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Sharp_one

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About Sharp_one

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  • Birthday 06/01/1990

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  1. 24 hour mod or just later club times??

    The More Sims in Clubs script mods is broken right now. Causes problems with travel, and doesn't save settings between sessions.
  2.   Limiting population is something I learned very early on. I have that capped pretty hard. I also learned that editing every house in town to add beds, pet stuff and cots will also raise memory, cpu usage and save size, as will having too many Sims with custom content clothing and hair. These days I pretty much just play the one family, and I try to keep the household under 8 for the most part, even though it might accidentally get higher some times; smaller households certainly help performance.   As for save bloat; I don't really care how big the overall size is, as long as it loads fairly quick, which it does. Of course each world you visit has it's own save within each save folder, which increases the overall save size, but individually they aren't all that big, as long as you keep CC and town edits to a minimum.   Yes I did find the Island Paradise world to be very laggy. I very much doubt I'll be removing any though, as I quite enjoy the full experience.  
  3.   I thought I read somewhere that this was the preferred location for bug reports. Not sure where I saw that now. Even so, Patreon isn't particularly designed well for bug reports from what I could see.   Tonight I'll test my theory on this error as well as the dog reset error. I've been looking at ErrorTrap and GoHere, as they produce the logs, but what I'm wondering is if they are all related to register settings related to immigration an stray population caps (I would also say StoryProgression, but I don't use it any more). If the cap for stray dogs is too low, it might be deleting the strays, as KW produces a lot of them for NPC households. The same for Peeping Toms, might be being deleted as immigrated Sims.   I'm sure there are possible ways to work-around this issue with the KW code, like other mods do, but as the author doesn't use any NRaas mods, it's a little tricky to do so.
  4. 24 hour mod or just later club times??

    1.67 updated mods http://www.moreawesomethanyou.com/smf/index.php/topic,17647.0.html   Mirror
  5.   I wouldn't recommend travel without Traveller/Mover as I've learned from experience that EA travel is broken and even going on WA holidays would end up breaking something. Traveller actually makes it safe and I have moved towns about 6 times so far using it, and not had any issues. I spend quite a while in each world after I move.   Like many people, I started using NRaas mods to fix broken EA things that would keep screwing my game over. Register, Traveller, ErrorTrap, Overwatch, all mods which I would call bare minimum to fix issues. I would also recommend running Awesome mod, and just turning off the duplicated or unneeded features, because like the NRaas suite, Awesome includes a ton of fixes for random EA stuff that will end up breaking your game.   As for distant Sims, even before Traveller, I could still invite Sims over from long-distance from WA worlds. However, I cannot say what the vanilla experience of moving to different towns is like, but I imagine based on the warning you get prior, that you lose connections. What I can tell you with Traveller, is that your family trees stay intact, as do most your Sim's friends (they decay as normal), and if you move again back to a previous world, everything should be where you left it, except for aging progression and relationship decay. Right now I'm in Roaring Heights, and getting my family ready to move again in about 4 Sim weeks. I get visits from family and friends from all the previous worlds I left Sims in, they travel to see shows at my performance park, and I can invite them over for a stay. I even get wishes to fulfil relating to those Sims.     With the Hospital mod, I can say that the surrogate system worked fine for me the one time I used it, but I haven't used it for some time now. I haven't got any Elders in my house at the moment to test interactions for them, but I do recall an issue like that many moons ago, with a previous version.  
  6.   Yes it is more than enough horsepower to run S3, but unfortunately, it still wont make S3 run smooth when using StoryProgression.   I have a 6 core i7 @4ghz, 24 gig ddr3, and Samsung Pro SSDs, yet SP still slows my game down to a crawl after extended play. I have to actually pause the game to bring up the radial menu it gets that bad. SP on it's own probably isn't that bad, but it's when we start using it with other processing intensive mods that it becomes a problem.
  7.   In terms of CPU-intensiveness, I would rate it in the following order. Story-progression > Awesome-mod > EA-default. No one wants to use EA-default. If you are desperate though, you can try find an updated XML Story-Progression mod; I think Shimrod made the last one.
  8. StoryProgression is likely causing your game to run slow with all the extra processing required, which is affecting your KW animations.  On a new game it should work fine, but eventually it becomes unbearably slow. This is the reason I swapped to Awesome mod story progression.
  9.   Odd, kinky animations work fine for me, even with overwatch. It sounds more like a performance issue.
  10.   I've not noticed rapists being deleted, but even if they were, they are only service sims, so it wouldnt really matter. However, that feature can also be turned off.   As for Go-here. It appears that Go-here is simply causing the error-log generation, as they still get reset without error-trap or go-here, just without logs. The same goes for the stray cats. No logs are produced for them, but they are still being reset upon interaction.
  11.   The problem with StoryProgression is it is a performance killer. It is easily one of the worst mods out there when it comes to slowing down your game. That's the only problem with it, as otherwise it's great. Even I can't use it and I have a 4ghz hexa-core.   Overwatch problems are only two settings. Stuck check, which isn't really needed, and outfits clean-up. Otherwise, it is best to leave Overwatch in.   Go-here causes stray dogs/cats to be reset.  
  12. I have an issue that has cropped up recently. Sims no longer sleep right through to their alarm time, but only sleep until fully rested, no matter how I set the action.   Also with Peeping toms I'm getting this error. Build 277  
  13.   I've had to do just what you describe, as I started off using a modified Sunset Valley, and modified every single lot. So those times I had to restart the world because of it slowly imploding, I had export and import every single lot. Took me most the day, but the outcome was worth it. Starting fresh is just one of those things you may need to do from time to time, but I wouldn't do it every new version of KW, unless you're keen on accurate beta test bug reports, which most people aren't going to bother with, and in those cases you would start an entirely separate new game anyway, without any imported Sims, so that's not what you are trying to do.   I'm playing a slightly different method these days, and moving to a new town now and then, using the in-game travel system; building up the household, and leaving some family behind in each town I visit. Then I sometimes go to the holiday worlds, like WA, or ITF. Eventually I'll run out of new towns to move to, so I guess I'll revisit old ones and see how things have changed, as I still get plenty of phone calls each night about distant Sims dying. It's certainly interesting, but my heart is back in Sunset Valley.   I'm using 1.67 and the Hospital mod works fine for me, so if it doesn't for you, that's a sign you either have something broken in your world, or a conflicting mod. The only thing that doesn't work correctly is sterilisation, but that's due to KW not recognising the Hospital mod and trying to progress pregnancies.    
  14.   Over the years I've seen people report it happening with active sim cars, taxis and others. I think what happens is that the game thinks the sim has exited the vehicle, but they actually haven't. Yes it could be a KW issue that is causing it to happen, but I just letting you know that it's been an issue for a long time for some people.   As for starting over, I usually just move my Sims to a new town, and that usually fixes most issues with the existing world. Over the years I have had to use Porter a couple times though, as my game was completely broken, but not for a long time. I'm sitll playing descendants of my original Sims.   I'm pretty sure this is the last version of the Hospital mod which works fine for me. http://www.simlogical.com/ContentUploadsRemote/uploads/1883/
  15.   Woohooer handles base game woohoo interactions. KW has it's own system that has it's own interactions, so they shouldn't conflict.