 2014 at 3:17 AM
Quote:
Originally Posted by prego
no me funciona de 2 días sims me genero 22 sims


You have followed the instruction to alter the resource.cfg file and create that extra subfolder?

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Lab Assistant
THANKS POST
#15 Old 18th Sep 2014 at 3:32 AM
What if we already have around 11-12 townies? Will the game assign them to roles or will it move in new ones for those roles?
Theorist
THANKS POST
#16 Old 18th Sep 2014 at 3:34 AM
Thank you so much for this it was driving me crazy that so many sims were being generated even after I would delete them, so again thank you a ton!!!
Mad Poster
Original Poster
#17 Old 18th Sep 2014 at 4:06 AM
Quote:
Originally Posted by Celiria
What if we already have around 11-12 townies? Will the game assign them to roles or will it move in new ones for those roles?


I don't really know what you mean by "roles". If you mean Service Sims like the Maid, I am convinced that the game will not choose a sim already in the Townie Household window and turn them into a Maid, no. If these sims you already have were created by you yourself, they will be chosen on occasion to do the SituationJobs as they are called, walking or jogging in the park, the barfly sims and all the others showing up at the venues, which you've already been seeing. If everyone else has been deleted, the game will generate the new Service sims and they will show up here one by one, or on day one after deletion of all the sims there might be 4 or 5 new sims for the first Service sims spots.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Test Subject
THANKS POST
#18 Old 18th Sep 2014 at 4:16 AM
If this works (I will try tomorrow), I'll kiss your feet :D
I've waited so long for a mod like this! Awesome! *dancing around*
Pettifogging Legalist!
retired moderator
#19 Old 18th Sep 2014 at 4:37 AM
So does this actually work for anyone? o.O Asking because as I understand it, this only reduces the homeless households that are generated initially -- but it does nothing to prevent walkbys from being generated from there on out, and those are the main source of townie spam in my game. Or is it just my game that behaves funny?

(Far as I can see, to change walkby behaviour so that it only draws from the pool of existing sims would require a script mod -- I don't see a way to change that via tuning alone.)

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Lab Assistant
#20 Old 18th Sep 2014 at 4:49 AM
Quote:
Originally Posted by plasticbox
So does this actually work for anyone? o.O Asking because as I understand it, this only reduces the homeless households that are generated initially -- but it does nothing to prevent walkbys from being generated from there on out, and those are the main source of townie spam in my game. Or is it just my game that behaves funny?

(Far as I can see, to change walkby behaviour so that it only draws from the pool of existing sims would require a script mod -- I don't see a way to change that via tuning alone.)


To my knowledge the walkbys are townies already generated. They aren't generated as walkbys the game generates townies and then when it needs sims to walkby it pulls from the available townies.
Pettifogging Legalist!
retired moderator
#21 Old 18th Sep 2014 at 4:52 AM
No, unfortunately, it doesn't. It pokes the pool of existing sims first, but when it doesn't find anyone suitable, it generates a new sim. This is laid out pretty clearly in the EAxian tuning descriptions, and it's also consistent with the behaviour I'm seeing.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Field Researcher
THANKS POST
#22 Old 18th Sep 2014 at 5:00 AM
I need this ! Love it
Lab Assistant
THANKS POST
#23 Old 18th Sep 2014 at 5:28 AM
Thank you SO MUCH! My TS2-player-side was freaking out with so many useless townies.
Lab Assistant
THANKS POST
#24 Old 18th Sep 2014 at 6:32 AM
Thank you for a much needed mod.
Field Researcher
THANKS POST
#25 Old 18th Sep 2014 at 7:29 AM
Hallelujah! This is what I have waited for! Thank you!
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