Author Topic: Nraas Story Progression and occults  (Read 5637 times)

Offline JudesSims

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Nraas Story Progression and occults
« on: August 02, 2013, 02:43:44 PM »
Is there a way to be able to use occults with Nraas Story Progression? I have been using it but it seems to disable new occults being added to the game.

Offline Axiom

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Re: Nraas Story Progression and occults
« Reply #1 on: August 02, 2013, 05:40:32 PM »
I'd like to know this too. I have both StoryProg and the occult related sub mods.



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Offline Seabody

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Re: Nraas Story Progression and occults
« Reply #2 on: August 02, 2013, 08:18:16 PM »
I don't use StoryProgression, so I could be wrong, but I believe that option is controlled by "Chance of Occult". Make sure that "Immigration Gauge" under Immigration/Emigration (Under Sims) is set to 0, then set "Chance of Occult" in the same place to any number you wish. :)

Offline Wiry

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Re: Nraas Story Progression and occults
« Reply #3 on: August 02, 2013, 09:25:14 PM »
I never have a problem with that, did you check your Population Control options in Game Options (The actual menu)
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Offline Trip

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Re: Nraas Story Progression and occults
« Reply #4 on: August 02, 2013, 09:28:13 PM »
The population controls are linked to EA's story progression, which Twallan's disables, disabling the population controls with it. I've never been able to get Twallan's SP to spawn occults in my game either unless I already had an occult in the game, and even that hasn't seemed to work for me since patching past 1.29.
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Offline JudesSims

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Nraas Story Progression and occults
« Reply #5 on: August 05, 2013, 08:26:07 AM »
Thanks everyone. Yes, my occults population control are all checked in the options. I guess I will have to play without Story Progression if I want occults to spawn in my game. Though that is painful for me. I always play generational games and the lack of new townie babies makes it difficult to find spouses.

Offline Zyffyr

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Re: Nraas Story Progression and occults
« Reply #6 on: August 05, 2013, 07:48:26 PM »
You could buy/make a bunch of potions for the relevant occults and toss them at random townies - preferably young ones who have yet to procreate. That will 'seed' the genepool for you, and subsequent generations will have occults in them.

Or, I believe you can bypass the potion thing and just use Master Controller to set them to the desired states.



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