Author Topic: Mods added to an existing game - what to expect?  (Read 4349 times)

Offline CSquared2

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Mods added to an existing game - what to expect?
« on: October 17, 2012, 08:35:42 AM »
I enjoy my modded game very much.  It seems to run a lot faster and I encounter fewer problems that need resolution from me.  However, there is a file I really enjoy playing that predates the introduction of mods to my game.  The mods (I use error trap, master controller, overwatch, portrait panel, relativity, sleep freedom and woohooer w/ scoring) have helped somewhat with the lagging and the other problems in this file, but just recently I went through a patch of unbearable lagging and superabundant problems.  The family lives in Sunset Valley and has done for 30+ sim weeks.  Would moving them to another town in a fresh file bring a different result?  Or am I expecting too much to hope that this family that's been around for so long will run like a younger file?

Offline twallan

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Re: Mods added to an existing game - what to expect?
« Reply #1 on: October 18, 2012, 02:28:12 PM »
Eventually all towns die.

It takes extreme vigilance to maintain a town for longer any length of time, since EA's design strategy has been focused on short-term game-play, and not extended legacy play.

One of the moderators on my forum has a town that has been running for 100+ sim-weeks, but they note that doing so has required extreme measures (such as manually chopping family trees to improve performance).

There is a reason [Porter] mod exists :  To move entire populations to new towns, and clear out the detritus that accumulates in most games.

You may be best served doing so. :)
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thesweetestpea

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Re: Mods added to an existing game - what to expect?
« Reply #2 on: October 18, 2012, 06:42:20 PM »
Eventually all towns die.

It takes extreme vigilance to maintain a town for longer any length of time, since EA's design strategy has been focused on short-term game-play, and not extended legacy play.

One of the moderators on my forum has a town that has been running for 100+ sim-weeks, but they note that doing so has required extreme measures (such as manually chopping family trees to improve performance).

There is a reason [Porter] mod exists :  To move entire populations to new towns, and clear out the detritus that accumulates in most games.

You may be best served doing so. :)

Leto here managed to run a game for 80 sim-weeks before it became unplayable, I believe. At that point, Twallan's advice of moving is probably the easiest solution.

twallan: What is the detritus that accumulates in old savefiles? Can it be fixed by cleaning the save up or do we just have to move to get rid of it?

Offline Wiry

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Re: Mods added to an existing game - what to expect?
« Reply #3 on: October 18, 2012, 08:02:27 PM »
Does StoryProgression (The Mod) Have any expiration type date where Townie lines die out? This has been one of those questions that pops into my head at random moments.
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TheTripWasInfraGreen

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Re: Mods added to an existing game - what to expect?
« Reply #4 on: October 18, 2012, 08:06:15 PM »
I don't think it would have a set expiration date, but it could happen that the townie lines die out. It's not as certain and quick as it is when using EA's story progression, but I don't think Twallan's SP has any barriers to prevent such a thing from happening.

Offline Wiry

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Re: Mods added to an existing game - what to expect?
« Reply #5 on: October 18, 2012, 08:10:15 PM »
I don't think it would have a set expiration date, but it could happen that the townie lines die out. It's not as certain and quick as it is when using EA's story progression, but I don't think Twallan's SP has any barriers to prevent such a thing from happening.

I was essentially asking how far people have gone with Twallan's SP and still had Townie lines. I know some of my strategies kind of shoot that in the foot with the way I treat sims, but still.
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Offline twallan

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Re: Mods added to an existing game - what to expect?
« Reply #6 on: October 19, 2012, 03:13:51 PM »
twallan: What is the detritus that accumulates in old savefiles? Can it be fixed by cleaning the save up or do we just have to move to get rid of it?

Most of the issues revolve around objects piling up in the simulator that are no longer viable (a lot of which [ErrorTrap] clears out, but I cannot guarantee that it catches them all).

Or simply sims that have so much information associated with them that it takes an excessive amount of time to process it all (such as really big family trees).

Does StoryProgression (The Mod) Have any expiration type date where Townie lines die out?

It does not.  What purpose would it serve to artificially end a blood line after some arbitrary length of time ?

The game will continue to produce new generations forever if you allow it to do so.

:)
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Offline CSquared2

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Re: Mods added to an existing game - what to expect?
« Reply #7 on: October 19, 2012, 06:24:13 PM »
Thank you, this insight definitely helps me understand the limits.  I'm willing to stick with this family in this neighborhood for now and resist the temptation to pick them up and head out of Dodge.  After hearing the limits, it makes me want to test them myself.   8)

 

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