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riv

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A member registered Jun 12, 2020 · View creator page →

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Hi there! I think I see the problem here - I wanted to save time on the eligible couple check (which runs when two sims interact for the first time in a session, so all of these times add up), so instead of taking the time to calculate their relationship it'll just ban romance if at least one is a child or younger. That wouldn't be possible in the vanilla game, and I didn't consider mods allowing romance between children, so mine will conflict there... if you do want to remove it for the time being, make sure you keep any .cfg (settings) and .json (relation storage) files so you don't lose data and won't need to do any setup to re-add the mod in your game.

I've been working on making the eligible couple check faster, so I'll hopefully be able to remove this limitation in the next update without lagging everyone's game - I can't guarantee when it'll be out sadly, hoping within the next month or when it breaks and I have to fix it, whichever's first

Hey, so I'm not quite sure how these would work - having a separate command for each family would add a lot of extra lines of code for something that's not very configurable or reliable (e.g. for autosetup_Goths, I'd need to decide for the player whether Bella or Mortimer would be famX or incX, and I'd need to identify the sims by name since their ID can be different for each save, which could cause issues if they happened to have some other sim named Bella Goth). The same could be achieved by entering "riv_add_founder Bella Goth A", which would add the following traits:

  • founderA, heirA, famA to Bella
  • incA to Mortimer
  • famA to Cassandra and Alexander

or the same but with Bella and Mortimer swapped.

And with autosetup_current X, there would be no way for the mod to know which sims you want to be actual blood family members and which should just be included, even if it's as simple as just a couple.

I hope that makes sense and doesn't sound like a bunch of excuses - I just feel like those commands would require too much of me making decisions for the player or guesswork for the code itself.

It's definitely fiddly setting traits up for the first time (someday I'll figure out how to make it a sim picker menu, but I'm really struggling with the tuning for it), but the idea is that you should only need to do most of those things once and it's done, e.g. making one sim a founder will automatically make any of their existing or future descendants part of the family (famX), and any of their existing or future spouses included in the family (incX).

No worries - I haven't had much time to play or mod lately but it is still working!

Ah so first cousins can't actually be romantic in the vanilla game, and my mod only adds restrictions (it doesn't take any away) - you'll need to get wicked whims for that and then use the incest features in there. First cousins have 12.5% consanguinity so you'll need to set consang_limit to something bigger than 0.125 in addition to using WW.

Hi! I have looked into this, but I'm really not sure if I can implement it... I'd have to figure out how to deal with roles, inject variable text into a role name, and make sure it doesn't override other roles like nanny/butler.

If I manage to wrangle the tuning for that then I'll work on it, but the only step I have towards it so far is being able to limit it to the most relevant relation, which is probably needed for that text (so "mother, 18th cousin, and 19th cousin twice removed" would just show up as "mother").

Thank you! The easiest way to remove traits is by using MCCC (when you get to searching, just enter riv or founder, either of those will get it to show up) - that's how I've been doing it

Not sure how they got the founder trait though - I have nothing that'd automatically set them as a founder and the interaction doesn't work with toddlers, all I can think of that would've caused it is the riv_make_founder command.

It's not a dumb question at all! All I have within the mod itself for removing traits are the commands to clear an entire family / all families / add excA and none of those work in your case

I went to the itch.io download page and it said that downloads are blocked in some regions, and there's an alternative mode for when this happens.

I copied some text from the Italian version of this site in case the above doesn't translate: the text I clicked said "Non parte il download?" and that showed the text "Alcuni paesi hanno bloccato il CDN di itch.io. Se il download non parte, prova ad abilitare il download alternato e poi riprova.", with an option to enable "Abilita modalità di download alternativa". Hope that helps, though I'm happy MTS worked!

gonna comment instead of bothering with a new devlog - there's some autosave feature within EA's code, unimplemented if that's an autosave the way we think of it, that resets the save slot ID to 0 if you loaded in to a lot, went into manage worlds, and loaded in again.

it does give the correct ID if you've loaded in for the first time or if you've saved since you last loaded in - i'm now experimenting with not allowing my variable corresponding to the save slot ID to be set to 0.

potential issue though is whether Slot_00000000.save is a valid slot?

..I'm absolutely stunned, I prepared the tuples up to centuple (100) for the hell of it but I didn't think anyone would have a messy enough family tree to actually get past quadruple! I use MCCC too but the most I've managed to get is a double. Glad you like the mod!

Error: 'NoneType' object has no attribute 'sim_info': when this came up in my game, it was because one of my sims was culled between making the .json file and replacing the trait. I managed to locate the entry in the list that was an issue by searching for the last trait that was replaced (since sim-trait pairs are grouped by trait), finding the entry that has that trait and a sim ID that isn't in the game, and just deleting that entry.

It's kind of a bodge honestly, so if this issue keeps coming up for others I can try to write a bit more code to find these and remove them?

(1 edit)

For updating ATICAS - Eunola has taken on the task of keeping this updated over at https://theofficialeunola.myportfolio.com/all-traits. Every name has been updated to (for example) Eunola_trait_Expressionistic, whereas before it would've been just trait_Expressionistic, so to reapply traits that are part of ATICAS, I recommend doing the following (this is basically just the workaround I put in the description above, but for sorting out all of the ATICAS traits at once):

  • make the .json file as above
  • replace old ATICAS files with the new files
  • load up the game again and enter 64bit
  • check if there are any 64bit ID traits in that list where the name is of the form "<class 'sims4.tuning.instances.trait_TRAITNAME>"
  • open up the .json file, and find and replace ".trait_" with ".Eunola_trait_" (without the "", and it's worth putting the . at the start so that it doesn't affect other trait names with trait_ in them somewhere) - you can click replace all if there were no traits in the list above, but if there were, then just be careful not to replace those
  • run 64bit_replace followed by 64bit_export
  • ATICAS is now sorted!

This comment just made me so so happy, thank you! <3

Hello, and thank you for the interest! You probably hit the sim max; there's a point where sims will start getting culled just to make sure the game runs well, and then the sims are effectively deleted from the save. I know that setting some sims to never be culled with MCCC works since I've done that with like.. 100 sims from my legacy? But if you try that for every single sim in the save I think things start going wrong above 800 or so, and they'll get culled anyway. To answer your questions (...might be a little disappointing, sorry):

1) The .json files part of my mod is basically a preventative measure to keep a bit of sim info and parent relations before sims get culled - so the only way to get the information back is by going to a previous save, writing these sims/relations to the .json file, and then loading these in your current save. I had previous versions sitting around from the times that I've backed up my saves+mods before big patches, so I just used those. It only keeps a little bit of info (for sims it keeps their ID, name, gender, whether they have been culled, and the time they were saved; for relations it just keeps parents) since I was just thinking about what would be needed to keep track of relationships. The commands for getting parents/ancestors just get information that is available (iterating up with the parent relbit if using ingame rels or parent lists if using .json files) rather than recovering lost info.

2) Sadly, you will still get greyed out sims if they get culled. I have no idea how to have those sims and connections still show up in the family tree UI if the sims have been deleted. I've been looking into the code and it's fairly confusing - sometimes relations show up that no longer exist in the game?? So I'm guessing it's a completely separate system from relationship bits, and I can't find any documentation for working with it. I'd like to make the backed up family info more visual at some point, but atm connections from the .json files only really work for giving the relation between two sims ingame.

3) You can safely delete the mod with no difference to your family tree in the game - it just means that any family info you've saved outside of the game (using the mod) won't be usable, and you can't find distant family relations without clicking through the family tree and working it out yourself.

I hope that helps! But yeah, that feature is more of a workaround to keep relations even if sims are culled later, rather than preventing culling (which destroys performance) or un-culling sims (which afaik is impossible).