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XML Story Progression: No Vampires, No Emigration, No Move 1.63

by Shimrod101 Posted 13th Nov 2010 at 7:41 PM - Updated 7th Nov 2013 at 12:03 PM by Shimrod101 : Update for 1.63
143 Comments / replies (Who?) - 12 Feedback Posts, 7 Thanks Posts
The 1.63 versions have the FutureWorld demographics handled the same way as the other worlds, as described below.

1.55 versions: A function called "Decrease Mermaid Population" is removed, similar to the other occult functions mentioned below.

1.50 versions: A function called KillRoommate, similar to KillSim, is removed. Otherwise, the demographics file for the University world is done the same way here as with the others.

Description, 1.38 versions:
The No Vamps and No Celebs in these mods are unnecessary now, the checkmarks in Options can be used instead.
Also, all the Demographics XML's are inside one single .package now, instead of Bridgeport, Twinbrook, App Plains being separate.

Changes with these 1.38 versions:
"Kill Sim" is removed, to prevent random sims being chosen for death as a population reduction or family size reduction method.

"Quit Job" and "Get Fired" are removed for sims of all ages, as possibly this will prevent the townies/residents from being moved around from career to career. I haven't observed this long enough in a game to see if it actually works this way, or if some other factors are switching the jobs on sims. The "Retire" function for elder sims is still in place.

"Remove Pet", "Remove Horse", "Decrease Vampire Population", "Decrease Fairy Population", "Decrease Witch Population", and "Decrease Werewolf Population" are removed. I don't know how these work in game, but if the story prog chooses to remove a pet, what happens to this pet? The game moves it into limbo, or into the adoption pool, stealing it from one of the neighbors? If I want to remove a pet from one of the townie families I can do this myself.

The same applies to Decreasing the Occult Population, I don't know what this function will do if chosen by the story prog. Remove the occult status on a sim, or move them to limbo? I can do this myself to a specific sim if I want to.

Description earlier versions:
NOTE: The current files which are valid for the 1.36 game are the files named 1.26. These all have a 4th file for Appaloosa Plains. Starlight Shores is covered by the main file together with SunsetValley, CaW worlds, etc.

This mods EA's XML story progression. The generating of Vampires is turned off, so your fav 'townie', 'inactive', 'resident', call them what you will, won't be chosen by the AI to turn into a vampire at 1 am or thereabouts. Vampirism itself is not disabled in any way, the vampires in Bridgeport when you start a new game are still there. You can still play a vampire in Sunset Valley or anywhere you want and turn other sims to vampires. (File named XMLSPNoVampires.)

In a 2nd flavour emigration is also turned off, so townie households will not simply move out of town. These are the ones you read about in the newspaper, maybe they were your favorite neighbors and they simply disappear, gone forever. This should never have been implemented in the game IMO, so I have removed it. (File named XMLSPNoVampsNoEmigration.)

The 3rd flavour includes the following in addition to the above: The option for townie households to Move to a Smaller House is removed, moving to a larger house is still allowed. I have made this change to prevent the situation, happening quite frequently, where some children grow up and move away from their parents, or a spouse dies, the owner of the house for many years is forced by the AI to move to a smaller house because they happen to be alone. I want this single sim or couple to stay in their big house regardless of the moving away of family members. This reduces also the general amount of moving from house to house, which is too frequent for my taste (File named XMLSPNoVampsNoEmigrationNoMove).

There are 3 different .rar files here, these are the 3 flavours. However, inside each .rar file are 3 .package files. This is because Twinbrook Demographics and Bridgeport Demographics are separate XML resources, so each of these I've placed separately in it's own .package; reason being that you can install the large file, which applies to SunsetV, Riverview, CaW worlds, the vacation worlds. If you choose not to install the Twinbrook or the Bridgeport file for example, this world will be default EA with vampire generating; you can use this world as your vampire world and the others are vampire free. You can also of course use the Bridge or Twinbrook files, and not use the large file, in which case CaW worlds, SunsetV and Riverview will be default EA with vamp generating. No need to move my mod in and out of your Mods\Packages if you sometimes want to play with vamps, and sometimes you don't.

The XML resources used here are, in the large file:
Demographics

The large file in no emigration flavour and no emigration no move flavour also uses these:
DemographicsChina
DemographicsEgypt
DemographicsFrance

In the Twinbrook file:
DemographicsTwinbrook

In the Bridgeport file:
DemographicsNewDowntownWorld

If you should want for some reason to use one or two of the files of one flavour, and the other(s) from another flavour, you can of course do this; but YOU CAN ONLY USE ONE FILE named Bridgeport, YOU CAN ONLY USE ONE FILE named Twinbrook, YOU CAN ONLY USE ONE OF THE FILES named XMLSPNoVampsNoEmigration or XMLSPNoVampsNoEmigrationNoMove or XMLSPNoVampires, you know?

A note on the three vacation worlds: these have vamp generation turned off by default, so no one should see vamps being created there. I have included these demographics files in 2 of the flavours to get the No Emigration and No Moving to Smaller House features.

If you are using NRaas Story Progression or Awesome Story Progression you don't want this mod.


Additional Credits:
Created with the use of S3PE by Peter L. Jones.

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

Sims 3
Built with Game Version: 1.63
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
ShimrodsXMLSPNoEmigrationNoMove163.rar

Size: 17.0 KB · Downloads: 1,824 · 7th Nov 2013
17.0 KB 1,824 7th Nov 2013
ShimrodsXMLSPNoEmigration163.rar

Size: 17.0 KB · Downloads: 656 · 7th Nov 2013
17.0 KB 656 7th Nov 2013
ShimrodsXMLSPNoEmigrationNoMove155.rar

Size: 15.8 KB · Downloads: 409 · 24th Jun 2013
15.8 KB 409 24th Jun 2013
ShimrodsXMLSPNoEmigration155.rar

Size: 15.9 KB · Downloads: 192 · 24th Jun 2013
15.9 KB 192 24th Jun 2013
ShimrodsXMLSPNoEmigrationNoMove150.rar

Size: 15.6 KB · Downloads: 338 · 16th Mar 2013
15.6 KB 338 16th Mar 2013
ShimrodsXMLSPNoEmigration150.rar

Size: 15.7 KB · Downloads: 159 · 16th Mar 2013
15.7 KB 159 16th Mar 2013
ShimrodsXMLSPNoEmigrationNoMove138.rar

Size: 12.5 KB · Downloads: 525 · 18th Sep 2012
12.5 KB 525 18th Sep 2012
ShimrodsXMLSPNoEmigration138.rar

Size: 12.5 KB · Downloads: 289 · 18th Sep 2012
12.5 KB 289 18th Sep 2012
ShimrodsXMLSPNoVampsNoEmigrationNoMove126.rar

Size: 25.6 KB · Downloads: 1,311 · 1st Nov 2011
25.6 KB 1,311 1st Nov 2011
ShimrodsXMLSPNoVampsNoEmigration126.rar

Size: 25.6 KB · Downloads: 647 · 23rd Oct 2011
25.6 KB 647 23rd Oct 2011
ShimrodsXMLSPNoVampires126.rar

Size: 23.1 KB · Downloads: 1,508 · 23rd Oct 2011
23.1 KB 1,508 23rd Oct 2011
ShimrodsXMLSPNoVampires117.rar

Size: 16.3 KB · Downloads: 2,069 · 13th Nov 2010
16.3 KB 2,069 13th Nov 2010
ShimrodsXMLSPNoVampsNoEmigrationNoMove117.rar

Size: 18.8 KB · Downloads: 2,059 · 13th Nov 2010
18.8 KB 2,059 13th Nov 2010
ShimrodsXMLSPNoVampsNoEmigration117.rar

Size: 18.8 KB · Downloads: 1,307 · 13th Nov 2010
18.8 KB 1,307 13th Nov 2010
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Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
143 Comments / Replies (Who?) - 93 Feedback Posts, 47 Thanks Posts
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Test Subject
#126 Old 10th Aug 2013 at 8:06 PM
Would you happen to know if these work for store worlds? For instance, I don't want my beautiful rainbow townies leaving Dragon Valley in droves.

Do what thou wilt be the whole of the law. And the law is love, love under will.
Mad Poster
Original Poster
#127 Old 13th Aug 2013 at 6:23 PM
Yes, they work for Store worlds. I don't actually have Dragon Valley, but it will work there unless the EA people or others have stated something along the lines of this world having it's own "custom Demographics". Then it would be a different matter.

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
#128 Old 5th Sep 2013 at 1:47 PM
These mods are fine with the 1.57 patch.

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
#129 Old 23rd Oct 2013 at 11:10 PM
These mods are incompatible with the 1.63 patch and will be remade.

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
#130 Old 7th Nov 2013 at 12:04 PM
These are remade for the 1.63 patch.

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
#131 Old 11th Jan 2014 at 11:49 PM
thankies so much. i really hated them moving. even with story progression off they still moved.
Mad Poster
Original Poster
#132 Old 18th Jan 2014 at 4:57 PM
These mods are fine with the 1.66 patch.

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
#133 Old 26th Jan 2014 at 8:00 AM
Also fine with the 1.67 patch.

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
#134 Old 28th Jan 2014 at 2:31 PM
Thank you! Very useful mod!
Test Subject
THANKS POST
#135 Old 22nd Feb 2014 at 10:52 AM
Does this work with custom world??
Mad Poster
Original Poster
#136 Old 17th Mar 2014 at 3:09 PM
Yes, it works fine with custom worlds.

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
#137 Old 5th Apr 2014 at 12:01 AM
This looks awesome, and I can't wait to try it! I wonder, how exactly will it handle overpopulation though? Because I'm about to start a 100 baby challenge, so I'm very curious to see how that will effect the population if no one autonomously moves away. :-)
Will PCs probably be killed off?
Mad Poster
Original Poster
#138 Old 14th Apr 2014 at 12:37 PM
Quote:
Originally Posted by Kyle2882
Will PCs probably be killed off?


Do you mean NPC, inactive sims? I would think they won't be killed off, as the Kill Sim function in these mods is disabled. There shouldn't be any population size control when using these.

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
#139 Old 25th Jun 2014 at 7:22 AM
First off have to say thanks a lot for creating this. Not sure why I didn't jump on this mod sooner. But have it now and finding it hella awesome and a total must have. But I'm curious, by chance was this mod created with some tuning factors connecting with Story Progression? I only ask, because I just noticed since installing it, that more of the pre-made sims seem to be getting into more relationships now and I don't have any story progression mods at all. Or anything to do with autonomous relationships. Thanks again.
Test Subject
#140 Old 14th Sep 2014 at 9:33 AM
I downloaded the NoVampires one. How do I install it? I made a "Mods" file in the Sims 3 folder now what?
Test Subject
THANKS POST
#141 Old 21st Nov 2014 at 6:57 PM
Fantastic job, mister!! Kudos!!
Test Subject
THANKS POST
#142 Old 10th Feb 2015 at 11:57 AM

Test Subject
#143 Old 2nd Oct 2015 at 6:03 AM
It says you can uncheck vampires from the options menu so does that mean if i just dont want vampires i got from late night in my save, then i can do it in game instead of from a mod?
Lab Assistant
#144 Old 29th Apr 2020 at 12:58 AM
Damn do I hate it when my sim makes a friend, and they're suddenly gone to another world, thaanks! Never wanted to disable story progression, now I don't got to <3
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