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N.A.P. Autonomy Disabler for My Households/All

by wertyuio86 Posted 5th Aug 2020 at 8:28 PM - Updated 21st Aug 2020 at 8:25 AM by wertyuio86 : News
4 Comments / replies (Who?) - 4 Feedback Posts
Update 2020.08.07: remove buff_CivicPolicy_PlayerTracking files as they are used to gain infuence points, and are not relevant to the mod.
Update 2020.08.08: Include a new variant/alternative: N.A.P. Autonomy Disabler for All.
2020.08.21: It seems that unplayed sims from "My households" still displayed "stuck commodities" behavior (possibly from playing rotationally) when I use "N.A.P. Autonomy Disabler for My Households". From what I've seen, they still adhere not to follow current lot's N.A.P., just the policy they picked from elsewhere (which they weren't supposed to). Please check the file in the comments section, see if it helps remedy the issue.


Now there is already a similar mod by Simvasion that tackles this rampant bug. This mod is just my attempt to fix the issue, albeit not as comprehensive as Simsvasion's one. Since I made one, I thought why not just share it. For your information, the bug is a series of autonomous actions by any played sims that correspond to certain Neighbourhood Action Plans, where it interrupts any other tasks given, more often than not. I've tested again without the mod, and it seems the problem has really been fixed by patch 1.65.70.1020, at least on active household. So I've updated the mod to include played sims from any other households to be exempted from N.A.P. autonomy.

Mod Description
This mod disables any N.A.P. autonomy behaviour to be activated on an active lot, on played sims. This works by disabling the call to loot action in every civic policy NPC autonomy file (although the autonomy is supposed to be applied to NPC, but because of the bug, even played sims are affected by it). It may also affect NPC on an active lot, which will render the NPC N.A.P. autonomy useless. However I noticed that unplayed sims on visited lot exhibited N.A.P. behaviour, so it might not affect visited lot. The updated mod disables N.A.P. autonomy on played sims from any other households My Households, when they were invited as guests, meaning that only NPCs that have never been played in other households will follow N.A.P. for the current lot. For your information, N.A.P. autonomy is supposed to be applied on NPC only, ideally. For example if the current lot has Sharing is Caring N.A.P., NPCs on that lot tend to steal things. With this mod, this will prevent played-sims guest from becoming thiefs, if it's a concern.

It seems that everything in My Households regardless of "has been played" or not, are exluded by this mod from N.A.P. autonomy, thus I've renamed the mod to properly reflect the scope which this mod works on.

N.A.P. Autonomy Disabler for All (Alternative)
I just put 2 test rules that clash with each other, thus cancelling each other. I've tested on a lot with Paper Bag Head N.A.P. None of them wore it (every existence of NPCs). I also tested on a save where a bar had 100% chances of stealing occurence, with success. No warning or error thrown so far. Regarding the aforementioned conflicting rules, I don't know what disaster it might cause (just an exaggeration, this mod only prevent the game from giving NPC buff) but it worked! If unsure just create a new save.

As always, please choose either N.A.P. Autonomy Disabler for My Households or N.A.P. Autonomy Disabler for All, not both, because they use the same resource.

Note:
NPC = sims which are currently not in control.
played sims = sims which are tagged as played, on current lot or from different lot.
played sims become NPC when they are invited as guest.
the mod only checks whether a household has ever been played or not.
My households remembers if a household has been played even after it was marked as unplayed. Apparently all Households in My Households are affected by this mod even if they have never been played.

Please delete the previous file "CivicPolicy_commodity.package" (the new one has a different name, it won't overwrite)
Please make a habit of deleting localthumbcache.package when updating mod folder

Game Requirements
Base gameEco Lifestyle with patch at least 1.65.70.1020. Actually I'm not sure whether this one requires Eco pack or not.

Conflicting Resources
It will conflict with any mods that modify the following resources:


Additional Credits:
Sims4studio
Tags: #N.A.P., #autonomy, #disable

Type: No Autonomy

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.

Eco Lifestyle
Built with Game Version: 1.65.70.10
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
buff_CivicPolicy_NPC_True_HasBeenPlayed_False_ActiveSim_True.zip | N.A.P. Autonomy Disabler for All | Or this

Size: 10.8 KB · Downloads: 377 · 8th Aug 2020
10.8 KB 377 8th Aug 2020
buff_CivicPolicy_NPC_True_HasBeenPlayed_False.zip | N.A.P. Autonomy Disabler for My Households | Choose this ...

Size: 10.6 KB · Downloads: 418 · 7th Aug 2020
10.6 KB 418 7th Aug 2020
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4 Comments / Replies (Who?) - 3 Feedback Posts
Test Subject
#2 Old 6th Aug 2020 at 5:46 PM
It's a shame such a mod has to be created - and even updated.
Test Subject
Original Poster
#3 Old 6th Aug 2020 at 11:04 PM
Quote:
Originally Posted by dikosay
It's a shame such a mod has to be created - and even updated.

No problem. But yeah it's kind of.
Test Subject
#4 Old 7th Aug 2020 at 8:50 PM
I'm not sure why, but the only way I could get this mod to even somewhat function was if I removed every other script-related mod and even then my sims would still go to the fridge to start making the cake, only to immediately set the ingredients aside only to immediately pull a future cube from God only knows where despite not having on in inventory (they do this every time they go to make cake, at least eight times a day). A great concept, and I really wish it worked in my game, you definitely get some kudos for stepping up to the plate to work at resolving this NAP related issue.
Test Subject
Original Poster
#5 Old 7th Aug 2020 at 10:58 PM Last edited by wertyuio86 : 10th Aug 2020 at 1:03 AM.
Quote:
Originally Posted by katie32391
I'm not sure why, but the only way I could get this mod to even somewhat function was if I removed every other script-related mod and even then my sims would still go to the fridge to start making the cake, only to immediately set the ingredients aside only to immediately pull a future cube from God only knows where despite not having on in inventory (they do this every time they go to make cake, at least eight times a day). A great concept, and I really wish it worked in my game, you definitely get some kudos for stepping up to the plate to work at resolving this NAP related issue.


I see. You can checkout Simvasion's mod if you haven't already, see if it alleviate the problem.

Edit: I made the commodities in question (which are believed to be stucked), non-persistent when saving a sim (Simvasion did this already), and will be automatically removed when the value goes down to 0.
Download - please read all instructions before downloading any files!
File Type: zip commodity_Civic_Policy_Effect_NPCAutonomy_Persist._False_RemOnConver._True.package.zip (17.8 KB, 46 downloads)
Description: Persisted Tuning=False; remove_on_convergence=True