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Instructor
#401 Old 30th Jul 2020 at 7:55 PM
Quote:
Originally Posted by glowstarsinajar
I would love it if there were a way to set individual climates for different worlds. Not just enabling or disabling different weather/seasons (which I already do in some of my games - Lucky Palms will never see rain, for instance.) I want different sunset/sunrise times, adjusted temperatures, different rainfall levels. Imagine an Aurora Skies with a midnight sun in summer. Or a Sunset Valley where the rainy season is fall-winter, but it rarely rains in summer. (I always thought Sunset Valley seemed like a town off the coast of California, kind of like Monterey.) It'd do a lot for setting the mood of a town.
You can check bluegenjutsu's Temperature Changes Mod or try creating your own profiles using Nraas's Tempest. As far as altering the sunrise/sunset times in Aurora Skies, you can use my Polar day/night mod. I also have a mid-latitude version for temperate climates which simulates the sunset/sunrise times in cities like Unalaska/USA, Edmonton/Canada, Dublin/Ireland, Manchester/UK, Hamburg/Germany, Szczecin/Poland (my homecity), Tolyatti/Russian Federation, Punta Arenas/Chile (southern hemisphere).
Field Researcher
#402 Old 2nd Aug 2020 at 10:08 PM Last edited by Deshong : 2nd Aug 2020 at 10:23 PM.
I currently have 78 Sims in my Moonlight Falls neighborhood, in which there are some pregnancies as well. To try to manage my Sims inventories and family inventories I have to switch households to take a look so I'm not deleting things I may want to keep. It takes some time to do that and usually multiple attempts because of the game crashing at some point from so much switching and opening and closing buy mode in order to get into the family inventory. It would be quite the solution if a mod existed that allowed the player to manage both Sim and family/household inventories from a selection of all residents in the neighborhood. To be able to bring up and see the inventory so to pick and choose what gets sold or possibly deleted.

Another thought is I wish Sim A.I. could do more and was smarter. For example, non active Sims, townies, should be able to autonomously manage their own inventories to sell, or gift, or throw in the trash, etc. Of course, it's always best when the player has the options to pick and choose which items are untouchable so Sims could not autonomously get rid of anything the player marked as such. I wish Sims would have been smart about buying things instead of purchasing more of something than they need unless they had some sort of shopaholic trait where that would make sense.

So in a nutshell:

-An in-game feature that allows players to clean and manage all Sims inventories by looking at said inventory to see if all of it should be deleted or if there are some items that want to be kept.

-Sims autonomously managing their own inventories with options for players to mark any item(s) as untouchable so a Sim cannot do anything with said item(s).

-Smart buying instead of buying multiple objects they have no need for. For example: When there are boats for sale, my Sims will sometimes go and buy too many than they even use or need.

That's all I can think of for now. Maybe in the future there may be a mod...or not. Either way for me TS3 is still too much fun and way more advanced and likeable to fret too much.

Edit: And what is with the obsession of books when most of my Sims are not even bookworms? Where the heck do they keep getting books from anyway or are they just stealing it from the library or something which I doubt? And then there's also the issue of toys getting replicated/multiplied as well as food in the fridge...what glitch in the system is this?

Because I'm Fragile...but I'm not "that" fragile.
Mad Poster
#403 Old 2nd Aug 2020 at 11:04 PM
NRaas MasterController can be used to inspect and sell/delete items within sims' personal and household inventories without the need to switch active households.

The mere existence of NRaas StoryProgression, or actually I think it's when SP's version of progression is active, puts a stop to the replication of food in sims' refrigerators with the trade-off that a brand new purchased fridge does not come with free food inside of it anymore -- that's the mechanism that breaks and otherwise causes the unwanted replications on household switches. We don't know exactly why Twallan chose SP to include that fix rather than say Overwatch, but suspect he ran out of patience when this bug became game-breaking for so many of us and hastened to put a stop to it at all costs. Either that or because the bug is triggered specifically by active household switching, OW wouldn't have been sufficient to provide the required protection for fridge contents across an entire world. But yeah, nothing like "coming home" to a fridge that once had a few things in it and is now overrun with 800 potatoes, 1,600 eggs, 1,200 heads of lettuce, etc. and all of average grocery store quality.

The toy replication thing I'm afraid I'm not familiar with. But if it involves the small toys that come out of toy boxes, maybe it's similar to the fridge contents issue.
Test Subject
#404 Old 7th Aug 2020 at 11:27 PM
Default toddler clothing
I wish for a mod to allow Everyday outfits for toddlers to also be available for formal and sleep. As the "categorizer" stopped working several years ago, I can no longer re-cat anything.
Forum Resident
#405 Old 8th Aug 2020 at 1:17 AM
Quote:
Originally Posted by rotata
I wish for a mod to allow Everyday outfits for toddlers to also be available for formal and sleep. As the "categorizer" stopped working several years ago, I can no longer re-cat anything.


MasterController allows you to use any outfit in any category. So this is available if you feel like using MC might need the Integration module I forget.
https://www.nraas.net/community/MasterController

Wren-der Simblr // Sim Art // Pictures // Downloads // Random Nonsensical Rambling
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#406 Old 9th Aug 2020 at 3:58 AM
I wish there was something to categorize accessories so they don't all load at once. I have a fair amount of accessories and I hate that I have to wait like five minutes for the entire category to load before I can select glasses or socks or something.
Mad Poster
#407 Old 9th Aug 2020 at 4:36 AM
Quote:
Originally Posted by BlackjackGabbiani
I wish there was something to categorize accessories so they don't all load at once. I have a fair amount of accessories and I hate that I have to wait like five minutes for the entire category to load before I can select glasses or socks or something.

MasterController's Compact View option tends to reduce the load time on CAS categories tremendously, provided one uses the MC version of CAS and its subsets like Stylist or has the MC Integration add-on module in play. It does this by collapsing the preset variations onto one square/tile instead of one row of three each, thus no longer requiring each item to load three times. The presets can still be seen and used within CASt and the option to compact them can be toggled on and off if needed.

NRaas > MC > Settings > CAS > Show in Compact Form: Accessories (Clothing, Hats).
Instructor
#408 Old 9th Aug 2020 at 12:58 PM
Quote:
Originally Posted by igazor
MasterController's Compact View option tends to reduce the load time on CAS categories tremendously, provided one uses the MC version of CAS and its subsets like Stylist or has the MC Integration add-on module in play. It does this by collapsing the preset variations onto one square/tile instead of one row of three each, thus no longer requiring each item to load three times. The presets can still be seen and used within CASt and the option to compact them can be toggled on and off if needed.

NRaas > MC > Settings > CAS > Show in Compact Form: Accessories (Clothing, Hats).

Tfw you have so much crap in there that it still takes 6 hours to load even with compact mode on (yes I do need them all even if I haven't put them on a single sim since 2016, what do you mean )
Mad Poster
#409 Old 9th Aug 2020 at 3:38 PM
Quote:
Originally Posted by enable_llamas
Tfw you have so much crap in there that it still takes 6 hours to load even with compact mode on

But doesn't that mean it would have taken 18 hours to load without Compact View? Think of all you are getting done with those 12 hours saved on each category switch!
Mad Poster
#410 Old 10th Aug 2020 at 4:41 AM Last edited by jje1000 : 10th Aug 2020 at 6:27 AM.
I honestly wish there was a way to make the CAS camera freely-orbiting, just like TS2 Body Shop's camera.

Having the camera on one track sort of prevents you from being able to check what your sim looks like from different angles (especially looking down), which ends up meaning more trips back into CAS than necessary.
Test Subject
#411 Old 15th Aug 2020 at 8:21 PM
Default toddler clothing
I will try this again. Maybe I've missed something.

Thanks


Quote:
Originally Posted by MurderPrincessK
MasterController allows you to use any outfit in any category. So this is available if you feel like using MC might need the Integration module I forget.
https://www.nraas.net/community/MasterController
Test Subject
#412 Old 16th Aug 2020 at 6:35 AM
I checked Master Controller, but was unable to find away to open up the selection ot toddler or child outfits. The one thing I found was only able to open outfits so that boys and girls could wear each others clothes.
Toddlers and Teens have so few choices.

There has got to be a re-cat mod or program that works with Windows 10.
Field Researcher
#413 Old 22nd Aug 2020 at 7:13 PM
I know NRass MC has the family option to add/remove parent, add/remove sibling, and add/remove child, but I would love if there was something more in-depth that lists all the familial relationships the game recognizes.
https://sims.fandom.com/wiki/Family_relationships

Because I'm Fragile...but I'm not "that" fragile.
Mad Poster
#414 Old 22nd Aug 2020 at 8:02 PM
Quote:
Originally Posted by Deshong
I know NRass MC has the family option to add/remove parent, add/remove sibling, and add/remove child, but I would love if there was something more in-depth that lists all the familial relationships the game recognizes.
https://sims.fandom.com/wiki/Family_relationships

No, but there is a reason for that. The other family relationships require what is often a choice of one or more sims in between the two being operated on. So you can't "add/remove" grandparents, aunts, uncles, cousins, etc. because there would have to be an understanding of who the parent is in between the grandparent and grandchild, who the sibling is in between the aunt/uncle and niece/nephew, etc. and these relationships cannot exist without the intermediaries. Siblings are an exception because the game already allows two sims who do not have defined parents to be siblings.
Forum Resident
#415 Old 22nd Aug 2020 at 9:31 PM
Quote:
Originally Posted by rotata
I checked Master Controller, but was unable to find away to open up the selection ot toddler or child outfits. The one thing I found was only able to open outfits so that boys and girls could wear each others clothes.
Toddlers and Teens have so few choices.

There has got to be a re-cat mod or program that works with Windows 10.


@rotata
City Hall/ Nrass/ Master Controller/ Setting/ CAS/ Disable Clothing Filter/ choose which categories you want
This does slow down CAS because everything will load in whichever categories you choose to unlock things for.
Also its not age specific.
You can't do this for Kids, but not Adults.

sorry for the late reply I missed the message.

Wren-der Simblr // Sim Art // Pictures // Downloads // Random Nonsensical Rambling
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Mad Poster
#416 Old 23rd Aug 2020 at 5:05 PM
I wish custom traits weren’t so risky and potentially savebreaking, but I wish there were more of them! Some of them don’t need to be strongly functional or unique, but IMO there should be enough of them to allow you to create more varied characters.

I.e.
- Inquisitive- Sims actively seeks out learning new skills they don’t already have
- Unambitious- Sims don’t seek out new skills, but prefer to focus on the skills they already have
- Smart- less strong version of genius
- Foolish- Sims learn skills more slowly
- Hypochondriac- Sims get random negative moodlets out of fear of getting sick
- Frail- Sims get sick more often
- Daydreamer- Sims are more creative, but advance slower at work or school
- Gossiper- Sims get positive moodlets from gossiping and learn more about other Sims more quickly
- Morbid- Sims get positive moodlets from death-related things and are pushed towards doing them
- Juice Lover- Sims use the bar and drink nectar more often, get stronger moodlets from doing so, and negative moodlets from not doing so
- Patient- Sims’ fun and social meters decrease less quickly, and they usually react less negatively to negative social interactions
Mad Poster
#417 Old 23rd Aug 2020 at 7:31 PM
Quote:
Originally Posted by jje1000
I wish custom traits weren’t so risky and potentially savebreaking, but I wish there were more of them!

Hypochondriac exists as a custom trait by way of SimsMX, but it is unfortunately broken on current patch levels. Foolish exists by way of AwesomeMod (except he calls it Stupid), but the player has to accept the entire core mod to get it.

I like the sound of these, though. Of course, the truly adventurous players can make their own custom traits if they can get Arsil's algorithm to work for them. Without that or using a core mod loader, they are extremely complicated to create.
Test Subject
#418 Old 28th Aug 2020 at 11:09 AM
Something to make relationships between Sims more complex and less cut-and-paste. In particular, I wish there was such a thing as a way to have non-mutual relationship categories/values. It's probably one of the biggest let downs of the The Sims 3 era onward. Why do people have to be in love with each other? Why can't we have unrequited crushes? How come I can't have a stroppy teenager who hates his dad, without the dad having to hate him back? Why can't I have a kind-hearted high school loser who is disliked by a large group of bitchy girls without them being "enemies"? Why can't you have a marriage that's only failing on one side?

On a similar note, the attraction mechanic should have been a lot better than it is. I expected it to be a deeper, nuanced and more fleshed out version of The Sims 2's chemistry system, yet right off the bat we have no Turn Ons or Turn Offs. I find it irritating that everybody is attracted to wealth, career advancement and high skill levels in anything. My 'Proper' Sim who 'Can't Stand Art' shouldn't swoon over somebody who is a level 8 career Painter with high Street Art and Sculpting skills. Bleh! I wish this was fixable with mods, but the only tweaks to the attraction system I've seen aren't really what I'm looking for either.
Test Subject
#419 Old 28th Aug 2020 at 11:32 AM
Also 4t3, 2t3 and other conversions of some of the features in the Sims series, including but not limited to:

- The option for more 'cultures' in the same vein as Egypt, France and China using cultures/histories introduced in the other games (i.e. Tredony, Selvadorada, Sulani, Three Lakes, Twikkii, etc) because it makes the world feel more rich and fleshed out.
- 4t3 skills, maybe not all of them because some of them are a bit goofy, but I love the idea of a mod to add skills like Gourmet Cooking, Acting, Culture.
- More university majors, especially the ones from TS2 and TS4. I've never quite got over how sad I was when I first heard how limited the majors were for The Sims 3 University Life.
Instructor
#420 Old 28th Aug 2020 at 5:35 PM
I know some are probably going to laugh when they read this, but I wish there was a way to eliminate getting handiness skill gains when unclogging the toilet. I have my Sims to gain skills based on their jobs and personalities, and I just hate that anytime the toilets clog I have to call a repairman to prevent them from gaining handiness. Fixing broken sinks is one thing, but I've never heard of anyone becoming a master plumber by unclogging toilets!

You have been chosen. They will come soon.
Field Researcher
#421 Old 29th Aug 2020 at 12:49 AM
Quote:
Originally Posted by Lemurphs
Something to make relationships between Sims more complex and less cut-and-paste. In particular, I wish there was such a thing as a way to have non-mutual relationship categories/values. It's probably one of the biggest let downs of the The Sims 3 era onward. Why do people have to be in love with each other? Why can't we have unrequited crushes? How come I can't have a stroppy teenager who hates his dad, without the dad having to hate him back? Why can't I have a kind-hearted high school loser who is disliked by a large group of bitchy girls without them being "enemies"? Why can't you have a marriage that's only failing on one side?

On a similar note, the attraction mechanic should have been a lot better than it is. I expected it to be a deeper, nuanced and more fleshed out version of The Sims 2's chemistry system, yet right off the bat we have no Turn Ons or Turn Offs. I find it irritating that everybody is attracted to wealth, career advancement and high skill levels in anything. My 'Proper' Sim who 'Can't Stand Art' shouldn't swoon over somebody who is a level 8 career Painter with high Street Art and Sculpting skills. Bleh! I wish this was fixable with mods, but the only tweaks to the attraction system I've seen aren't really what I'm looking for either.


Just because something is not a feature that can be seen in the U.I. does not necessarily mean it does not exist in TS3. Specifically, talking about all the interesting stories the A.I./Sims tell if one isn't such a control freak and/or knows how to read people in real life which then translate to being able to observe and read Sims too. If you pay attention there are even plenty of non-scripted hints that tells a lot about a Sim's individuality, who they like or don't like, etc.

For example, I noticed this sim, Israel looking at my Sim Andreia while she was talking on the phone and I was curious what this Sim's A.I. might be thinking. Though, based on his many actions, body language, and facial expressions from earlier I already knew he was head over heels in love with Andreia. But the funny thing is I could tell she did not feel the same despite she did like him. Instead she kept trying to coerce him into a sexual relationship that he kept denying realizing she was just using him. Perhaps that's how their relationship started initially behind-the-scenes, but clearly he wanted to become an official couple and had much deeper feelings for her than she ever had for him. Israel is also a Sim who kept trying to get my attention because he wanted to quit his job and for awhile then became a gardener. I guess in a sense to keep an eye on Andreia and try to learn more about her.

Eventually he tried to move on, but she would love to entice him. This cat and mouse game they had going on for awhile, but not like it ever got anywhere since both wanted two different things and both were quite adamant about it, thus, always in conflict. I will say how impressed I was with Israel's A.I. Also, originally he was a randomly generated repair technician that I noticed Andreia kept thinking about and at first I didn't even know who he even was. I play with no story progression with high free-will and mostly will just watch and observe Sims which is why it's so easy to see the A.I. in action all the time. The Sims in TS3 truly are the most unique than any Sims from any other The Sims game in my opinion because they really do imitate human beings making the stories so believable or sometimes even relatable.


Sims are much more aware than some even realize.


Unrequited love? Well, I moved Israel to Sunlit Tides to start anew. Luna seemed to take quite a liking to him and even some other women there on the island, but I haven't seen him reciprocate any of their feelings. I think he's just burnt out with relationships and choosing the single route, at least for now it seems. He seems really content so far so I let him be, but I do have a surprise for him the next time I play. Moving on, Luna decided she wanted to pursue the tourist from days or weeks ago she met, however, he too was not reciprocating her feelings either. I don't know why but she constantly kept making romantic advances which he constantly responded in friendly tones or the way I saw it sarcastically complimenting her intelligence. She has a wish to fall in love but seriously you can't force it, take a chill pill. He was being even more sarcastic since she wasn't getting the hint. "Hey Luna, you have no right to be upset with me."


There are other unrequited love stories I've come across as well. Kids do have crushes. Well, Jodi is a foster child and has or had a crush on Cairo. But I noticed he wasn't as attentive to her as she would have liked and on top of that Cairo's brother, Zaire, clearly expresses that he likes-likes Jodi. At first, she didn't pay any mind to Zaire but as time went on I noticed she started spending more time with him over his brother. I'm curious when they eventually age up to teens will they still have crushes on each other.


A marriage that is failing on one side even both sides? Yup. Usually most of my Sims get even and have become cheaters themselves. Can I get some faithful Sims in my game please? On the other hand, it's endearing to see one of my couples who had a rocky relationship make up and how attentive the boyfriend now husband has been. They seem to be really trying to make this relationship work and I absolutely love it. I can't wait until their first child is born.


Those are just a few examples of complex relationships and A.I. told stories which is possible with real-time simulation. Hence why TS3 is the most advanced and most realistic life simulator ever created thus far. A huge thanks to the A.I. designer and The Sims Studio for making TS3 so amazing and fun.

Still.Not.Bored.

Because I'm Fragile...but I'm not "that" fragile.
Mad Poster
#422 Old 29th Aug 2020 at 1:26 AM
I just wanna own the City Hall, Police, School, etc. Can't seem to find a mod that lets me.

My Soundcloud, where I upload some things I make.
Test Subject
#423 Old 29th Aug 2020 at 2:20 AM
Ability to toggle visibility of gates (the open-style) or archways, or have near-invisible gates/archways. This would enable in limiting a given section to certain sims but without having to have a visible fence and gate to do so.

In a lot I play, for example, I want to limit a concert stage to 3 sims. Here, I feel that having actual fences and gates would look tacky. To work around this, I've currently been using the near-invisble fence (available on this site) and a cloned archway (to act as a gate). However, i have to use DebugEnabler to Toggle Visibility of that archway. The issue is that, if I want to edit who can/can't enter, I have to either make all objects visible on lot via DebugEnabler, or I have to use MC to find that archway, move it to family inventory, put it back on to edit it, and then Toggle Visibility again.

I know there is a vanishing objects script mod on here, but archways and gates do not seem to work for that.
Mad Poster
#424 Old 30th Aug 2020 at 4:09 AM
I really wish there was a tuning or behavioral mod that pushed sims to put babies in cribs, a mod that allows babies to be placed onto furniture slots, or a mod that allows babies to be placed into inventories (just pretending that they're somewhere else for the time being).

I want zero babies on the floor! When have you ever seen a baby on the sidewalk?
Field Researcher
#425 Old 30th Aug 2020 at 5:54 AM
Usually my Sims put their kids in cribs when present, otherwise I haven't tested this portable baby mat in an non-active Sim's inventory and so I wonder if they use it. But I do have some Sims with infants so I'll have to buy it for them and see. You could just place these on some community lots either way.


There are different clones of this from here:
https://aroundthesims3.com/objects/...ursery_06.shtml
https://aroundthesims3.com/objects/...ursery_09.shtml

Infants can also use the baby swing, but I don't think that is portable.
https://store.thesims3.com/productD...&section=UpSell

Because I'm Fragile...but I'm not "that" fragile.
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