Author Topic: NRaas Industries  (Read 201592 times)

Offline Seabody

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Re: NRaas Industries
« Reply #60 on: April 25, 2012, 01:56:02 AM »
It's in there. I used it on my Forumna Legacy about 2-3 weeks ago. Click on a Sim, Nraas>Master Controller>Intermediate>Career>Level. It requires MasterController Cheats, however.

From the Interactions list at the Wiki:

Quote
Level
Prompts the user to specify the sim's level in their career
Module: MasterController Cheats NEW

Offline pallyndrome

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Re: NRaas Industries
« Reply #61 on: April 25, 2012, 02:01:06 AM »
thank you seabody, I just worked out myself that I don't have mastercontroller cheats - downloading now :)



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Offline jeanamariex3

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Re: NRaas Industries
« Reply #62 on: April 26, 2012, 02:01:24 PM »
When I first used MC, back when mods were "evil" the cheats were put into the base module. How long have they been separated?

Offline twallan

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Re: NRaas Industries
« Reply #63 on: April 26, 2012, 03:32:14 PM »
When I first used MC, back when mods were "evil" the cheats were put into the base module. How long have they been separated?

Hmm...  Don't exactly remember.  But for at least six months now. :)
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Offline Saltypaws

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Re: NRaas Industries
« Reply #64 on: June 10, 2012, 06:31:31 PM »
I just recently installed mastercontroller and storyprogression.  What a wonderful mod storyprogression is.  It really makes a big difference in your town.  I never thought I would use them, but when people stop having babies and no one is working, it kind of puts your game at a stand still.  I know these are absolutely fantastic and I would not play without them.  Just a big thanks to Twallan and what great mods these are. :)
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Offline grimsoul

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Re: NRaas Industries
« Reply #65 on: June 10, 2012, 07:31:38 PM »
They do spoil you don't they. :) I couldn't play without Twallan's mods. That's why I don't install any patches to the game until he updates his mods for the new patch. :)
I think I'm running around 15 of his mods now.
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Offline Saltypaws

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Re: NRaas Industries
« Reply #66 on: June 10, 2012, 08:58:17 PM »
Yes, they do spoil you.  I sit here and laugh at all of the progression in the game.  Almost as much fun as the game, lol. :)
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Offline blackbird_4

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Re: NRaas Industries
« Reply #67 on: August 16, 2012, 08:39:49 PM »
One thing I was curious about.  If a family has a child and they live in a house that doesn't have a crib, does the game automatically purchase and place one in the house for them?  Or does it force them to move to a cribbed house?  Also, does the mod and/or game itself have them buy nicer things from time to time?

Offline grimsoul

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Re: NRaas Industries
« Reply #68 on: August 16, 2012, 09:24:11 PM »
I haven't noticed them buying cribs or furniture for the house but I have notice them getting items that will go in they're inventories like strollers, cars, bicycles, and motorcycles.
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Offline Turoskel

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Re: NRaas Industries
« Reply #69 on: August 24, 2012, 09:33:56 AM »
I use lots of Twallans mods but one i've recently added which I think is amazing is Traveller, one of my sims is doing the mixology LTW and when I realised I wouldn't be able to do all the mixology challenges in Riverview I was dissapointed, no way could I add enough clubs to learn all those drinks.

Well as usual Twallan to the rescue  ;D Traveller has enabled me to send my sims to Bridgeport on vacation so they can visit the clubs and also make use of the subway for tips. Awesome!

I also added Relativity recently as well, so far it's great although their sleep patterns are a bit out of sync till I get used to it, but I can do so much more in a sim day now.

I don't think I could play without Twallans mods now, I did recently for a challenge and it just made me appreciate them even more. I love the story progression, master controller and woohooer mods, I never really like directing my sims to woohoo, it feels unatural and forced, and the risky one makes pregnancy a bit more spontaneous and exciting so I usually put that on when they both want a child rather than use try for baby.

I haven't noticed them buying cribs or furniture for the house but I have notice them getting items that will go in they're inventories like strollers, cars, bicycles, and motorcycles.

Canes seem to be the favourite thing in my games lately, i'm always being harrased by the elderly  ::)

One thing I was curious about.  If a family has a child and they live in a house that doesn't have a crib, does the game automatically purchase and place one in the house for them?  Or does it force them to move to a cribbed house?  Also, does the mod and/or game itself have them buy nicer things from time to time?

Rigorous Home Inspection under the lots menu checks for things like cribs, double beds and career objects when moving sims, I think it will also force moves, I usually turn it off but I do remember getting notices in the past along the lines of conditons in the house are unsuitable and the family may be forced to move.

Offline Gameactive

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Re: NRaas Industries
« Reply #70 on: September 03, 2012, 08:16:47 AM »
Canes seem to be the favourite thing in my games lately, i'm always being harrased by the elderly  ::)
Uh-huh. The second I installed Generations all the elders rushed to the nearest consignment shop to purchase a cane (I can only assume).

I was burned out from The Sims 3 for awhile, and after getting back into it I naturally float over to these forums. I use a couple mods I haven’t seen mentioned.

SleepSaver - Bam! No need to keep my sims up all night working on their relationships to sleep in the same bed.
Shooless - Like SleepSaver, but for the bathroom instead.
Decensor - Do I really need to say it?
PortraitPanel - Finally! Tone down those graphics settings, ’cause I’m makin’ a fully-occupied motel!

…Yeah, that just about sums it up. Of course I use the standard fare of mods, like MasterController, ErrorTrap, StoryProgression…
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Re: NRaas Industries
« Reply #71 on: November 25, 2012, 08:03:08 PM »
Is errortrap useful for play-testing new worlds? What kinds of errors could it help find in a new world?

Offline twallan

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Re: NRaas Industries
« Reply #72 on: November 25, 2012, 08:11:42 PM »
Is errortrap useful for play-testing new worlds? What kinds of errors could it help find in a new world?

It can clean up the garbage left in your world during the creation process.

For instance "Union Cove" has several hundred Core Forwarder objects left in it (certain types of objects like to leave those laying around when you move them on a lot).

Those unnecessary object could have been cleared out prior to releasing the world, making the town a smaller load.

However, other than that it is serves little purpose in CAW work. :)
NRaas Industries.  Saving Sims games from becoming doorstops since 2009.

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Chuckles_82

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Re: NRaas Industries
« Reply #73 on: November 25, 2012, 09:51:37 PM »
How could I clean those out before export?

Offline twallan

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Re: NRaas Industries
« Reply #74 on: November 26, 2012, 02:07:55 PM »
How could I clean those out before export?

The mod runs in the background while you are working in "Edit in Game" mode, once you let the game clock roll over 2 sim-minutes after you loadup.

Depending on the number of objects in your world, and how much debris there is, it may take a while for it to sift through all the information.  You could just let the game sit for 30 real-time minutes or so.

A script log with the objects that were located and removed should be created once the process is complete. :)
NRaas Industries.  Saving Sims games from becoming doorstops since 2009.

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