(Developer note: This is an auto-generated page. If you wish to edit the contents, follow one of the links below, and edit that page instead.)

FAQs in General


(Developer note: This is an auto-generated list. Add the "General FAQ" tag to a page to have it displayed here.)





The following content displays everything which is included on the above listed FAQ sites.
  • Use CTRL + F to open your browsersearch and look for a specific term/word on this page.
  • There are also specific Mod FAQs and Interactionlists (list of all in-game-options and details regarding their use) availabe: Documentation



How To Upload


What am I allowed to upload ?

anchor: [[How To Upload#What]]

I am only interested in files starting with the words "ScriptError" with the file extension of "xml". Do not upload any other file, as they will simply be deleted.

"ScriptError" files are XML logs generated by the scripting side of the game, and contain one of the following :
  1. A scripting error stack frame, generated when a coding error is encountered
  2. Logging data produced by one of the suite's mods, usually due to having the debugging enabled.

Unless specifically requested by the developer, it is preferred that you do not upload debugging logs to the Issues pages.
  • If you are having issues opening XML files on your machine, right click and use Open With to change the extension to load in Notepad instead.

If you have Crash-To-Desktop logs (files with the name "xcpt"), please do not post them here. The developer cannot interpret those type of files, and they will simply be deleted.
  • There is an application that attempts to interpret those type of files over at ModTheSims : Crash Log Analyzer
  • You may be able to determine the reason for the failure using that application. Good Luck.



Where do I find these log files ?

anchor: [[How To Upload#Where]]

"ScriptError" files are generated by game into your "My Documents \ Electronic Arts \ Sims 3" folder.

You can delete them after reviewing their contents if you wish, however the game will automatically delete older logs when new ones are created, only retaining around a dozen files at any one time.



Where do I upload the file ?

anchor: [[How To Upload#Who]]

The contents of the log file dictate the best place to submit.
  • Open the file with a text editor, such as Notepad, and read the header, it will specify which mod produced the error, the version, and other goodies
  • <?xml version="1.0" encoding="utf-8"?>
    <NRaas.StoryProgression>
    <ModVersion value="203"/>
    <GameVersion value="10.0.96.013001"/>
    <BuildVersion value="0.1.0.1266"/>
    <Installed="BaseGame, EP3, EP4, EP5"/>
    <Enumerator value="4"/>
    <Content>
    • In the above example, the mod is StoryProgression
    • The version of the mod is "203"
    • The version of your highest installed Pack is "10.0.96"
    • The version of the Scripting Core you are using is "0.1.0.1266"
    • The Packs you have installed are BaseGame, Late Night, Generations, and Pets
    • And this is the fourth log produced by the mod during your play-session

  • In this case, the best place to submit the log would be on the StoryProgression Issues..page, as it is a StoryProgression error.
    • If you cannot decide where to submit a log, post it at the ErrorTrap Issues page. This is the catch-all.

  • Further into the file, you may see the following format :
  • System.NullReferenceException: A null value was found where an object instance was required.
    #0: 0x0027f callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (33000840 [00000000] )
    #1: 0x00017 ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (33000840 [00000000] [0/0x0] )
    #2: 0x0000f ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (8625B990 [00000000] [0/0x0] )
    #3: 0x00148 stloc.u1   in Sims3.Gameplay.Core.Sims3.Gameplay.Core.VisitLot:Run () ()
    • This is a stack trace, the output from a scripting error.
    • In this particular example the error is a Routing..error.
      • You can tell by the "Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute" line in the error itself.
    • If you want to try and interpret the error yourself, review the coding snippets provide on the ErrorTrap Reading Logs..page with those in your file, and see if any match.
      • Note that some code snippets are not from the first line of the stack trace. You may need to delve further down to locate a match.

  • Note: A single file can contain multiple errors within it. So you may want to scroll down and see if another stack trace is listed.

If your script log does not have this format of header, then it is either one of the following:
  1. It is not an error at all. It could be a debugging log, or an output file containing export data (such as a GEDCOM)
  2. It is an error log from another modder's scripting. Those type of logs should be directed to that mod's creator instead.
  • Many modders use a naming convention that is unique to their code, making it easy to distinguish between them.
    • Awesome - Pescado
    • NRaas - twallan
    • SimsMX - Sims MX
    • Treeag - Treeag
    • TwoBTech - Buzzler



How do I upload a log file ?

anchor : [[How To Upload#How]]

Note: You must be a member of this wiki to upload files. Request membership before proceeding.

  1. Locate the "ScriptError" file on your machine.
  2. If you wish to remain anonymous, ensure that the name of the file does not contain your actual name. If it does, replace the name with your wiki username.
    • If you want to make things even simpler, change the name of the file to contain your wiki username.
    • Ex: ScriptError_twallan_12-26-2011__09-31-29__E6E5E92B.zip where twallan would be your username (not mine)
    • Please leave the date and hexadecimal number in the file. Doing so will ensure uniqueness.
  3. Zip up all the file(s) into a single ZIP, RAR, or 7Z compressed file.
    • In Windows, select all the files you wish to upload, right click and "Send To \ Compressed (zipped) Folder" to create a zip file.
    • Please ensure that your file is uniquely named when you upload the file, to ensure that it does not overwrite anyone else's file in the process.
  4. Click the Pages and Files..link on the left-hand side of the window
    • PagesAndFilesLink.JPG
  5. Click the Upload Files..button
    • UploadFilesButton.JPG
  6. Click the + Upload Files..button on the window that appears
    • UploadFilesButton2.JPG
  7. Select the file you wish to upload, and press the Open button
  8. Wait for the upload to complete.
    • Note that the upload window will NOT close on its own. Simply press the close button in the upper right once you are done.
  9. Finally, create a new Discussion..post containing any detail you find pertinent to the issue.
    • This allows me to answer without having to create a new thread using my own name, making it easier for you to track any responses.
    • Note: If you fail to create a thread, the developer reserves the right to not provide a response.
    • Kindly ensure that you make a POST, do not make a wiki-page.

  • You can see the uploaded file on the Recent Changes..page.
    • Since I can see it there as well, you do not need to provide the filename in your post.



What happens after I have uploaded the file ?


Either the developer or another knowledgeable user will review the file, and provide their reply on your Discussion post.

If the developer finds the answer acceptable, the post will be locked, and the file removed from the site.

If further review is required, you may need to provide details, or answer some questions in the post you created.



How do I upload a save-file to be reviewed by the developer ?

anchor : [[How To Upload#Saves|How To Upload Saves]]

On occasion, if you encounter a consistently reproducible error, the developer may request that you share your save with them for testing purposes.
  • Note: The developer does not take unsolicited save-files. So if you are not directly asked to provide a save, do not do so.

Note: If the save is running on a custom world, you will need to provide a link to where the download for the world is located

How to provide a save :
  1. Locate the save-game itself.
    • It will be in your "My Documents" Sims 3 folder, under the "Saves" folder.
  2. Zip up the entire save-folder.
    • In Windows, simply right click and use the "Send To \ Compressed (zipped) Folder" menu operation.
  3. Since save-files are too large to upload directly to this wiki, you will need to use a third-party file-share website to provide such files.
  4. Make sure to post the link to the file itself back in the appropriate Discussion thread, once you have uploaded it.


"ScriptError" files are generated by game into your "My Documents \ Electronic Arts \ Sims 3" folder.

You can delete them after reviewing their contents if you wish, however the game will automatically delete older logs when new ones are created, only retaining around a dozen files at any one time.



Where do I upload the file ?

anchor: [[How To Upload#Who]]

The contents of the log file dictate the best place to submit.
  • Open the file with a text editor, such as Notepad, and read the header, it will specify which mod produced the error, the version, and other goodies
  • <?xml version="1.0" encoding="utf-8"?>
    <NRaas.StoryProgression>
    <ModVersion value="203"/>
    <GameVersion value="10.0.96.013001"/>
    <BuildVersion value="0.1.0.1266"/>
    <Installed="BaseGame, EP3, EP4, EP5"/>
    <Enumerator value="4"/>
    <Content>
    • In the above example, the mod is StoryProgression
    • The version of the mod is "203"
    • The version of your highest installed Pack is "10.0.96"
    • The version of the Scripting Core you are using is "0.1.0.1266"
    • The Packs you have installed are BaseGame, Late Night, Generations, and Pets
    • And this is the fourth log produced by the mod during your play-session

  • In this case, the best place to submit the log would be on the StoryProgression Issues..page, as it is a StoryProgression error.
    • If you cannot decide where to submit a log, post it at the ErrorTrap Issues page. This is the catch-all.

  • Further into the file, you may see the following format :
  • System.NullReferenceException: A null value was found where an object instance was required.
    #0: 0x0027f callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (33000840 [00000000] )
    #1: 0x00017 ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (33000840 [00000000] [0/0x0] )
    #2: 0x0000f ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (8625B990 [00000000] [0/0x0] )
    #3: 0x00148 stloc.u1   in Sims3.Gameplay.Core.Sims3.Gameplay.Core.VisitLot:Run () ()
    • This is a stack trace, the output from a scripting error.
    • In this particular example the error is a Routing..error.
      • You can tell by the "Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute" line in the error itself.
    • If you want to try and interpret the error yourself, review the coding snippets provide on the ErrorTrap Reading Logs..page with those in your file, and see if any match.
      • Note that some code snippets are not from the first line of the stack trace. You may need to delve further down to locate a match.

  • Note: A single file can contain multiple errors within it. So you may want to scroll down and see if another stack trace is listed.

If your script log does not have this format of header, then it is either one of the following:
  1. It is not an error at all. It could be a debugging log, or an output file containing export data (such as a GEDCOM)
  2. It is an error log from another modder's scripting. Those type of logs should be directed to that mod's creator instead.
  • Many modders use a naming convention that is unique to their code, making it easy to distinguish between them.
    • Awesome - Pescado
    • NRaas - twallan
    • SimsMX - Sims MX
    • Treeag - Treeag
    • TwoBTech - Buzzler



How do I upload a log file ?

anchor : [[How To Upload#How]]

Note: You must be a member of this wiki to upload files. Request membership before proceeding.

  1. Locate the "ScriptError" file on your machine.
  2. If you wish to remain anonymous, ensure that the name of the file does not contain your actual name. If it does, replace the name with your wiki username.
    • If you want to make things even simpler, change the name of the file to contain your wiki username.
    • Ex: ScriptError_twallan_12-26-2011__09-31-29__E6E5E92B.zip where twallan would be your username (not mine)
    • Please leave the date and hexadecimal number in the file. Doing so will ensure uniqueness.
  3. Zip up all the file(s) into a single ZIP, RAR, or 7Z compressed file.
    • In Windows, select all the files you wish to upload, right click and "Send To \ Compressed (zipped) Folder" to create a zip file.
    • Please ensure that your file is uniquely named when you upload the file, to ensure that it does not overwrite anyone else's file in the process.
  4. Click the Pages and Files..link on the left-hand side of the window
    • PagesAndFilesLink.JPG
  5. Click the Upload Files..button
    • UploadFilesButton.JPG
  6. Click the + Upload Files..button on the window that appears
    • UploadFilesButton2.JPG
  7. Select the file you wish to upload, and press the Open button
  8. Wait for the upload to complete.
    • Note that the upload window will NOT close on its own. Simply press the close button in the upper right once you are done.
  9. Finally, create a new Discussion..post containing any detail you find pertinent to the issue.
    • This allows me to answer without having to create a new thread using my own name, making it easier for you to track any responses.
    • Note: If you fail to create a thread, the developer reserves the right to not provide a response.
    • Kindly ensure that you make a POST, do not make a wiki-page.

  • You can see the uploaded file on the Recent Changes..page.
    • Since I can see it there as well, you do not need to provide the filename in your post.



What happens after I have uploaded the file ?


Either the developer or another knowledgeable user will review the file, and provide their reply on your Discussion post.

If the developer finds the answer acceptable, the post will be locked, and the file removed from the site.

If further review is required, you may need to provide details, or answer some questions in the post you created.



How do I upload a save-file to be reviewed by the developer ?

anchor : [[How To Upload#Saves|How To Upload Saves]]

On occasion, if you encounter a consistently reproducible error, the developer may request that you share your save with them for testing purposes.
  • Note: The developer does not take unsolicited save-files. So if you are not directly asked to provide a save, do not do so.

Note: If the save is running on a custom world, you will need to provide a link to where the download for the world is located

How to provide a save :
  1. Locate the save-game itself.
    • It will be in your "My Documents" Sims 3 folder, under the "Saves" folder.
  2. Zip up the entire save-folder.
    • In Windows, simply right click and use the "Send To \ Compressed (zipped) Folder" menu operation.
  3. Since save-files are too large to upload directly to this wiki, you will need to use a third-party file-share website to provide such files.
  4. Make sure to post the link to the file itself back in the appropriate Discussion thread, once you have uploaded it.




Which Mod?

Table of Contents

This FAQ is meant as a way of guiding new users to mod they need to satisfy a particular requirement.



I want to play a household with more than eight sims in it.

anchor [[Which Mod FAQ#Overstuffed]]

You require either a Core-Mod that unlocks overstuffing capability, such as Awesome.

Or you require the following mods from this suite :
  1. MasterController
    • Provides a "Add Sim" function that can be used to manually move any number of sims into a single household
    • Note that the "Allow More Than Eight Sims Per House" is only applicable to interactions in *this* mod, such as "Pollinate" and "Add Sim".
    • The "Adopt" and "Adopt Pet" interactions allow users to adopt in overstuffed households
  2. MasterController Integration
    • Unlocks the ability to create families using CAS with up to 10 humans (the maximum number of portraits available)
  3. Mover
    • Replaces the "Move" phone interactions, and the Edit Town "Merge" interactions with custom versions that allow for overstuffing
    • Unlocks the ability to make Imaginary Friends real in overstuffed households
    • Unlocks the ability to add constructed Ambitions sim-bots to overstuffed households
  4. PortraitPanel
    • Replaces the window the displays the sim portraits with one that can display up to 24 portraits simultaneously
  5. Woohooer
    • Replaces the "Try For Baby" interactions with one that can be used in full households
    • Unlocks the ability to harvest plant-sims in overstuffed households

  • StoryProgression
    • It is not necessary to have this mod installed to actively play an overstuffed household
    • However, the mod allows inactive households to overstuff on their own, or maintain their overstuff status when you switch between active households



I would like to set an opportunity as completed, how do I do that ?

anchor [[Which Mod FAQ#ForceOpportunity]]

One normally does this for chained adventure opportunities in order to allow you access to the next opportunity in the chain.

If that is indeed the case, you can use DebugEnabler's "Opportunities... \ Add Opportunity..." set of interactions to add the next opportunity in the chain to your sim.

Note this works because DebugEnabler's interactions automatically ensure your sim satisfies the requirements for the opportunity.
  • This also means that your sim may receive skill levels and other changes in order to ensure an opportunity is available.
  • Be aware of this when using the opportunity interactions in that mod.

This differs from MasterController's Opportunity interactions, which are only allowed to apply opportunities whose requirements are already satisfied by your sim.



How do I make my sim an alien ?

anchor [[Which Mod FAQ#Alien]]

In this suite, there are two methods :
  1. DebugEnabler's "NRaas \ Debug Enabler \ Options: Sim \ Alien DNA Percentage"
  2. MasterController Cheats' "NRaas \ Master Controller \ Intermediate \ Alien DNA Percentage"

Both interactions take a number in the range of "0" to "1".

To have access to the various alien interactions, your sim must have a DNA percentage greater than "0.20".
  • This limit is tunable, controlled by the EA Tuning Field : "Sims3.Gameplay.CAS \ SimDescription \ kMinAlienDNAPercentToBeAlien"



My sim is permanently stuck snubbing someone, how do I fix it ?

anchor [[Which Mod FAQ#Snubbing]]

  1. Install MasterController
  2. Make your sim active (so the plumbbob is over their head)
  3. Make a note of the current level of long-term relationship between the two sims by looking at the Relationship Panel.
    • As in whether they are "Friends", "Good Friends", "Romantic", etc.
  4. Click on the other sims, and use "NRaas \ Master Controller \ Intermediate \ Long Term Relationship By Category"
  5. Select the "Stranger" entry. That will wipe out any relationship information stored between the two sims.
  6. Click on your own sim and use "NRaas \ Master Controller \ Advanced \ Reset"
  7. Then click on the other sim and use "NRaas \ Master Controller \ Advanced \ Reset" on them.
  8. Finally, use the "NRaas \ Master Controller \ Intermediate \ Long Term Relationship By Category" again, and set their relationship back to their original level

The snubbing should now be deactivated.



I don't like having the "NRaas" menu popping up everywhere, how do I hide it ?

anchor [[Which Mod FAQ#hideMenu]]

Most of the mods that add menu interactions have an option to disable most (but not all) of their menus :
  1. DebugEnabler
    • From the Active Sim Menu : "NRaas \ Debug Enabler \ Toggle"
  2. MasterController
    • "NRaas \ Master Controller \ Settings \ Menu Visibility"
  3. StoryProgression
    • "NRaas \ Story Progression \ General Options \ Options: Sims \ Show Menu Interactions"
    • "NRaas \ Story Progression \ General Options \ Options: Lots \ Show Menu Interactions"
  4. The other mods which add invasive menus also have similar options.

However, all the mods will leave at least one menu interaction in the game, so you can turn the visibility back on if you wish.
  • This menu is usually attached to the City Hall, Base Camp, or Computer objects
  • To disable this menu there is a tuning mod available, which hides the menus while "testingcheatsenabled" is turned off.
  • The file is available here : ErrorTrap Tuning



I want to create a teen-only family.

anchor [[Which Mod FAQ#TeenFamilies]]

  1. MasterController Integration
    • Unlocks the ability to create CAS Families with no adults.
  2. Mover
    • Has options available that allow you create teen-only families using the EA "Move" window.
  3. StoryProgression
    • Can be adjusted to allow inactive teens to move into their own homes, without adult supervision.



I made changes to a tuning package for a mod, but the changes did not appear in my game, why ?

anchor [[Which Mod FAQ#Tuning]]

Many of the mods in this suite have in-game tuning, available via a menu system.

In order to facilitate this ability, the choices you make in-game are saved directly into the save-game, and then retrieved from that save the next time you load.
  • The loading of options from the save take precedence over any tuning that you may have installed on your setup.
  • So, if you change the tuning via an installed package, and then load a pre-existing save, your package changes will not be picked up.

As a means to work around this issue, many of the mods have an interaction that resets the options back to the tuning defaults
  • The option is called "Reset Settings" or "Total Reset"
  • Note that using this option will wipe any changes you have made to the options in-game, and replace them with the options you have set in your tuning package
  • Each mod has it's own "Reset" interaction, and the interaction only affects the options for that particular mod.



When I click on something, either a sim or object, I cannot get the menu to appear.

anchor [[Which Mod FAQ#Menu]]

Do the following:
  1. Install Selector
  2. Click on the object you are having difficulties with
  3. You should receive an error log explaining the reason for the menu failure
    • Note that Selector may then allow the menu to display, regardless of the error.
    • You should still report the error, just in case it is due to a larger problem.
  4. Read How To Upload



I want to change the Family Tree connections between my sims.

anchor [[Which Mod FAQ#Family Tree]]

You require MasterController and the MasterController Cheats module.
  • The interactions you want will be available under "NRaas \ Master Controller \ Advanced \ Family" when you click on a sim.
  • Note that if one of the sims is dead, you will need to use a filter of "Type of Sim" - "Dead" in order for the sim to be listed by the mod.



The babies in my town keep dying, how do I stop it ?

anchor: [[Which Mod FAQ#Baby Death]]

Deaths of that nature are almost always the result of EA Story Progression acting badly.

To correct the issue, you need a mod that alters that system and stops the deaths :
  1. The simplest approach is to use a tuning mod.
    • To locate tuning modders that may take requests, or already have such mods, see External Links
  2. Install StoryProgression and allow it to replace the default progression system with its own



I want to stop all immigration into my town.

anchor: [[Which Mod FAQ#Stop Immigration]]

To stop EA Story Progression immigration, you require either:
  1. A story progression tuning mod.
    • To locate tuning modders that may take requests, or already have such mods, see External Links
  2. Install StoryProgression and allow it to replace the default progression system with its own. By default Immigration is disabled in this mod.

In addition, if you have role assigning objects (such as Stylist Station, or Cash Registers) located in your town, you must either:
  1. Remove the objects to stop the game from creating sims to man those stations
  2. Install a "NpcRoles" tuning mod that replaces the "Resident" entry from <RoleFillFrom>. See How to Tune
  3. Install Register



I want to unlock romantic relations between a wider variety of sims.

anchor: [[Which Mod FAQ#Expanded Relations]]

If you want to unlock near-family relations, or relations between age-groups not normally available in the Core game, you are looking for Woohooer :
  • Use the "Woohoo \ Species \ Allow Near Relation WooHoo" setting to unlock that capability for any species
  • Use the "Woohoo \ Allow Teen WooHoo" setting to unlock woohoo interactions between teenagers
  • Use the "Woohoo \ Allow Teen-Adult WooHoo" setting to unlock woohoo interaction between teenage and adult ages.



I want to delete every copy of an item that exists in my town.

anchor: [[Which Mod FAQ#Mass Delete]]

You are looking for MasterController Cheats's "Object Stats" :
  • If you wish to delete the objects from every lot in town, use "Town \ Object Stats" from the City Hall Menu
  • If you wish to delete the objects from a specific lot, use "Object Stats" from the Lot Menu (click on the ground)



I want to remove the maternity leave given to sims when they become pregnant.

anchor: [[Which Mod FAQ#Maternity Leave]]

To manually alter the "Days Off" value for your sim :
  • Use MasterController Cheats' "Sim \ Intermediate \ Career \ Days Off"
  • Enter a sufficiently large negative number to negate the value displayed

If you are using Expanded StoryProgression, you can also adjust the following :
  • Set "Pregnancy \ Maternity Leave" to a leave negative number, such as "-1000".
  • Doing so will negate any value EA provides the sim after the birth of their child.
  • The mod currently has no impact on the leave provided while the sim is pregnant.

It is also possible to alter the number of days given out using a EA "Pregnancy" tuning mod, and changing the <kPregnantDaysOff> value to "0".
  • For more information on creating tuning mods, see here : How To Tune



I have Red Boxes or Red Squares appearing on the window that displays my long-term relationships, and/or some of my relationships are missing!

anchor: [[Which Mod FAQ#Red Box]]

A relationship listing consisting of a totally red portrait is the result of a script error while displaying the contents of the Relationship Panel.
  • This may be caused by a corrupt relationship link, or simply by an EA error while displaying the sim's portrait

Since the Core game stops adding portraits to the window after a script error, you may find that many of your relationships are no longer listed.

To correct the issue install RelationshipPanel.
  • That mod replaces the display mechanism on that window with one that catches and reports script errors, allowing the window to continue displaying regardless of the error.



I want to disable the Neighborhood Pet Adoption system.

anchor: [[Which Mod FAQ#Pet Adoption]]

Do the following :
  1. Install Overwatch
  2. Click on the active sim, and navigate the menu : "NRaas \ Overwatch \ Settings \ Stop Pet Adoption"
  3. The mod will automatically end any existing pet adoption situation and squash any further attempt to start a new one.



I would like to find the urnstone for a sim in town.

anchor: [[Which Mod FAQ#Graves]]

To locate the grave-stone for a dead sim in town, do the following :
  1. Install MasterController
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sims \ Basic \ Find Grave"
  3. Choose the sim you wish to locate, and press the "Accept"
    • If the sim is recoverable, but their grave doesn't exists, the mod will automatically create a new grave-stone for you.
    • If the grave is in-game, the window will be zoomed to focus on its location.
    • If the grave is invisible, due to an error, it will be made visible.
    • If the grave is in inventory somewhere, you will be prompted to move it your active sim's inventory.

Note that if the sim you are interested in does not appear in the list, they have most likely been compressed and removed from the game.
  • By default, EA Standard removes all inactive sims from the game that have never been actively played once they die.
  • Doing so conserves space in the save-game, but also means that those sims are permanently deleted, and not recoverable.
  • To resolve this, either:
    1. Play every sim in town at least once
    2. Or install a mod such as StoryProgression which auto-protects every resident in town.



I have an object on a lot that is broken and won't let me use it.

anchor: [[Which Mod FAQ#Reset]]

So, you have an object that appears to be broken ? You should try resetting it :
  1. Install DebugEnabler
  2. Click on the object, and navigate the menu : "NRaas \ Debug Enabler \ Options \ Object \ Force Reset"
OR
  1. Install MasterController
  2. Click on the lot (the ground or the wall), and navigate the menu : "NRaas \ Master Controller \ Reset Lot"

If neither of those approaches fix the object, you may need to simply delete it, and replace it with a new copy.



I want to copy the facial features from one sim to another.

anchor: [[Which Mod FAQ#Copy Genetics]]

So you have a sim in-game that you want to make look like another sim ?

You have a couple of choices to perform that ability, however they all require either MasterController or MasterController Cheats, so install those first.
  1. If the other sim is already in-game as well, then it is really easy
    • Click on the source sim and navigate the menu : "NRaas \ Master Controller \ Advanced \ Copy Genetics"
    • Filter for and locate your destination sim, select them, and press the "Accept"
  2. If the sim is in the Edit Town Library, then:
    • Import the sim into your game.
    • Then perform the process from Step (1) above.
  3. If the sim is stored in your CAS Library
    • Click on your sim and navigate the menu : "NRaas \ Master Controller \ Advanced \ Edit in CAS"
    • Once in CAS, click on the pre-made sims button in the bottom left
    • Find the sim containing the genetics you want, and apply them to your sim.



I want to control my celebrity population better, or turn it entirely.

anchor: [[Which Mod FAQ#Celebrities]]

So, you have a celebrity problem ? Or just don't like the system added by Late Night ?

First thing, removing existing celebrities:
  1. Install MasterController and MasterController Cheats
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sim \ Intermediate \ Celebrity Level"
  3. When prompted, set the level to "0"
    • This will eliminate the celebrity level from all the sims you specified

Second thing, stopping the celebrities from returning:
  • Celebrities are automatically generated by EA Story Progression, so you will need to stop that. Here are some choices :
    1. Either install an EA Story Progression tuning mod from Shimrod101
    2. Turn off EA Story Progression entirely
    3. Or install StoryProgression, and use the "Town Options \ Allow Celebrity" option



I want more information about one of the mods or change its settings.

anchor: [[Which Mod FAQ#More Info]]

Click on the mod name to the left, then on Base-Mod for the current phase.
On that page you will, if appropriate, find links to the following extra pages:
  1. Documentation, including possible future enhancements and known issues
  2. Tuning, with information about how to change the mod's default values
  3. Specific installation or uninstallation warnings.




How can I remove Lifetime Happiness Rewards from my sim?

anchor: [[Which Mod FAQ#RemoveRewards]]

- NonaMena NonaMena suggests the following:
  • Use MasterController and MasterController Cheats to remove rewards from your sim.
  • Click on the sim and navigate to the following menu: NRaas \ Master Controller \ Advanced \ Traits \ Drop Rewards
  • You can also do this by clicking on City Hall and using NRaas \ Master Controller \ Sim \ Advanced \ Traits \ Drop Rewards.
    • You will be prompted to choose a sim after clicking "Drop Rewards".



How do I revive dead plants ?

anchor : [[Which Mod FAQ#Plant Revive]]

  • Intalll DebugEnabler's and use "NRaas \ DebugEnabler \ Options: Plant \ DEBUG Plant Life: Alive" from the plant's menu.
  • if you did that very often, use this option as well "NRaas \ DebugEnabler \ Options: Plant \ RestartPlantLife" from the plant's menu.
  • Extra Tip: Add the upgrade AUTO WATER (DebugEnabler) to the sprinkler system. Or create a public garden, then the plants need no water at all and all sims can use it.



How do I resurrect a sim ?

anchor : [[Which Mod FAQ#Resurrect]]

There are two methods :
  • Use the in-game functionality:OR
  • Use a mod.
    1. Install MasterController and DebugEnabler
    2. Load your game.
    3. Click on a wall or roof on your active lot, and navigate the menu: "NRaas \ Master Controller \ Add Sim"
    4. Use a "Type of Sim" - "Dead" filter
    5. Locate the sim you wish to resurrect in the list, and select them.
    6. The formerly dead sim will now be part of your active family.
      • Note: If you have exceeded the eight sim limit, and do not currently have PortraitPanel installed, you may not be able to see the sim in the portrait list. This is a non-issue if you intend to move the sim to another household later.
      • You may need to unpause the game, and wait a couple of sim-minutes for the sim to appear in-game
    7. Locate and click on the sim.
      • They are most likely near the front door of your lot.
    8. Open their inventory, click on the urnstone, and navigate the menu: "NRaas \ Debug Enabler \ Options: Urnstone \ DEBUG - Resurrect"
    9. Voila, the sim is now alive and part of your household
      • If you wish to place the sim in another household, use the "Add Sim" interaction to move them to a new lot.

  • You can use Debugenabler in general to resurrect a dead sim directly by clicking at the urnstone or the ghost and use Mastercontroller afterwards to add the sim to any household

Note: Though EA provides a "DEBUG - Create Playable Ghost" interaction, these instructions use "Add Sim" instead.
  • This is due to an error in the EA interaction which can render your sim homeless.
  • It is advised that you avoid the use of the "Create Playable Ghost" interaction due to this issue.

How to spawn a ghost ?

anchor : [[Which Mod FAQ#spawn-ghost]]

Use DebugEnabler:
  • click on the urnstone (note: it has to be outside your inventory, place it somewhere on the ground): NRaas \ Debug Enabler \ Options: Urnstone \ DEBUG - Spawn ghost

Now the dead sim appears as a ghost immediately!


In this suite, there are two methods :
  1. DebugEnabler's "NRaas \ Debug Enabler \ Options: Sim \ Alien DNA Percentage"
  2. MasterController Cheats' "NRaas \ Master Controller \ Intermediate \ Alien DNA Percentage"

Both interactions take a number in the range of "0" to "1".

To have access to the various alien interactions, your sim must have a DNA percentage greater than "0.20".
  • This limit is tunable, controlled by the EA Tuning Field : "Sims3.Gameplay.CAS \ SimDescription \ kMinAlienDNAPercentToBeAlien"



My sim is permanently stuck snubbing someone, how do I fix it ?

anchor [[Which Mod FAQ#Snubbing]]

  1. Install MasterController
  2. Make your sim active (so the plumbbob is over their head)
  3. Make a note of the current level of long-term relationship between the two sims by looking at the Relationship Panel.
    • As in whether they are "Friends", "Good Friends", "Romantic", etc.
  4. Click on the other sims, and use "NRaas \ Master Controller \ Intermediate \ Long Term Relationship By Category"
  5. Select the "Stranger" entry. That will wipe out any relationship information stored between the two sims.
  6. Click on your own sim and use "NRaas \ Master Controller \ Advanced \ Reset"
  7. Then click on the other sim and use "NRaas \ Master Controller \ Advanced \ Reset" on them.
  8. Finally, use the "NRaas \ Master Controller \ Intermediate \ Long Term Relationship By Category" again, and set their relationship back to their original level

The snubbing should now be deactivated.



I don't like having the "NRaas" menu popping up everywhere, how do I hide it ?

anchor [[Which Mod FAQ#hideMenu]]

Most of the mods that add menu interactions have an option to disable most (but not all) of their menus :
  1. DebugEnabler
    • From the Active Sim Menu : "NRaas \ Debug Enabler \ Toggle"
  2. MasterController
    • "NRaas \ Master Controller \ Settings \ Menu Visibility"
  3. StoryProgression
    • "NRaas \ Story Progression \ General Options \ Options: Sims \ Show Menu Interactions"
    • "NRaas \ Story Progression \ General Options \ Options: Lots \ Show Menu Interactions"
  4. The other mods which add invasive menus also have similar options.

However, all the mods will leave at least one menu interaction in the game, so you can turn the visibility back on if you wish.
  • This menu is usually attached to the City Hall, Base Camp, or Computer objects
  • To disable this menu there is a tuning mod available, which hides the menus while "testingcheatsenabled" is turned off.
  • The file is available here : ErrorTrap Tuning



I want to create a teen-only family.

anchor [[Which Mod FAQ#TeenFamilies]]

  1. MasterController Integration
    • Unlocks the ability to create CAS Families with no adults.
  2. Mover
    • Has options available that allow you create teen-only families using the EA "Move" window.
  3. StoryProgression
    • Can be adjusted to allow inactive teens to move into their own homes, without adult supervision.



I made changes to a tuning package for a mod, but the changes did not appear in my game, why ?

anchor [[Which Mod FAQ#Tuning]]

Many of the mods in this suite have in-game tuning, available via a menu system.

In order to facilitate this ability, the choices you make in-game are saved directly into the save-game, and then retrieved from that save the next time you load.
  • The loading of options from the save take precedence over any tuning that you may have installed on your setup.
  • So, if you change the tuning via an installed package, and then load a pre-existing save, your package changes will not be picked up.

As a means to work around this issue, many of the mods have an interaction that resets the options back to the tuning defaults
  • The option is called "Reset Settings" or "Total Reset"
  • Note that using this option will wipe any changes you have made to the options in-game, and replace them with the options you have set in your tuning package
  • Each mod has it's own "Reset" interaction, and the interaction only affects the options for that particular mod.



When I click on something, either a sim or object, I cannot get the menu to appear.

anchor [[Which Mod FAQ#Menu]]

Do the following:
  1. Install Selector
  2. Click on the object you are having difficulties with
  3. You should receive an error log explaining the reason for the menu failure
    • Note that Selector may then allow the menu to display, regardless of the error.
    • You should still report the error, just in case it is due to a larger problem.
  4. Read How To Upload



I want to change the Family Tree connections between my sims.

anchor [[Which Mod FAQ#Family Tree]]

You require MasterController and the MasterController Cheats module.
  • The interactions you want will be available under "NRaas \ Master Controller \ Advanced \ Family" when you click on a sim.
  • Note that if one of the sims is dead, you will need to use a filter of "Type of Sim" - "Dead" in order for the sim to be listed by the mod.



The babies in my town keep dying, how do I stop it ?

anchor: [[Which Mod FAQ#Baby Death]]

Deaths of that nature are almost always the result of EA Story Progression acting badly.

To correct the issue, you need a mod that alters that system and stops the deaths :
  1. The simplest approach is to use a tuning mod.
    • To locate tuning modders that may take requests, or already have such mods, see External Links
  2. Install StoryProgression and allow it to replace the default progression system with its own



I want to stop all immigration into my town.

anchor: [[Which Mod FAQ#Stop Immigration]]

To stop EA Story Progression immigration, you require either:
  1. A story progression tuning mod.
    • To locate tuning modders that may take requests, or already have such mods, see External Links
  2. Install StoryProgression and allow it to replace the default progression system with its own. By default Immigration is disabled in this mod.

In addition, if you have role assigning objects (such as Stylist Station, or Cash Registers) located in your town, you must either:
  1. Remove the objects to stop the game from creating sims to man those stations
  2. Install a "NpcRoles" tuning mod that replaces the "Resident" entry from <RoleFillFrom>. See How to Tune
  3. Install Register



I want to unlock romantic relations between a wider variety of sims.

anchor: [[Which Mod FAQ#Expanded Relations]]

If you want to unlock near-family relations, or relations between age-groups not normally available in the Core game, you are looking for Woohooer :
  • Use the "Woohoo \ Species \ Allow Near Relation WooHoo" setting to unlock that capability for any species
  • Use the "Woohoo \ Allow Teen WooHoo" setting to unlock woohoo interactions between teenagers
  • Use the "Woohoo \ Allow Teen-Adult WooHoo" setting to unlock woohoo interaction between teenage and adult ages.



I want to delete every copy of an item that exists in my town.

anchor: [[Which Mod FAQ#Mass Delete]]

You are looking for MasterController Cheats's "Object Stats" :
  • If you wish to delete the objects from every lot in town, use "Town \ Object Stats" from the City Hall Menu
  • If you wish to delete the objects from a specific lot, use "Object Stats" from the Lot Menu (click on the ground)



I want to remove the maternity leave given to sims when they become pregnant.

anchor: [[Which Mod FAQ#Maternity Leave]]

To manually alter the "Days Off" value for your sim :
  • Use MasterController Cheats' "Sim \ Intermediate \ Career \ Days Off"
  • Enter a sufficiently large negative number to negate the value displayed

If you are using Expanded StoryProgression, you can also adjust the following :
  • Set "Pregnancy \ Maternity Leave" to a leave negative number, such as "-1000".
  • Doing so will negate any value EA provides the sim after the birth of their child.
  • The mod currently has no impact on the leave provided while the sim is pregnant.

It is also possible to alter the number of days given out using a EA "Pregnancy" tuning mod, and changing the <kPregnantDaysOff> value to "0".
  • For more information on creating tuning mods, see here : How To Tune



I have Red Boxes or Red Squares appearing on the window that displays my long-term relationships, and/or some of my relationships are missing!

anchor: [[Which Mod FAQ#Red Box]]

A relationship listing consisting of a totally red portrait is the result of a script error while displaying the contents of the Relationship Panel.
  • This may be caused by a corrupt relationship link, or simply by an EA error while displaying the sim's portrait

Since the Core game stops adding portraits to the window after a script error, you may find that many of your relationships are no longer listed.

To correct the issue install RelationshipPanel.
  • That mod replaces the display mechanism on that window with one that catches and reports script errors, allowing the window to continue displaying regardless of the error.



I want to disable the Neighborhood Pet Adoption system.

anchor: [[Which Mod FAQ#Pet Adoption]]

Do the following :
  1. Install Overwatch
  2. Click on the active sim, and navigate the menu : "NRaas \ Overwatch \ Settings \ Stop Pet Adoption"
  3. The mod will automatically end any existing pet adoption situation and squash any further attempt to start a new one.



I would like to find the urnstone for a sim in town.

anchor: [[Which Mod FAQ#Graves]]

To locate the grave-stone for a dead sim in town, do the following :
  1. Install MasterController
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sims \ Basic \ Find Grave"
  3. Choose the sim you wish to locate, and press the "Accept"
    • If the sim is recoverable, but their grave doesn't exists, the mod will automatically create a new grave-stone for you.
    • If the grave is in-game, the window will be zoomed to focus on its location.
    • If the grave is invisible, due to an error, it will be made visible.
    • If the grave is in inventory somewhere, you will be prompted to move it your active sim's inventory.

Note that if the sim you are interested in does not appear in the list, they have most likely been compressed and removed from the game.
  • By default, EA Standard removes all inactive sims from the game that have never been actively played once they die.
  • Doing so conserves space in the save-game, but also means that those sims are permanently deleted, and not recoverable.
  • To resolve this, either:
    1. Play every sim in town at least once
    2. Or install a mod such as StoryProgression which auto-protects every resident in town.



I have an object on a lot that is broken and won't let me use it.

anchor: [[Which Mod FAQ#Reset]]

So, you have an object that appears to be broken ? You should try resetting it :
  1. Install DebugEnabler
  2. Click on the object, and navigate the menu : "NRaas \ Debug Enabler \ Options \ Object \ Force Reset"
OR
  1. Install MasterController
  2. Click on the lot (the ground or the wall), and navigate the menu : "NRaas \ Master Controller \ Reset Lot"

If neither of those approaches fix the object, you may need to simply delete it, and replace it with a new copy.



I want to copy the facial features from one sim to another.

anchor: [[Which Mod FAQ#Copy Genetics]]

So you have a sim in-game that you want to make look like another sim ?

You have a couple of choices to perform that ability, however they all require either MasterController or MasterController Cheats, so install those first.
  1. If the other sim is already in-game as well, then it is really easy
    • Click on the source sim and navigate the menu : "NRaas \ Master Controller \ Advanced \ Copy Genetics"
    • Filter for and locate your destination sim, select them, and press the "Accept"
  2. If the sim is in the Edit Town Library, then:
    • Import the sim into your game.
    • Then perform the process from Step (1) above.
  3. If the sim is stored in your CAS Library
    • Click on your sim and navigate the menu : "NRaas \ Master Controller \ Advanced \ Edit in CAS"
    • Once in CAS, click on the pre-made sims button in the bottom left
    • Find the sim containing the genetics you want, and apply them to your sim.



I want to control my celebrity population better, or turn it entirely.

anchor: [[Which Mod FAQ#Celebrities]]

So, you have a celebrity problem ? Or just don't like the system added by Late Night ?

First thing, removing existing celebrities:
  1. Install MasterController and MasterController Cheats
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sim \ Intermediate \ Celebrity Level"
  3. When prompted, set the level to "0"
    • This will eliminate the celebrity level from all the sims you specified

Second thing, stopping the celebrities from returning:
  • Celebrities are automatically generated by EA Story Progression, so you will need to stop that. Here are some choices :
    1. Either install an EA Story Progression tuning mod from Shimrod101
    2. Turn off EA Story Progression entirely
    3. Or install StoryProgression, and use the "Town Options \ Allow Celebrity" option



I want more information about one of the mods or change its settings.

anchor: [[Which Mod FAQ#More Info]]

Click on the mod name to the left, then on Base-Mod for the current phase.
On that page you will, if appropriate, find links to the following extra pages:
  1. Documentation, including possible future enhancements and known issues
  2. Tuning, with information about how to change the mod's default values
  3. Specific installation or uninstallation warnings.




How can I remove Lifetime Happiness Rewards from my sim?

anchor: [[Which Mod FAQ#RemoveRewards]]

- NonaMena NonaMena suggests the following:
  • Use MasterController and MasterController Cheats to remove rewards from your sim.
  • Click on the sim and navigate to the following menu: NRaas \ Master Controller \ Advanced \ Traits \ Drop Rewards
  • You can also do this by clicking on City Hall and using NRaas \ Master Controller \ Sim \ Advanced \ Traits \ Drop Rewards.
    • You will be prompted to choose a sim after clicking "Drop Rewards".



How do I revive dead plants ?

anchor : [[Which Mod FAQ#Plant Revive]]

  • Intalll DebugEnabler's and use "NRaas \ DebugEnabler \ Options: Plant \ DEBUG Plant Life: Alive" from the plant's menu.
  • if you did that very often, use this option as well "NRaas \ DebugEnabler \ Options: Plant \ RestartPlantLife" from the plant's menu.
  • Extra Tip: Add the upgrade AUTO WATER (DebugEnabler) to the sprinkler system. Or create a public garden, then the plants need no water at all and all sims can use it.



How do I resurrect a sim ?

anchor : [[Which Mod FAQ#Resurrect]]

There are two methods :
  • Use the in-game functionality:OR
  • Use a mod.
    1. Install MasterController and DebugEnabler
    2. Load your game.
    3. Click on a wall or roof on your active lot, and navigate the menu: "NRaas \ Master Controller \ Add Sim"
    4. Use a "Type of Sim" - "Dead" filter
    5. Locate the sim you wish to resurrect in the list, and select them.
    6. The formerly dead sim will now be part of your active family.
      • Note: If you have exceeded the eight sim limit, and do not currently have PortraitPanel installed, you may not be able to see the sim in the portrait list. This is a non-issue if you intend to move the sim to another household later.
      • You may need to unpause the game, and wait a couple of sim-minutes for the sim to appear in-game
    7. Locate and click on the sim.
      • They are most likely near the front door of your lot.
    8. Open their inventory, click on the urnstone, and navigate the menu: "NRaas \ Debug Enabler \ Options: Urnstone \ DEBUG - Resurrect"
    9. Voila, the sim is now alive and part of your household
      • If you wish to place the sim in another household, use the "Add Sim" interaction to move them to a new lot.

  • You can use Debugenabler in general to resurrect a dead sim directly by clicking at the urnstone or the ghost and use Mastercontroller afterwards to add the sim to any household

Note: Though EA provides a "DEBUG - Create Playable Ghost" interaction, these instructions use "Add Sim" instead.
  • This is due to an error in the EA interaction which can render your sim homeless.
  • It is advised that you avoid the use of the "Create Playable Ghost" interaction due to this issue.

How to spawn a ghost ?

anchor : [[Which Mod FAQ#spawn-ghost]]

Use DebugEnabler:
  • click on the urnstone (note: it has to be outside your inventory, place it somewhere on the ground): NRaas \ Debug Enabler \ Options: Urnstone \ DEBUG - Spawn ghost

Now the dead sim appears as a ghost immediately!

The Super Patcher and You


A lot of problems in the game seem to be related to the game not being patched correctly.
  • The patches you install using the launcher may sometimes glitch, this may not always be reported with an error.
  • Sometimes you may have a problem where a patch even just refuses to install.

For difficult situations EA has a solution in the form of the Super Patch, which basically is a roll-up of ALL the patches you may need.
  • This is a standalone program, in other words, you can download and just run it, and it will indiscriminately patch any game file.
  • It works for any patch level you have, any language, and any distribution (except for Steam -- needs checking!!).
  • The downside of that is that it requires you to download a file over 1GB in size.

It may be that the Super Patch tells you your game is already up-to-date, in that case it offers you a choice to "Patch Anyway".
  • Selecting that choice is highly recommended, it bypasses the cursory checks and makes sure every file indeed IS up to date after running.

For PC, the latest Super Patch can be found on this page in the official forums:

For Mac, you need this official forum page:

For older patches your best bet is to look here:



Tips and Tricks


Do you have a quick tip or trick that might be useful to another user , or do you have the answer to a question being posed by another user ? Enter it here.

Note: If the tip or trick is better placed on a different FAQ page, feel free to move it. The Organizers reserve the right to move portions to more appropriate locations in the wiki.
  • Tips and Tricks specifically related to mods in this suite will be added to Which Mod FAQ.


How can I manage strays (cats & dogs) and wildlife?

anchor : [[Tips and Tricks FAQ#StraysAndWildlife]]

Stray Cats and Dogs & Wildlife (Deer and Raccoons)


EA’s default settings for stray cats and dogs make it almost impossible to ever see a stray animal. The GoHere mod has been updated to fix a bug that prevents the spawning of strays however the tuning values in Retuner need to be adjusted here should you want more stray Cats and Dogs in your town:
Retuner > Settings > General > By Tuneable XML > Sims3.Gameplay.PetSystems > StrayPets

Some things to Note:
In addition to Adjusting the Tuning Values, the number of animals desired need to be adjusted using Animal Control in Register.
LTR = Long Term Relationship with the Stray as seen in the Relationship Panel. This can be a score of anywhere between -100 to 100. A low LTR would be a pet that barely knows you (25 or less) to one that just about hates you (-50 to 0). A pet with a high LTR with your sim is one that has a score of 25 or higher.
Note the CHANCE fields are floats, thus 1 = 100%.
Visit Length default times are in minutes.
By default the stray cats and dogs are disallowed in the Island Paradise world, therefore cannot be adjusted.


Retuner: Tuning Values Explained


Active Household max time between visits (EA default: 96): The max number of Sim hours that can pass before a stray is forced to visit. Default is set to about every 4 days.

Active household visit base chance (EA default: 0.015 - this is crazy low, even if they weren't broken you'd never see one. Seems to have been changed from earlier patches, was 0.25): A base chance a stray will visit the active household when the stray pet alarm fires.

Active household visit chance HighLTR (EA default: 0.65): The chance to send a stray with a high LTR with a Sim in the household. This is a percentage added to the base chance of a visit and will send the stray with a long term relationship to your sim's home. 66.5% chance with defaults.

Active Household Visit LTR Threshold (EA default: 25): The LTR threshold determined to be "high" used in the above. This is a score that has to be met before a stray pet will be considered to be in a LTR with your sim. It based on the bar in your relationship panel. The bar needs to be at 25 or higher. The bar represents a scale which I assume is 1-100 so that means the bar needs to be at least one quarter full to be considered in a LTR with your sim.

Active household visit chance include LowLTR (EA default: 0.25): If the above chance fails, this is the chance the game will send one with a low LTR with a Sim in the household. ." If a pet with a LTR with your sim is found not to be visiting (rolling higher than 66.5 on the "dice"), this roll will check to see if a non LTR stray pet will visit. The odds appear to be 1.5% plus 25% which would be 26.5%.

Active household visit LowLTR Threshold (EA default: -50): The LTR threshold determined to be "low" used in the above. This is the same as above except it determines which pets are not in a LTR with your sim. In this case, those pets below a score of 25 but above a -50. That would be half full in the opposite direction (red instead of green).

Max strays in world (EA default: 5): self explanatory.

Random lot visit chance (EA default: 0.01 - another one nixed from 0.25): The chance a stray will visit another lot besides the active household.

Visit Length Max (EA default: 120): The default visit length for strays whom you have no/low relationship

Visit Length Min (EA default: 60): Same as above but minimum time.

Visit Length High LTR Max (EA default: 180): The maximum time a stray will stay on the active household lot if they have >= Active household visit LowLTR Threshhold

Visit Length High LTR Min (EA default: 90): Same as above but the minimum time.


Deer and Raccoons

As for deer and raccoon...since they don't have a "role object", they are controlled by alarms. By default 2 deer spawn and one raccoon (which is set to stay in the world indefinitely). You can set up more alarms to increase the number that spawn but you'll need to create a package tuning file that overrides the NPCRoles tuning. Tuning for Deer and Raccoons can not be edited using Retuner because it is table based.
You would edit the <StartTime> and <EndTime> and the <NumInSpec> entries under the Deer and Raccoon sections. Examples for the deer are shown below but can be followed the same for the raccoon.
StartTime and EndTime:
Each number index followed by a comma corresponds to the same animal. The first number after StartTime applies to Deer1 spawning, the first number after EndTime applies to Deer1 despawning. For example:
<StartTime>3, 18</StartTime>
<EndTime>8, 22</EndTime>
These are the default values for the deer. Two are set to spawn, one at 3AM and one at 6PM. Likewise they despawn at 8AM and 10PM. Note they are in 24 hour format. Make sure each has equal numbers or you will cause script errors.

NumInSpec:
You also need to edit each of the NumInSpec fields. These values are overwritten by Register but need to equal the number of entries in the start and end time values to work correctly. Example:
<NumInMinSpec>1</NumInMinSpec>
<NumInMidSpec>2</NumInMidSpec>
<NumInMaxSpec>2</NumInMaxSpec>

Make sure to adjust the Register settings under Animal Control to match the numbers you set here.
Chain Reaction has created a tuning mod of the NPCRoles tuning that will spawn 3 raccoon and 5 deer if you prefer to have more wildlife. Make sure to have your numbers in Register at 3 and 5 if you install this. It is available for download here: Morewildlife.package



How do I add skill books to the library?

anchor : [[Tips and Tricks FAQ#LibrarySkillBooks]]

Under EA Standard, there are specific book shelves that spawn skill books when placed on community lots.
- JustAnotherSimsFan JustAnotherSimsFan reports these shelves do so:
- noxnoxnox noxnoxnox suggests using Debug Enabler/Options to Add Skill/Academy/Recipe Book to any bookshelves that you see.



How do I get rid of the Filthy Surrounding moodlet?

anchor : [[Tips and Tricks FAQ#FilthySurroundings]]

- _MDM_ _MDM_ suggests checking your inventory for spoiled food, old newspapers, or trash piles.
- Nonamena Nonamena suggests checking the room for destroyed objects, such as those caused by fires or meteors.
- Sgloomi Sgloomi suggests checking for broken Teleporter objects, and repairing any you find.
- mihosh mihosh suggests looking for dirty counters, full trash compactors, trash piles on the ground
- bonniherself bonniherself suggests using Master Controller: Clean All



Which Late Night bar venues do I require in town to receive Band opportunities?

anchor : [[Tips and Tricks FAQ#BandVenues]]

For the dive bar opportunities:
  • "Criminal Dive Bar" / "Dive Bar"
  • "Irish Dive Bar" / "Local Watering Hole"
  • "Sports Bar"

For the cocktail lounge opportunities:
  • "Asian Cocktail Lounge" / "Fusion Lounge"
  • "Celebrity Cocktail Lounge" / "Exclusive Lounge"
  • "Vampire Cocktail Lounge" / "Vampire Lounge"



My school is crowded, how do I reduce congestion ?

anchor : [[Tips and Tricks FAQ#SchoolAssignment]]

EA Standard approach is to add a new school rabbithole to your town
  1. Choose a lot, and place a School Rabbithole using Build Mode
  2. Now, go and delete the old school rabbithole, and replace it with a new copy
    • Doing this will force the game to reallocate all the existing school children
  3. Reload the game. The game will assign schools to all unschooled sims automatically on load-up

Next choice, add more school types :
  1. Install Careers and the Careers School module
  2. Once installed, you can use MasterController's "Sim \ Intermediate \ Careers \ Choose School" interaction to assign sims to particular schools
    • Note that existing trade schools are only set up for use by teenagers

If you want an automated approach :
  • Install Extra StoryProgression.
    • That module contains coding to assign sims automatically to Careers trade schools.
  • You can also designate school rabbitholes as being "Elementary", "High School", "Female Only", or "Male Only" to reduce congestion.
    • Sims will automatically be reassigned to the nearest applicable school within a sim-day

- Nosebleed Nosebleed suggests the following if you are encountering routing issues due high congestion at the front door of the rabbithole :
  • Locate your "sims3.ini" file, located in your base-game installation directory
    • Under Windows, this is normally located "C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin"
  • Open the file using Notepad, or another text editor
  • Locate the [Config] section and change the DynamicAvoidance options to 0.1
    • Note: Do not set the values to 0.0, as that will cause the game to hang when it attempts to route a sim.
[Config]
DynamicAvoidance_FieldRadius = 0.1
DynamicAvoidance_InactiveFieldLength = 0.1
DynamicAvoidance_MinNonIntersectingDistance = 0.1
DynamicAvoidance_FieldLengthPad = 0.1
DynamicAvoidance_StopDistanceMultiplier = 0.1
Stroller_MinimumPathLength = 5.5
Stroller_MaxIncline = 0.05



Lifetime Wishes and Lifetime Rewards

anchor : [[Tips and Tricks FAQ#lifetime-wishes+lifetime-rewards]]
  • How often do you search for the english terms of this, because you play the game in another language?
  • Here are two great links where not only the names are listed, but also the buttons which are EA standard:



How do I spawn gig opportunities ?

anchor : [[Tips and Tricks FAQ#Gigs]]
  • Receiving gigs for your band has been a notoriously difficult operation for many users
  • Though MasterController's "Intermediate \ Opportunity" interactions can spawn the opportunities manually, they can only do so if your town satisfies the requirements EA has imposed on those gigs
    • Namely, the various opportunities require a specific bar venue to be available in your town, usually manned by at least one bartender.
    • The first level gigs require a "Dive Bar" venue for instance, while other require an "Irish Bar".
  • - Nonamena Nonamena has a script object which allows you to spawn available band-related opportunities: NonaMena's Gig Scheduler Deluxe at Simlogical
  • If you decide to rely on the EA opportunity spawner, - Nonamena Nonamena has another mod that can increase the frequency of gig opportunities : http://www.modthesims.info/d/471502
    • Note that same restrictions apply in this approach as well, so you must have the necessary venues for each opportunity.



How do I change the music in a bar ?

anchor : [[Tips and Tricks FAQ#Change Bar Music]]
  • While in Build / Buy mode, Ctrl-Shift-Click on the wall speaker on the bar lot, and use the menu that appears to change the music being played.



How do I change which Sims can enter through ropes ?

anchor : [[Tips and Tricks FAQ#Rope Entrance Level]]
  • While in Build / Buy mode, Ctrl-Shift-Click the ropes item and you can set whether or not the room behind it is treated as a VIP room, and decide who to allow access: -Everyone, -Limited, -Nobody.
  • Limited access can be set for celebrity level or type of Occult Sim.
  • You can also set the bribe level for the bouncer this way.



Teens and children miss school because too many are trying to enter at the same time. How can I fix this ?

anchor: [[Tips and Tricks FAQ#Missing School]]

  • This problem is caused by the dumb routing used by The Sims 3: all sims try to enter at the same time, so it constantly fails. This problem can occur with all rabbitholes if there are too many Sims trying to enter at the same time.
  • You'll need a core mod to fix the root cause, such as Awesome.
  • Another way to fix the problem is to add more schools to your world. Typically having two schools mostly solves the issue after some time.
    • Use the MasterController - Intermediate - Career to pick a specific school for your sims or townies.
  • You can also try to edit the school lot by placing obstacles in front of the (fake) left and right doors, thus narrowing the space Sims can stand on. Leave a path two tiles wide and at least three tiles long in front of the middle door, but block everything else off by placing objects like rocks or planters there (use Moveobjects on for this). The less space Sims have to wait, the less likely there will be a mass collision.
  • You can also use the Careers mod together with the Schools addon. This will send teens to other rabbitholes for their schooling, thus making the queues in front of schools shorter and collisions less likely.



How can I delete written books from the book store ?

anchor: [[Tips and Tricks FAQ#Delete Written Books]]

Once the WrittenWord is installed, all written books are added to book stores. To delete these books from all book stores, use the following steps:
  1. Open the MasterControllermenu from a computer or the town hall icon and use the following command:
      • Sim -> Advanced -> "Purge Written Books".
      • In the listing, select ALL sims to delete all written books
  2. Now you must delete all objects of type 'bookwritten' in the world to fully remove them:
    • In the MasterController menu, select the following:
    • Town -> Object Stats -> Global -> "Objects.BookWritten"
    • Select "(All: Objects.BookWritten)" and click the checkmark
    • Click the checkmark again to permanently delete all written books

You may need to save and load the world again for the books to be permanently deleted. To be on the safe side, run the Object Stats purge again immediately once the MasterController is active after load.



How do I set the front door for a lot ?

anchor: [[Tips and Tricks FAQ#Front Door]]

So, the sims are arriving at your lot on the wrong side of the building, or entering through the wrong door ?

A couple of things to consider :
  1. What side of the lot is the front ?
    • Make sure you have "TestingCheatsEnabled" on
    • Enter "Build Mode" on the lot
    • Ctrl-Shift click on the ground next to the side you want to set as the front
    • Use the "Set Front of Lot" menu interaction
  2. What is the front door of your lot ?
    • On the active residential lot, you can set the front door by clicking on the door and using the "Set Front Door" menu interaction
    • For non-active lots, you can set the front door by doing the following :
      1. Enter "Build Mode"
      2. Shift-Click on the door and use the "Set as Front Door" menu interaction
    • OR
      1. Install DebugEnabler
      2. Click on the door and navigate the menu "NRaas \ Debug Enabler \ Options: Door \ Door ... \ Set as Front Door"
      • You can do this on both residential and commercial lots



I have piles of dog dig sites appearing in my town, how do I get rid of them ?

anchor: [[Tips and Tricks FAQ#Digsite]]

Dig Sites were added by the Pets Patch, and provide a location where dogs can dig up collectables.
  • However in order for them to spawn in pre-Pets towns, EA changed the regular Rock/Gem/Metal spawners to randomly spawn the sites instead of a normal rock.
  • This has the unfortunate effect of reducing the number of rocks that humans can locate and pick up.

So, you have two choices :
  1. You can delete them manually, though they may eventually respawn.
    • Install MasterController Cheats
    • Click on the City Hall, and navigate the menu "NRaas \ Master Controller \ Town \ Object Stats"
    • Within that listing (note it may take a while to load), locate "PetObjects.DigSite"
    • Flush all those objects from your town by selecting the entry and pressing the Accept button.
  2. Note, that you can also delete them individually if you wish:
    1. Use Ctrl-Shift-C to open the command console
    2. Type in testingcheatsenabled true
    3. Now you can Shift-Click on any object and receive a "Object \ Delete It" interaction.
  3. You can create an EA tuning mod that reduces the chance of a dig site spawning:
    • The tuning file is called "DogHuntingSkill", and the field is <kChanceOfSpawningDigSpot>
    • See How To Tune for further instructions



How can I uninstall content using the Launcher ?

anchor: [[Tips and Tricks FAQ#Uninstalling CC with the Launcher]]
  • The Launcher only reads the first dcdb0.dbc. For some reason, it completely ignores the rest, and the dcdb0.ebc. Here's how to proceed.
    • Back up your DCCache folder (in case you change your mind after the process)
    • Move all your dcdbx.dbc to your desktop and proceed as follow (where "x" in the filename is a number)
    • Move the dcdb0.dbc..back into the DCCache folder.
    • Start the launcher.
    • On the installed content tab, uninstall what you don't want in your game anymore.
    • Close the launcher.
    • Remove the dcdb0.dbc file from the DCCache and store it in a safe place.
    • Move the dcdb1.dbc in the DCCache and rename it to dcdb0.dbc
    • Start the launcher and proceed with step 3 and 4 again.
    • Once you're done, don't forget to rename it back to its original dbdc number (in this case, dcdb1.dbc) and proceed the same way for all the .dbc files.
    • After scanning each file individually, just move your cleaned dcdb files back in the DCCache folder.
    • You're done!



Should I merge my mods together ?

anchor: [[Tips and Tricks FAQ#Merging]]

Merging package files together has appreciable benefits in reducing start-up latency issues.
  • The fewer files that the game needs to reference, the quicker it is when loading the resources stored in those files.
  • This is why EA Standard stores any Sims3Pack content in large DBCache files, see : Sims 3 Folder Contents

Merging is performed using the S3PE application.
Another application that can be used is granthes CC Magic.


This approach is generally a very good idea when it comes to content that does not require updating very often.
  • Furniture, Hair, Clothing are examples of this type of content.
  • Once installed, they generally never have to be updated again (unless on the off-chance EA breaks them, that is).

Merging is also useful in the case of Tuning Mods.
  • You receive an added benefit of weeding out conflicting mods during this process, since merging two tuning mods that use the same game resource should produce an error.
  • You should merge these files separate from your other custom content, as they may require updating whenever a new EA Patch is released.

However, in the case of Scripting Mods, it is not advisable to merge them together.
  • Though the mods will continue to operate properly, the fact that these sort of packages are updated regularly makes merging them together more effort than it is worth.
  • Most scripting mod packages do not contain game resources that require constant retrieval, so you will derive little benefit from merging the files together.
    • S3SA files, containing the coding for the mod, are unpacked and stored in your machine's "Temporary" directory for the duration of game-play, and any tuning contained within the file are loaded into memory.

If you do choose to merge files, you should ensure that you retain the original unmerged copies of all your content.
  • Doing so ensures that if the content does ever require an update that you can still remerge them back together from the original sources.



Every time I update my video card or video driver, the EA options reset to default!

anchor: [[Tips and Tricks FAQ#Options]]

EA has some incredibly unfortunate coding regarding how the "options.ini" file is handled when you change out your graphics card or update the video driver.
  • When you first start the game after replacing your card or driver, the game compares your card/driver's identity against a code stored in the "options.ini" file
  • If that identity does not match, the game deletes the "options.ini" file and replaces all the options with the defaults.
  • In doing so, it restarts all tutorials, changes all audio options, and resets your age-span settings

To correct this issue.
  1. Prior to changing your graphics card or driver, make a copy of the "options.ini" file
    • Personally, I make a copy called "options - Original.ini" and keep it stored in the Sims 3 Documents folder
  2. After you replace your hardware or driver, start the game.
  3. The game will replace the "options.ini" file immediately.
  4. Close the game (you do not need to load a save-game)
  5. Open the new "options.ini" file with a text editor, such as Notepad
  6. Locate the lastdevice line, and copy the contents of the row
  7. Open your old copy of the options.ini file
  8. Replace the lastdevice line with the new value.
  9. Close both files.
  10. Delete the existing "options.ini" file
  11. Rename your old proper copy to "options.ini"
  12. Start the game.



How do I tame wild horses?

anchor: [[Tips and Tricks FAQ#TameWildHorse]]

- Mellye Mellye suggests the following:

  • Building the "Wildlife Friend" hidden skill will help you, so maybe you should also try interacting with racoons and deers when you get the chance.
    • Sims with high "Wildlife Friend" skill have less chance to startle a wild horse away.
  • Having the "Animal Lover" and the "Loves the Outdoor" traits will help build this skill faster.

  • I use a mod by Shimrod101 which fix the routing for Horses and Deer, so maybe you can try it out and see if it helps your Sim "watch" a little longer.
  • Be aware that this mod does alters the relationship increase when you use "Watch", and that your Sim will make friends with the horse faster.
    • Shimrod101 has mentioned that you can use the "Watch" once and then use the rest of the options instead.

  • Once the horse is familiar to your Sim, you can try feeding him apple, carrots or maybe horse granola.
    • There's a chance the Horse will take it; I guess it depends on how hungry he is.
    • My Sim just fed an "Aggressive" and "Untamed" horse, and the relation is at 33.8, so you don't have to watch until you're friends, but you have to be at least familiar to have a chance to interact using something else than watch.

  • Other options are also available.
    • If your Sim already owns a horse, get the "Friend of the Herd" lifetime reward and maybe your horse can help you get closer to the wild horse you want to own by having the Herd visit your home lot.
    • There's also a little "Wildlife Stray Gnome" your Sim can buy.
      • I don't know how much having him will raise the % chance of any type of wildlife coming to your home lot, but it's worth the try.
    • Wild Horses enjoy ponds, so having one on your lot might help to get them to visit and make it easier for you to watch them.

  • I had a pond on my home lot, I also had the gnome, and horses that had the "Friend of the Herd" reward. One of my horse was even really a friend of the Herd, but what really made a difference on "wildlife visitors" on my lot was when I used the painting tool, and painted a big part of my lot with the "Pasture" grass that came with Pets. Maybe it was random, but since they hadn't visit before, this could be another option for you to try.



A Guide: How to Make a Perfect Band,

anchor: [[Tips and Tricks FAQ#Bands]]

As told by - Sgloomi Sgloomi :

A coupleof ceveats: I use TestingCheats and BuyDebug to make a few things possible and the usual warnings apply. If you really want to Shift-click on something, however, and then click on something that's not self-explanatory and you don't understand, you deserve anything you get. I also use Twallan's Master Controller, personally, but almost everything can be done in-game and without Mods. I'll tag the things that mods make easier as (optional) if you wanna do it the hard way.

Pick the Leader


That's your active Sim, of course. Get them up to speed on all the instruments. Get them up to speed on Logic.

Pick Your Band


Decide which Sims in the world you want to be in a band with. As the opportunity presents itself, Tutor them each in one particular instrument up to Level 5 - only one, because when it comes to gigs that's the one they'll go for. Personally, I like to make a bass-player, another guitarist and a drummer. Piano go meh. Doesn't add a lot. And the reason for having two guitarists is ...

Set Up the Venues


You can do this on the fly or all in one go before you start. In BuyDebug, get the electric guitar and place it in the venues of your choice. Also get that World Adventures incense-burner which raises skill-learning and put it somewhere nearby. Remembering to light it in live mode.

Do NOT get rid of the acoustic guitar. Your second guitarist will be using that. Also, electric and acoustic guitars are different beasts, with different sounds, and they work really well together. Also, don't get rid of the piano - many venues have a pianist, who can be dragooned in if you want to just Jam.

Get the Band Together


Throw a Party - not in your home, on a comminity lot - and invite your chosen Sims. Ask each of them to join the band. Then Start a Jam with your chosen instrument. (Electric Guitar, natch, since that's the one only the active Sim has access to.) Ask em to join the Jam, and they should automagically have the relevant instruments to do it. Since Jamming boosts Social and Fun, your party should be a roaring success. You now have a band.

Register the Band


Go to City Hall and register that being in a band is your Self-employment. It's an idea (optional) to register every other Sim in the band as self-employed, too. Be aware that several story-progression mods, and possibly EA story-progression as well, will change those Sims' jobs back to being the CEO of a megacorporation or whatever if that happens to be their Lifetime Wish, so be sure they have non-specific ones like havng lots of money or lots of friends. (A Heartbreaker Sim, incidentally, take it from me, is not a good Wish for one of the band members to have.)

Start Jamming


The best place, in my experience, is Waylon's Haunt, suitaby modified as above and whether the game tells you it's a hotspot or not. Go there, invite the band over, start a Jam Session and, as they arrive, invite em all to join. Some playing around with a Mod that maxes motives (optional) for both the band and the audience makes things a LOT easier, but it's doable virgin if you don't mind the screams and the waving of the arms around and peeing themselves because of motive-failure.

Get the little tweak, incidentally, available on Mod the Sims, to allow your band to Jam Jazz and Rock, which for some unaccountable reason you can't do in the base game.

This builds up everybody's skills and advances their careers until the option for Gigs becomes available. You can now wait for the rest of your Sim's life till an Opportunity comes up or (optional) trigger the opportunity with Master Controller or the like.

Playing an Actual Gig


The first gigs tend to be in Waylon's Haunt, which are pretty much what you've been doing anyway: turn up, invite the band, start gig. Later gigs are more problematic, and I'll talk about that later, but for the moment I'm gonna talk about problems common to all of them.

Your gigs are given by an NPC Bartender. If he happens to be there when you play the gig then no problem, you just finish, click on the button and go talk to him to get paid. If he or she is not, and/or story-progression or whatever has removed them from the world, there are two things that can happen. If you finish your gig before twelve, you get a button which has your Sim calling on the phone to get paid. If you finish after twelve, the game automatically completes the gig, completes the opportunity and pays you.

The problem comes when your gig finishes just before midnight. You get the button to phone, but of course Sims don't talk to each other on the phone that late at night ... the only solution I've found is to reload the game and delay starting the gig long enough so that it ends after midnight and automagically completes.

How to Play Lounges with Bloody Elevators Etc


Get there as early as you can. Invite the band as early as you can. Start a Jam session and, as each band member arives, invite them to join the Jam. If you've progressed through the Opportunity-chain to play a Lounge, they have enough Celebrity to walk past bouncers. Keep their spirits up by maxing their motives (optional). If all goes well, you now have everybody at their instruments and when Gig Time rols around they all stop and allow you to start the gig. Yay.

Rabbithole Opportunity


At a certain point, you'll get the Variety Show opportunity, which just entails going to the Film Studio with your band and going in to get a bunch of money and celebrity points. Easy-peasy, click-on-the-button squeezy. Just so long as you save your game before you do it, so you don't fall foul of four Sims trying to go through the same door and waving their arms around until they pee themselves and/or die of hunger.



Save Nectar Ingredients when Fertilizing?

anchor: [[Tips and Tricks FAQ#Fertilizing]]

To avoid, that ingredients, you want to use only for nectar making, are taken for "fertilize with best" try:
  • - MoMol MoMol: Use the console cheat: Buydebug on and get a chest from WA. Put your ingredients in there and pull them out when you need them.
  • - twallan twallan: If you do not have World Adventures installed, there are also custom content containers available at ModTheSims
  • - Sphecida Sphecida: Put ingredients into a child's inventory
  • - C.Dark C.Dark:
    • Be aware that a child can eat from personal inventory - including life fruits - to avoid this use Twoftmama's "Don't Eat From Inventory" mod
    • Store nectar ingredients in the fridge, make sure to put there a minimum of 20 per fruit, your sims will not use many of those for cooking, check regularly and refill.
    • Grow more of the best ones like garlic, Lifefruit, Bell Pepper and Cranerlet Nuala (this nectar fruits are missed on the following site for fertilizing) and also fish:
    • To keep your perfect plants forever use Debugenabler and revive them Plant Revive
    • You can also build a big "Community Garden" by yourself Lot-Category "Visitors Allowed", place all plants there you want
      • Use the console cheat: Buydebug on
      • These plants do not use any water and will never die and can be used by any sim in your town ;-)


Delete the Hidden Brooms from witches

anchor: [[Delete-Hidden-Brooms]]

Originally posted by - C.Dark C.Dark:

There are hidden brooms, which witches use even they haven't bought one. You can use MasterController to delete them.
  1. Install MasterController Cheats
  2. From "City Hall", navigate the menu "NRaas \ Master Controller \ Town \ Object Stats"
  3. Select the "Sim" and "Inventory" filters
  4. Locate the "Objects.Vehicles.HiddenAdultBroom and HiddenChildBroom entries
  5. Flush them.

Be aware : These objects will automatically respawn the next time you load the save-game.



Further Information


For more information and tips on what mods can do, have a look at :


EA Standard approach is to add a new school rabbithole to your town
  1. Choose a lot, and place a School Rabbithole using Build Mode
  2. Now, go and delete the old school rabbithole, and replace it with a new copy
    • Doing this will force the game to reallocate all the existing school children
  3. Reload the game. The game will assign schools to all unschooled sims automatically on load-up

Next choice, add more school types :
  1. Install Careers and the Careers School module
  2. Once installed, you can use MasterController's "Sim \ Intermediate \ Careers \ Choose School" interaction to assign sims to particular schools
    • Note that existing trade schools are only set up for use by teenagers

If you want an automated approach :
  • Install Extra StoryProgression.
    • That module contains coding to assign sims automatically to Careers trade schools.
  • You can also designate school rabbitholes as being "Elementary", "High School", "Female Only", or "Male Only" to reduce congestion.
    • Sims will automatically be reassigned to the nearest applicable school within a sim-day

- Nosebleed Nosebleed suggests the following if you are encountering routing issues due high congestion at the front door of the rabbithole :
  • Locate your "sims3.ini" file, located in your base-game installation directory
    • Under Windows, this is normally located "C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin"
  • Open the file using Notepad, or another text editor
  • Locate the [Config] section and change the DynamicAvoidance options to 0.1
    • Note: Do not set the values to 0.0, as that will cause the game to hang when it attempts to route a sim.
[Config]
DynamicAvoidance_FieldRadius = 0.1
DynamicAvoidance_InactiveFieldLength = 0.1
DynamicAvoidance_MinNonIntersectingDistance = 0.1
DynamicAvoidance_FieldLengthPad = 0.1
DynamicAvoidance_StopDistanceMultiplier = 0.1
Stroller_MinimumPathLength = 5.5
Stroller_MaxIncline = 0.05



Lifetime Wishes and Lifetime Rewards

anchor : [[Tips and Tricks FAQ#lifetime-wishes+lifetime-rewards]]
  • How often do you search for the english terms of this, because you play the game in another language?
  • Here are two great links where not only the names are listed, but also the buttons which are EA standard:



How do I spawn gig opportunities ?

anchor : [[Tips and Tricks FAQ#Gigs]]
  • Receiving gigs for your band has been a notoriously difficult operation for many users
  • Though MasterController's "Intermediate \ Opportunity" interactions can spawn the opportunities manually, they can only do so if your town satisfies the requirements EA has imposed on those gigs
    • Namely, the various opportunities require a specific bar venue to be available in your town, usually manned by at least one bartender.
    • The first level gigs require a "Dive Bar" venue for instance, while other require an "Irish Bar".
  • - Nonamena Nonamena has a script object which allows you to spawn available band-related opportunities: NonaMena's Gig Scheduler Deluxe at Simlogical
  • If you decide to rely on the EA opportunity spawner, - Nonamena Nonamena has another mod that can increase the frequency of gig opportunities : http://www.modthesims.info/d/471502
    • Note that same restrictions apply in this approach as well, so you must have the necessary venues for each opportunity.



How do I change the music in a bar ?

anchor : [[Tips and Tricks FAQ#Change Bar Music]]
  • While in Build / Buy mode, Ctrl-Shift-Click on the wall speaker on the bar lot, and use the menu that appears to change the music being played.



How do I change which Sims can enter through ropes ?

anchor : [[Tips and Tricks FAQ#Rope Entrance Level]]
  • While in Build / Buy mode, Ctrl-Shift-Click the ropes item and you can set whether or not the room behind it is treated as a VIP room, and decide who to allow access: -Everyone, -Limited, -Nobody.
  • Limited access can be set for celebrity level or type of Occult Sim.
  • You can also set the bribe level for the bouncer this way.



Teens and children miss school because too many are trying to enter at the same time. How can I fix this ?

anchor: [[Tips and Tricks FAQ#Missing School]]

  • This problem is caused by the dumb routing used by The Sims 3: all sims try to enter at the same time, so it constantly fails. This problem can occur with all rabbitholes if there are too many Sims trying to enter at the same time.
  • You'll need a core mod to fix the root cause, such as Awesome.
  • Another way to fix the problem is to add more schools to your world. Typically having two schools mostly solves the issue after some time.
    • Use the MasterController - Intermediate - Career to pick a specific school for your sims or townies.
  • You can also try to edit the school lot by placing obstacles in front of the (fake) left and right doors, thus narrowing the space Sims can stand on. Leave a path two tiles wide and at least three tiles long in front of the middle door, but block everything else off by placing objects like rocks or planters there (use Moveobjects on for this). The less space Sims have to wait, the less likely there will be a mass collision.
  • You can also use the Careers mod together with the Schools addon. This will send teens to other rabbitholes for their schooling, thus making the queues in front of schools shorter and collisions less likely.



How can I delete written books from the book store ?

anchor: [[Tips and Tricks FAQ#Delete Written Books]]

Once the WrittenWord is installed, all written books are added to book stores. To delete these books from all book stores, use the following steps:
  1. Open the MasterControllermenu from a computer or the town hall icon and use the following command:
      • Sim -> Advanced -> "Purge Written Books".
      • In the listing, select ALL sims to delete all written books
  2. Now you must delete all objects of type 'bookwritten' in the world to fully remove them:
    • In the MasterController menu, select the following:
    • Town -> Object Stats -> Global -> "Objects.BookWritten"
    • Select "(All: Objects.BookWritten)" and click the checkmark
    • Click the checkmark again to permanently delete all written books

You may need to save and load the world again for the books to be permanently deleted. To be on the safe side, run the Object Stats purge again immediately once the MasterController is active after load.



How do I set the front door for a lot ?

anchor: [[Tips and Tricks FAQ#Front Door]]

So, the sims are arriving at your lot on the wrong side of the building, or entering through the wrong door ?

A couple of things to consider :
  1. What side of the lot is the front ?
    • Make sure you have "TestingCheatsEnabled" on
    • Enter "Build Mode" on the lot
    • Ctrl-Shift click on the ground next to the side you want to set as the front
    • Use the "Set Front of Lot" menu interaction
  2. What is the front door of your lot ?
    • On the active residential lot, you can set the front door by clicking on the door and using the "Set Front Door" menu interaction
    • For non-active lots, you can set the front door by doing the following :
      1. Enter "Build Mode"
      2. Shift-Click on the door and use the "Set as Front Door" menu interaction
    • OR
      1. Install DebugEnabler
      2. Click on the door and navigate the menu "NRaas \ Debug Enabler \ Options: Door \ Door ... \ Set as Front Door"
      • You can do this on both residential and commercial lots



I have piles of dog dig sites appearing in my town, how do I get rid of them ?

anchor: [[Tips and Tricks FAQ#Digsite]]

Dig Sites were added by the Pets Patch, and provide a location where dogs can dig up collectables.
  • However in order for them to spawn in pre-Pets towns, EA changed the regular Rock/Gem/Metal spawners to randomly spawn the sites instead of a normal rock.
  • This has the unfortunate effect of reducing the number of rocks that humans can locate and pick up.

So, you have two choices :
  1. You can delete them manually, though they may eventually respawn.
    • Install MasterController Cheats
    • Click on the City Hall, and navigate the menu "NRaas \ Master Controller \ Town \ Object Stats"
    • Within that listing (note it may take a while to load), locate "PetObjects.DigSite"
    • Flush all those objects from your town by selecting the entry and pressing the Accept button.
  2. Note, that you can also delete them individually if you wish:
    1. Use Ctrl-Shift-C to open the command console
    2. Type in testingcheatsenabled true
    3. Now you can Shift-Click on any object and receive a "Object \ Delete It" interaction.
  3. You can create an EA tuning mod that reduces the chance of a dig site spawning:
    • The tuning file is called "DogHuntingSkill", and the field is <kChanceOfSpawningDigSpot>
    • See How To Tune for further instructions



How can I uninstall content using the Launcher ?

anchor: [[Tips and Tricks FAQ#Uninstalling CC with the Launcher]]
  • The Launcher only reads the first dcdb0.dbc. For some reason, it completely ignores the rest, and the dcdb0.ebc. Here's how to proceed.
    • Back up your DCCache folder (in case you change your mind after the process)
    • Move all your dcdbx.dbc to your desktop and proceed as follow (where "x" in the filename is a number)
    • Move the dcdb0.dbc..back into the DCCache folder.
    • Start the launcher.
    • On the installed content tab, uninstall what you don't want in your game anymore.
    • Close the launcher.
    • Remove the dcdb0.dbc file from the DCCache and store it in a safe place.
    • Move the dcdb1.dbc in the DCCache and rename it to dcdb0.dbc
    • Start the launcher and proceed with step 3 and 4 again.
    • Once you're done, don't forget to rename it back to its original dbdc number (in this case, dcdb1.dbc) and proceed the same way for all the .dbc files.
    • After scanning each file individually, just move your cleaned dcdb files back in the DCCache folder.
    • You're done!



Should I merge my mods together ?

anchor: [[Tips and Tricks FAQ#Merging]]

Merging package files together has appreciable benefits in reducing start-up latency issues.
  • The fewer files that the game needs to reference, the quicker it is when loading the resources stored in those files.
  • This is why EA Standard stores any Sims3Pack content in large DBCache files, see : Sims 3 Folder Contents

Merging is performed using the S3PE application.
Another application that can be used is granthes CC Magic.


This approach is generally a very good idea when it comes to content that does not require updating very often.
  • Furniture, Hair, Clothing are examples of this type of content.
  • Once installed, they generally never have to be updated again (unless on the off-chance EA breaks them, that is).

Merging is also useful in the case of Tuning Mods.
  • You receive an added benefit of weeding out conflicting mods during this process, since merging two tuning mods that use the same game resource should produce an error.
  • You should merge these files separate from your other custom content, as they may require updating whenever a new EA Patch is released.

However, in the case of Scripting Mods, it is not advisable to merge them together.
  • Though the mods will continue to operate properly, the fact that these sort of packages are updated regularly makes merging them together more effort than it is worth.
  • Most scripting mod packages do not contain game resources that require constant retrieval, so you will derive little benefit from merging the files together.
    • S3SA files, containing the coding for the mod, are unpacked and stored in your machine's "Temporary" directory for the duration of game-play, and any tuning contained within the file are loaded into memory.

If you do choose to merge files, you should ensure that you retain the original unmerged copies of all your content.
  • Doing so ensures that if the content does ever require an update that you can still remerge them back together from the original sources.



Every time I update my video card or video driver, the EA options reset to default!

anchor: [[Tips and Tricks FAQ#Options]]

EA has some incredibly unfortunate coding regarding how the "options.ini" file is handled when you change out your graphics card or update the video driver.
  • When you first start the game after replacing your card or driver, the game compares your card/driver's identity against a code stored in the "options.ini" file
  • If that identity does not match, the game deletes the "options.ini" file and replaces all the options with the defaults.
  • In doing so, it restarts all tutorials, changes all audio options, and resets your age-span settings

To correct this issue.
  1. Prior to changing your graphics card or driver, make a copy of the "options.ini" file
    • Personally, I make a copy called "options - Original.ini" and keep it stored in the Sims 3 Documents folder
  2. After you replace your hardware or driver, start the game.
  3. The game will replace the "options.ini" file immediately.
  4. Close the game (you do not need to load a save-game)
  5. Open the new "options.ini" file with a text editor, such as Notepad
  6. Locate the lastdevice line, and copy the contents of the row
  7. Open your old copy of the options.ini file
  8. Replace the lastdevice line with the new value.
  9. Close both files.
  10. Delete the existing "options.ini" file
  11. Rename your old proper copy to "options.ini"
  12. Start the game.



How do I tame wild horses?

anchor: [[Tips and Tricks FAQ#TameWildHorse]]

- Mellye Mellye suggests the following:

  • Building the "Wildlife Friend" hidden skill will help you, so maybe you should also try interacting with racoons and deers when you get the chance.
    • Sims with high "Wildlife Friend" skill have less chance to startle a wild horse away.
  • Having the "Animal Lover" and the "Loves the Outdoor" traits will help build this skill faster.

  • I use a mod by Shimrod101 which fix the routing for Horses and Deer, so maybe you can try it out and see if it helps your Sim "watch" a little longer.
  • Be aware that this mod does alters the relationship increase when you use "Watch", and that your Sim will make friends with the horse faster.
    • Shimrod101 has mentioned that you can use the "Watch" once and then use the rest of the options instead.

  • Once the horse is familiar to your Sim, you can try feeding him apple, carrots or maybe horse granola.
    • There's a chance the Horse will take it; I guess it depends on how hungry he is.
    • My Sim just fed an "Aggressive" and "Untamed" horse, and the relation is at 33.8, so you don't have to watch until you're friends, but you have to be at least familiar to have a chance to interact using something else than watch.

  • Other options are also available.
    • If your Sim already owns a horse, get the "Friend of the Herd" lifetime reward and maybe your horse can help you get closer to the wild horse you want to own by having the Herd visit your home lot.
    • There's also a little "Wildlife Stray Gnome" your Sim can buy.
      • I don't know how much having him will raise the % chance of any type of wildlife coming to your home lot, but it's worth the try.
    • Wild Horses enjoy ponds, so having one on your lot might help to get them to visit and make it easier for you to watch them.

  • I had a pond on my home lot, I also had the gnome, and horses that had the "Friend of the Herd" reward. One of my horse was even really a friend of the Herd, but what really made a difference on "wildlife visitors" on my lot was when I used the painting tool, and painted a big part of my lot with the "Pasture" grass that came with Pets. Maybe it was random, but since they hadn't visit before, this could be another option for you to try.



A Guide: How to Make a Perfect Band,

anchor: [[Tips and Tricks FAQ#Bands]]

As told by - Sgloomi Sgloomi :

A coupleof ceveats: I use TestingCheats and BuyDebug to make a few things possible and the usual warnings apply. If you really want to Shift-click on something, however, and then click on something that's not self-explanatory and you don't understand, you deserve anything you get. I also use Twallan's Master Controller, personally, but almost everything can be done in-game and without Mods. I'll tag the things that mods make easier as (optional) if you wanna do it the hard way.

Pick the Leader


That's your active Sim, of course. Get them up to speed on all the instruments. Get them up to speed on Logic.

Pick Your Band


Decide which Sims in the world you want to be in a band with. As the opportunity presents itself, Tutor them each in one particular instrument up to Level 5 - only one, because when it comes to gigs that's the one they'll go for. Personally, I like to make a bass-player, another guitarist and a drummer. Piano go meh. Doesn't add a lot. And the reason for having two guitarists is ...

Set Up the Venues


You can do this on the fly or all in one go before you start. In BuyDebug, get the electric guitar and place it in the venues of your choice. Also get that World Adventures incense-burner which raises skill-learning and put it somewhere nearby. Remembering to light it in live mode.

Do NOT get rid of the acoustic guitar. Your second guitarist will be using that. Also, electric and acoustic guitars are different beasts, with different sounds, and they work really well together. Also, don't get rid of the piano - many venues have a pianist, who can be dragooned in if you want to just Jam.

Get the Band Together


Throw a Party - not in your home, on a comminity lot - and invite your chosen Sims. Ask each of them to join the band. Then Start a Jam with your chosen instrument. (Electric Guitar, natch, since that's the one only the active Sim has access to.) Ask em to join the Jam, and they should automagically have the relevant instruments to do it. Since Jamming boosts Social and Fun, your party should be a roaring success. You now have a band.

Register the Band


Go to City Hall and register that being in a band is your Self-employment. It's an idea (optional) to register every other Sim in the band as self-employed, too. Be aware that several story-progression mods, and possibly EA story-progression as well, will change those Sims' jobs back to being the CEO of a megacorporation or whatever if that happens to be their Lifetime Wish, so be sure they have non-specific ones like havng lots of money or lots of friends. (A Heartbreaker Sim, incidentally, take it from me, is not a good Wish for one of the band members to have.)

Start Jamming


The best place, in my experience, is Waylon's Haunt, suitaby modified as above and whether the game tells you it's a hotspot or not. Go there, invite the band over, start a Jam Session and, as they arrive, invite em all to join. Some playing around with a Mod that maxes motives (optional) for both the band and the audience makes things a LOT easier, but it's doable virgin if you don't mind the screams and the waving of the arms around and peeing themselves because of motive-failure.

Get the little tweak, incidentally, available on Mod the Sims, to allow your band to Jam Jazz and Rock, which for some unaccountable reason you can't do in the base game.

This builds up everybody's skills and advances their careers until the option for Gigs becomes available. You can now wait for the rest of your Sim's life till an Opportunity comes up or (optional) trigger the opportunity with Master Controller or the like.

Playing an Actual Gig


The first gigs tend to be in Waylon's Haunt, which are pretty much what you've been doing anyway: turn up, invite the band, start gig. Later gigs are more problematic, and I'll talk about that later, but for the moment I'm gonna talk about problems common to all of them.

Your gigs are given by an NPC Bartender. If he happens to be there when you play the gig then no problem, you just finish, click on the button and go talk to him to get paid. If he or she is not, and/or story-progression or whatever has removed them from the world, there are two things that can happen. If you finish your gig before twelve, you get a button which has your Sim calling on the phone to get paid. If you finish after twelve, the game automatically completes the gig, completes the opportunity and pays you.

The problem comes when your gig finishes just before midnight. You get the button to phone, but of course Sims don't talk to each other on the phone that late at night ... the only solution I've found is to reload the game and delay starting the gig long enough so that it ends after midnight and automagically completes.

How to Play Lounges with Bloody Elevators Etc


Get there as early as you can. Invite the band as early as you can. Start a Jam session and, as each band member arives, invite them to join the Jam. If you've progressed through the Opportunity-chain to play a Lounge, they have enough Celebrity to walk past bouncers. Keep their spirits up by maxing their motives (optional). If all goes well, you now have everybody at their instruments and when Gig Time rols around they all stop and allow you to start the gig. Yay.

Rabbithole Opportunity


At a certain point, you'll get the Variety Show opportunity, which just entails going to the Film Studio with your band and going in to get a bunch of money and celebrity points. Easy-peasy, click-on-the-button squeezy. Just so long as you save your game before you do it, so you don't fall foul of four Sims trying to go through the same door and waving their arms around until they pee themselves and/or die of hunger.



Save Nectar Ingredients when Fertilizing?

anchor: [[Tips and Tricks FAQ#Fertilizing]]

To avoid, that ingredients, you want to use only for nectar making, are taken for "fertilize with best" try:
  • - MoMol MoMol: Use the console cheat: Buydebug on and get a chest from WA. Put your ingredients in there and pull them out when you need them.
  • - twallan twallan: If you do not have World Adventures installed, there are also custom content containers available at ModTheSims
  • - Sphecida Sphecida: Put ingredients into a child's inventory
  • - C.Dark C.Dark:
    • Be aware that a child can eat from personal inventory - including life fruits - to avoid this use Twoftmama's "Don't Eat From Inventory" mod
    • Store nectar ingredients in the fridge, make sure to put there a minimum of 20 per fruit, your sims will not use many of those for cooking, check regularly and refill.
    • Grow more of the best ones like garlic, Lifefruit, Bell Pepper and Cranerlet Nuala (this nectar fruits are missed on the following site for fertilizing) and also fish:
    • To keep your perfect plants forever use Debugenabler and revive them Plant Revive
    • You can also build a big "Community Garden" by yourself Lot-Category "Visitors Allowed", place all plants there you want
      • Use the console cheat: Buydebug on
      • These plants do not use any water and will never die and can be used by any sim in your town ;-)


Delete the Hidden Brooms from witches

anchor: [[Delete-Hidden-Brooms]]

Originally posted by - C.Dark C.Dark:

There are hidden brooms, which witches use even they haven't bought one. You can use MasterController to delete them.
  1. Install MasterController Cheats
  2. From "City Hall", navigate the menu "NRaas \ Master Controller \ Town \ Object Stats"
  3. Select the "Sim" and "Inventory" filters
  4. Locate the "Objects.Vehicles.HiddenAdultBroom and HiddenChildBroom entries
  5. Flush them.

Be aware : These objects will automatically respawn the next time you load the save-game.



Further Information


For more information and tips on what mods can do, have a look at :


Note: Kuree made a program that does all this automatically. You can find it here: http://www.den.simlogical.com/denforum/index.php?topic=1532.0


Sometimes the save file size can get a bit out of hand (typically I would say more than about 2-300MB) leading to long loading times. This can be remedied by deleting the SNAP resources from the file.

A SNAP resource is a snapshot used by the game, and typically it makes one for every action you take in CAS (for unknown reasons, I may add). At some point this starts to fill up the save file, and since the game reads them all on load-up the load and save times can become VERY long, especially on a slower machine.

Storing them seems to be pointless, because if one of the snapshots is needed (for example to make a picture of a Sim in your family tree) the game will reconstruct the picture if need be.

To clean the save file from piling up SNAPs, you need S3PE http://sims3tools.so...3pe_install.htm

Before you do anything, BACK UP YOUR FILES.

Once you have installed S3PE, start it and use File->Open. Browse to your Documents\The Sims 3\Saves folder and find the <savename>.sims3 folder you want to process. You may want to set it to open "All Files". Open the file named <savegame>.nhd.

Now do the following steps:
  1. At the bottom make sure the boxes for Display Names and Tags are checked
  2. Also at the bottom, fill in "SNAP" in the Tag field (without the quotes)
  3. Press the Set button, you'll see the SNAP field gets copied into the box below it
  4. Tick "Filter Active". S3PE now only shows you SNAP resources
  5. Highlight any of the resources and press ctrl-A
  6. Wait (patiently, depending on your system and the number of SNAPs) until S3PE highlights ALL the SNAPs
  7. Press the Delete button on your keyboard
  8. Save & Quit


Your save file should now be significantly reduced in size, and may load and save lots quicker than it did.

This does NOT fix:
  • Lags in your game. Actually it will lag a bit to reconstruct the SNAPs it really needs until it's got them again.
  • The amount of memory your game needs unless you have literally a TON of them.
  • Any bugs, weirdness, or other unruly behaviors.



- P2FX P2FX notes:

Since The Sims 3 Generations (base game patch 1.22), memories return in the update. Sims will collect them by default. For active Sims, if they are on the currently active lot while something happens, the game will take a snapshot of the memory. At the same time, a lot of players are starting to have Error 12 while saving. More seriously, some players' games are starting to Crash To Desktop because of insufficient RAM. I found out this new feature and EA's stupid savegame mechanism are the cause of this madness.


During my experiment, the coding of the memory snapshot taking seems a bit buggy. Sometimes it takes multiple snapshots for a single event, and only one of these snapshots will be used. As for those unused snapshots, the game will keep them in the savegame as garbage. Also, if you ever sent your Sims to travel, not only memory snapshots but also camera photos and still life & portrait paintings in their inventories will be copied. The game will use the new copies as the resources to display on your screen. As for those old ones, the game will not delete them but will keep them in the savegame.

So my theory is if you send your Sims to travel, when they arrive they are not the original Sims from their home world, but clones of them. When you send them back home the arrivals will be "clones of clones". The original Sims will be replaced by these clones. This causes their memory snapshots and camera photos and still life & portrait paintings in their inventories to be copied. I have some pictures to show you.

before1.png

This is the savegame before I sent my sims to Shang Simla. Notice the home world file is 89.7MB and TravelDB.package is 56.2MB.

before2.png

This is the savegame after they arrived in Shang Simla. Most noticeably, the TravelDB.package is now 106MB

before3.png

This is the savegame after they came back home. The home world file is now 162MB and TravelDB.package is now 154MB. (I will explain why the home world file is also getting bigger later.)

So if you want your savegame to become a giant waste-basket, just enable memories and keep traveling.

Now maybe you will think, "What if I delete all my Sim's memories in-game, will the savegame downsize itself?" My answer is NO. As I said, the reason for this craziness is the memory feature and EA's stupid savegame mechanism. What's wrong with this game's save and why do I call it stupid? Because EA treats the savegame as a database that can only add new stuff in, but cannot delete anything that's already inside of it. When your Sim gets a new memory, it will be added to the savegame. But if you delete your Sim's memories in-game, snapshots of these deleted memories will not be deleted. The same goes for the camera photos and still life & portrait paintings. If you sell any of these in-game, their resources will not be deleted. Before The Sims 3 Generations (basegame patch 1.22), things that will be duplicated are just camera photos and still life & portrait paintings in Sims' inventories. They are small in both quantity and size so it's not a big deal, until the introduction of the memory feature. Bigger savegame equals more RAM usage, leads to lag and crash.

Now I have explained the cause of this problem. Is there any way to eliminate those unused duplicate resources and keep those resources which are being used by the game? Of course there is! I discovered one! Just follow the instructions below.

For this cleaning job, you'll need S3PE. If you don't have it, you can get it from here: S3PE at Sourceforge

I want you to know how to use its filter. When I say something like "use the filter to let S3PE display all resources with Tag SNAP", you'll need to input "SNAP" below the text "Tag", and click the select box, then click "set" and "filter active". Just like the picture below:

Filter.png

It's impossible to distinguish unused resources just using S3PE, but I discovered that if you save your household to the family bin library, those resources which saved to the library are currently being used by the game.

  1. Now I need you to start the game and load the savegame you want to shrink. After you have loaded, pause the game and grab all camera photos & prom pictures and still life & portrait paintings on the wall to any of your Sims' inventory.
    Grab2.jpgGrab1.jpg
    Please note you don't need to grab all paintings, just these:

    Paintings.jpg

    These are paintings which require you to take a frame for your Sims to paint.
    If all your camera photos are stored inside the camera, just grab the camera. If you ignore this step they will be lost.

    Now go to edit town mode and save your household to the family bin.
    SaveToLibrary1.jpg SaveToLibrary2.jpg SaveToLibrary3.jpg
  2. If you do switch households and you have stuff you want to keep in other households, switch to them and repeat this step.
    When you're done, quit the game without saving.

  3. Now open "My Documents\Electronic Arts\The Sims 3\Library" and sort by date modified.

    Library.png

    The newest file is the one you just saved. If you saved multiple households there will be multiple files. Move it or them to a temporary place. Now use S3PE to open the file(s), use the filter to display all resources with Tag _IMG,

    S3PELibrary.jpg

    then select them all and export them as files to a temporary location.

  4. Now it's time to clean the savegame. Open "My Documents\Electronic Arts\The Sims 3\Saves\'Your Savegame Name'.sims3"
    Make a backup first! Then use S3PE to open TravelDB.package. This file is where your image resources are "normally" stored.
    Now delete everything with ResourceGroup 0x0269D005. This the group of memories snapshots & camera photos and still life & portrait paintings

    Delete.png

    Now delete everything with ResourceGroup 0x02722299. This is the group of prom pictures.

    When you're done, save and close S3PE.

  5. Now use S3PE to open your world file. The name will be different depending on what you play. If you play Sunset Valley it's Sunset Valley_0x0859db3c.nhd; if you play Moonlight Falls it's Moonlight Falls_0x09b61110.nhd. Repeat the operation you have done to the TravelDB.package. Note that if your Sims never travel there won't be many items, because this game has another glitch -- when arriving at a destination or home world, it writes image resources normally stored in TravelDB.package in both TravelDB.package and the world file.

  6. Now you have deleted all image resources including the ones that should and shouldn't be deleted. But do you remember those files you exported from your family bin? Those are the ones that shouldn't be deleted. Use S3PE to open TravelDB.package and import those files.

    Import.jpg

When you are done, the cleaning job is finished. Look what I have done:

316MB → 151MB

There is a thread about how to use S3PE to delete SNAPs: Sims Asylum I recommend you check it out. SNAPs are head portraits of Sims and household thumbnails. If you have been playing your savegame for a long time, there will be a lot of unused SNAPs.

Other info: During my experiment, I found that photos taken from Showtime photobooth are somewhat different from other photos. If any of your Sims have one of these in their inventories while traveling, they don't create duplicate resources. Maybe someone can look into the code and find out why they are different. They have ResourceGroup 0x02BD69A0.


Other Mods

Table of Contents

Find here a listing of mods available elsewhere in the modding community, that serve to satisfy things which this suite either does not, or will not do.
  • Things that can be easily altered using an EA tuning mod for instance are not normally included within this suite.

If you are uncertain about whether the functionality may already exist in this suite, read What Mod FAQ. The page may provide details on how to use this suite to satisfy your requirements.

Note: This site does not endorse and is not responsible for the content of external links.
  • Please use common-sense when installing mods.
  • Only install package based mods, and ensure that you backup your save-games prior to using a new mod from a untrusted source.



I have tuning mods installed and I do not know whether they are compatible with my Patch Level.

anchor: [[Other Mods FAQ#TestingTuning]]

- nonamena nonamena has a tutorial on testing for tuning mod changes when EA patches the game, available here :



I am having issues with EA Premium Content.

anchor: [[Other Mods FAQ#StoreContent]]

- willowbee221 willowbee221 notes that there are numerous fixes for premium content available here : http://www.moreawesomethanyou.com/smf/index.php/topic,21330.0.html
  • Note that Store Content patches released by EA may render these fixes moot. Ensure that you check for updates after installing a content patch.

- Nonamena Nonamena notes: See also: My Sims 3 Store Store Premium Content does not work!



My game is being overrun with limos! How do I stop it ?

anchor: [[Other Mods FAQ#Limos]]

Though Overwatch is capable of deleting excess limos via the "Clean up Vehicles" operation, it cannot stop them from being created to begin with.

- Nonamena Nonamena has a mod available that disables the use of limos during routing : No Limos



I want to stop sims from taking my photo, or asking for autographs while playing a celebrity


- Nonamena Nonamena suggests a couple of mods:



I want to stop the chance of a sim catching on fire while inventing


- JustAnotherSimsFan JustAnotherSimsFan notes that twoftmama has such a mod here :
- deesim deesim notes that - Moonseeker23 Moonseeker23 also has a mod here :



I want to create my own ShowTime Venue


In order to create a proper venue, you will require a Proprietor Placement Marker object on the lot.



I want to customize the lot sizes available when using the in-game World Editor.

anchor: [[Other Mods FAQ#LotSizes]]

- Nirar22 Nirar22 suggests the following mod by VelocityGrass : http://www.modthesims.info/download.php?t=471164

- Figwit Figwit suggests the following mod by Inge Jones : http://dino.drealm.info/den/denforum/index.php?topic=207.0



I want to stop the Horse Gnomes from Pets from spawning


- nonamena nonamena suggests the following mod : http://modthesims.info/download.php?t=459167


I want the ability to cook any recipe at any time of the sim-day


- nonamena nonamena suggests the following mod : http://simsasylum.com/tfm/index.php?/topic/1683-meals-anytime-v7-2-flavors-updated-march-3-2012/
  • This mod was created by Twoftmama. You must be registered at the site to view.

- SimsMx SimsMx suggests the following mod: http://modthesims.info/download.php?t=479345

- SimsMx SimsMx suggests the following mod: http://www.moreawesomethanyou.com/ts3/awesome/



I want to see hidden skills on the Skill Panel window


- nonamena nonamena suggests the following mod: http://modthesims.info/download.php?t=436732



I don't like how the Generations Reputation System works

anchor: [[Other Mods FAQ#Reputation]]

There is mod available at ModTheSims that alters how that system operates : http://www.modthesims.info/d/446164
  • Note that this mod is compatible with Woohooer.



I want to turn off the "Free Vacation" prompt added with Generations


- Nonamena Nonamena suggests the following mod : http://iplaysims.com/forum/files/file/537-no-more-free-parent-vacations/



I want the Late Night venues/bars to stay open later.


- Coffey719 Coffey719 suggests the following mod : http://gnautylilgnomes.com/forum/index.php?topic=2314.0



I don't want sims to use cars in my game.


- erbkaiser erbkaiser suggests the following mod : http://gnautylilgnomes.com/forum/index.php?topic=2568.0

- Figwit Figwit also suggests looking for custom worlds that do not have roads in them.



I would like a mod that provides individual bank accounts for each of my sims


digitalchaos provides such a mod at ModTheSims : http://www.modthesims.info/d/438835
  • Ensure that you check to see if it is compatible with your Patch Level prior to installing.

If you are simply looking for the ability to take out a loan, and pay it back over time, Expanded StoryProgression provides such an interaction, attached to the Business Rabbithole.



I want to turn off autonomous scolding.


- Nirar22 Nirar22 suggests the following:


The route failure animations annoy me, and slow my sims down too much.


- Nirar22 Nirar22 suggests the following:



The Tree of Prosperity does not work for me, I cannot pick the fruit.


- sh1ny sh1ny suggests this mod as a means to correct the Lunar Lakes tree :



I would like the World Adventures merchants to have better work hours.





My sims are constantly running everywhere, or are stuck in sneak mode.

anchor: [[Other Mods FAQ#Running]]

You have several choices :
  1. Install DebugEnabler and manually use its "Reset Walk" interaction to correct the issue
  2. MasterController's "Advanced \ Reset Sim" interaction will force the walk-style back to default.
    • Note that this approach resets a lot of things regarding your sim. If you only want to reset the walk-style, use one of the other approaches.
  3. - SimAd_NRaas SimAd_NRaas suggests Buzzler's Running Disease Hotfix mod : http://www.modthesims.info/d/411351
    • This approach automates the reset, so if your sim gets stuck again, they will be reset back to normal walking without your intervention.



I want to increase the number of gigs I receive while playing the Late Night Band career


- Kiwimaus Kiwimaus suggests the following : http://modthesims.info/download.php?t=444652



I want to stop the carpool system for my sims.

anchor: [[Other Mods FAQ#Carpool]]

Two choices :
  1. Install Buzzler's Carpool disabler mod, available here : http://www.modthesims.info/d/410296
    OR
  2. Install Expanded StoryProgression and set the "Sim Options \ Allow Carpool" to "False"



I want to increase the number of sims that appear on community lots.





I want to alter the child/teen curfew or eliminate them altogether.





How do I make upgrading faster ?





How do I stop EA Story Progression from Moving my sims out of town ?


  • Though it is possible to use StoryProgression to accomplish this, that mod is normally overkill if you are simply trying to stop emigration.
  • You are better served using an EA Story Progression tuning mod such as those provided by twoftmama or Shimrod101.



I want the Notifications on the right-hand side to hang around forever, rather than vanish after a while.





I want sims to stop autonomously using band instruments, or at least reduce how often they do so.


  • twoftmama has a number of flavors of "Less Autonomous Instruments" tuning mods available at their site.



I want to disable memories.

anchor: [[Other Mods FAQ#Memories]]

There are two methods to achieve this :
  1. You can simply disable all memory generation using the EA Option listed under "General Settings".
  2. You can use a mod such as one created by VelocityGrass' "No (or fewer) automatic memories" application : http://www.modthesims.info/d/446281
    • This is an external application that generates a tuning package you can install in your game.
    • It allows you disables any or all of the events that produce memories

Note that the above approaches will only stop new memories from being created. If you want to remove existing memories from the game, do the following:
  1. Install MasterController
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sim \ Intermediate \ Remove Memories"
  3. Filter by which sims you want to remove the memories (or Press Cancel and use the "All" entry to choose everyone)
  4. You will then be prompted as to which type of cleanup you want to perform



I want to delete the imaginary friend from my game, and stop it from returning!

anchor: [[Other Mods FAQ#Imaginary]]

To delete an existing imaginary doll, do the following :
  1. Install MasterController
  2. Press Ctrl-Shift-C to get the command console, and type : testingcheatsenabled on
  3. Make a note of the name of your imaginary doll for later use.
  4. Shift-Click on the Imaginary Doll and navigate the menu : "Object \ Delete It"
  5. From the City Hall Menu, navigate the menu : "NRaas \ Master Controller \ Sim \ Advanced \ Total Annihilation"
    • Filter by "Type of Sim" - "Service"
  6. Locate the sim with the name of your imaginary doll, select them, and press the "Accept"
    • This will delete the sim assigned to the doll you just deleted, and stop any script errors from occurring in the future

To stop the imaginary dolls from being spawned in the first place :



EA Tuning FAQ

anchor: [[EA Tuning FAQ#Instructions|EA Tuning Instructions]]

EA provided a massive amount of tuning to alter how the Core game operates. Find here various tidbits that have been answered on this site.

There are now two methods to adjust these values:
  1. Use Retuner, which allows you to adjust the value in-game, on a town-by-town basis : Retuner FAQ
    • Note that not all tuning can be changed via this mod, so you may need to use the traditional method if no Retuner instructions are provided.
  2. The traditional way by creating a tuning override package : How To Tune.

It is possible a tuning modder has already provided whatever you are searching for, see here for existing mods : Other Mods FAQ



How do I change the length of time until the "Old Friends" relationship becomes available?


Tuning File : "Socializing"

The "Socializing" tuning contains information related to each type of long-term relationship.

Locate the "Old Friend" relationship and change the following line :
<RelationshipLength>14</RelationshipLength>

The line defines the minimum number of sim-days that must pass in order for this relationship type to be eligible between two sims.



How do I increase the maximum number of traits allowed for an age-stage ?

anchor : [[EA Tuning FAQ#MoreTraits]]

Retuner : "Sims3.Gameplay.ActorSystems \ TraitManager"

Tuning File : "TraitManager_0x85009be60155d3c6"

    <kTraitsForYoungAdultAndOlder value="5">
      <!--Range:  Integer.  Description:  Number of traits allowed for Young Adult and older.-->
    </kTraitsForYoungAdultAndOlder>
    <kTraitsForTeens value="4">
      <!--Range:  Integer.  Description:  Number of traits allowed for Teens.-->
    </kTraitsForTeens>
    <kTraitsForChildren value="3">
      <!--Range:  Integer.  Description:  Number of traits allowed for Children.-->
    </kTraitsForChildren>
    <kTraitsForBabiesAndToddlers value="2">
      <!--Range:  Integer.  Description:  Number of traits allowed for Babies and Toddlers.-->
    </kTraitsForBabiesAndToddlers>



How do I turn off the Seasons Attraction Date phone calls ?

anchor : [[EA Tuning FAQ#DateCall]]

Retuner : "Sims3.Gameplay.Socializing \ AttractionNPCBehaviorController"

Tuning File : "AttractionNPCBehaviorController"

Set the field <kAttractionPhoneCallChance> to "0" to completely disable the system, or a number closer to "0" to reduce the frequency of calls.



How do I turn off aliens ?

anchor : [[EA Tuning FAQ#Aliens]]

Retuner : "Sims3.Gameplay.ActorSystems \ AlienUtils"
Usage: Nraas>Retuner>Settings>General>By Tunable XML>

Tuning File : "AlienUtils"

To disable alien abduction, set the following fields to "0":
  • kAbductionBaseChance
  • kAbductionTelescopeBonus
  • kAbductionSpaceRockBonus

To disable the chance of an alien visiting your household, set the following fields to "0":
  • kAlienHouseholdVisitChanceActive
  • kAlienHouseholdVisitChanceOffspring
  • kAlienHouseholdVisitChanceActiveHighLTRMod
  • kAlienHouseholdVisitChanceActiveSpaceRockMod

Note: If you are attempting to make aliens more likely, simply set the above values to higher values, rather than setting them to "0".



How do I reduce the size of service pools ?

anchor : [[EA Tuning FAQ#ServicePopulation]]

Each EA Service has its own tuning, located under the name of the class that controls that service in-game.

In Retuner under "By Tunable XML \ Sims3.Gameplay.Services" :
  • Babysitter
  • BartenderService (Not to be confused with the Mixologist Role controller by Register)
  • Dancer
  • Firefighter
  • Maid
  • MailCarrier
  • NewspaperDelivery
  • PizzaDelivery
  • Police
  • Repairman
  • Repoman
  • SocialWorker

Within each of these is a "kServiceTuning \ kMaxNumNPCsInPool" field which governs the size of the pool EA feels the need to maintain within your town.
  • Change the value to "0" to eliminate the whole pool.
  • Note that if you request a service, the game will create a sim automatically, and then wipe them out once their job is complete

You may need Register's more efficient Service Cleanup operation to clear out the current service population, or use MasterController's "Total Annihilation" to delete them manually.



How do I make one of my spawn points spawn all type of insects ?

anchor : [[EA Tuning FAQ#FullSpawner]]

Tuning File : "Insects"
Take one of the existing insect spawners and change the <Spawns> and <Probability> tuning fields to include all the insects.

  • Note that the number of elements entered into the <Probability> field must match the number entered into <Spawns>.
  • Set the probabilities to "1" for each spawn type and all spawns will occur equally often.

Tuning File : "RockGemMetal"
Do the same for the Rock/Gem/Metal spawner tuning.



How do I increase the amount I can purchase from the Grocery store ?

anchor : [[EA Tuning FAQ#GroceryPurchases]]

Retuner : Sims3.UI.ShoppingController.MaxIndividualBuyCount

Tuning File : ShoppingController_0xc17d4e4ddf60101a

    <kMaxIndividualBuyCount value="100">
      <!--The maximum number of items of one type that can be bought-->
    </kMaxIndividualBuyCount>

Change the "100" to whatever you want.



How to change the bars opening hours?

anchor : [[EA Tuning FAQ#change-bars-hours]]

Tuning File : Bars

<Venues>
<Venue>DiveBarSports</Venue>
<PriceMultiplier>1</PriceMultiplier>
<PriceCapMultiplier>4</PriceCapMultiplier>
<HourOpen>13</HourOpen>
<HourClose>1</HourClose>
<HappyHourStart>17</HappyHourStart>
<HappyHourEnd>19</HappyHourEnd>
...
</Venues>

Tip: The <HourOpen> and <HourClose> fields also influence the working hours for the mixologist.

Each Venue type has its own set of hours, so ensure that you change all the ones you are interested in.



Disabling or reducing the Build/Buy discount given to Ambitions Interior Designers

anchor: [[EA Tuning FAQ#ArchitectDiscount]]

Retuner : Sims3.Gameplay.ActiveCareer.ActiveCareers.InteriorDesigner

Tuning File : InteriorDesigner_0xc1c827a58f5ade6e

You have a couple of choices here :
  • Increasing the level at which you receive the discount, or changing the discount itself.
  • The EA comments specify the range of values available.

    <kLevelToGetBuildBuyDiscount value="1">
      <!--At this level the Sim will get a tunable discount to build & buy purchases. Range: 1-10.-->
    </kLevelToGetBuildBuyDiscount>
    <kBuyModeDiscountFactor value="0.4">
      <!--Discount factor applied to Buy Mode prices when Sim is at or above kLevelToGetBuildBuyDiscount. Range: 0 (no discount) to 1 (free).-->
    </kBuyModeDiscountFactor>
    <kBuildModeDiscountFactor value="0.4">
      <!--Discount factor applied to Build Mode prices when Sim is at or above kLevelToGetBuildBuyDiscount. Range: 0 (no discount) to 1 (free).-->
    </kBuildModeDiscountFactor>



Disabling the "Pet saves you from Death" system added by Pets

anchor: [[EA Tuning FAQ#PetSave]]

- Nonamena Nonamena noted that this mod is also available here : http://modthesims.info/download.php?t=458701

Retuner : Sims3.Gameplay.Services.GrimReaperSituation

Tuning File : "GrimReaperSituation"

The default is to have a 35% base chance of your pet saving you, with trait-scoring altering that value up or down
    <kMaxPetSaveBaseChance value="0.35">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.1">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.1">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>

Change the values to "0" to disable the functionality
    <kMaxPetSaveBaseChance value="0.0">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.0">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.0">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>



Disabling The Late Night Celebrity Party Invitations

anchor: [[EA Tuning FAQ#LateNightParty]]

Retuner : Sims3.Gameplay.Situations.NpcParty

Tuning File : "NpcParty"

The default is to have a different chance of a party each day of the week
<kChanceOfPartyForDaysOfWeek value="0.33, 0.2, 0.2, 0.2, 0.33, 0.85, 0.85">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>

Change the value to "0" chance for each day. You must leave a value in for each day, or the code will bounce.
<kChanceOfPartyForDaysOfWeek value="0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>



Disabling the Limo given to ShowTime Careers

anchor: [[EA Tuning FAQ#ShowTimeLimo]]

Retuner : Sims3.Gameplay.ActiveCareer.ActiveCareers.PerformanceCareer.kLevelForALimoRide

Tuning File : "PerformanceCareer"

The default is to start using a limo once level "8" of the career is achieved
   <kLevelForALimoRide value="8">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>

Change the value to level "11" (a level that can never be achieved) to stop it entirely
   <kLevelForALimoRide value="11">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>



Writing Novels Faster


As noted by - bluegenjutsu bluegenjutsu

Retuner : Sims3.Gameplay.Skills.Writing.kRateBasePPM

Tuning File : "Writing"

The EA default is to write 0.12 pages per sim-minute :
<kRateBasePPM value=".12">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>

To increase the rate to say 5 pages per sim-minute :
<kRateBasePPM value="5">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>



Stop Bookshelves from Auto-populating with Books


Tuning File : "Bookshelf???"

  • "???" refers to a specific type of bookshelf.
  • There are multiple varieties, for instance "BookshelfAsian", "BookshelfCelebHigh", etc.

The EA default is to add "3" books :
<NumStartingBooks value="3" />

To change the number to no books at all :
<NumStartingBooks value="0" />



Changing the amount of money granted to CAS created families


Retuner : Sims3.Gameplay.CAS.CASLogic

Tuning File : "CASLogic"

EA default fields (values are self-explanatory) :
    <kStartingFundsForFamily value="16500">
      <!--Starting Funds for a Single Member Family-->
    </kStartingFundsForFamily>
    <kMoneyPerAdultElder value="2000">
      <!--Amount of Money per Young Adult/Adult/Elder when creating a Family-->
    </kMoneyPerAdultElder>
    <kMoneyPerTeen value="1000">
      <!--Amount of Money per Teen when creating a Family-->
    </kMoneyPerTeen>
    <kMoneyPerChild value="1000">
      <!--Amount of Money per Child when creating a Family-->
    </kMoneyPerChild>
    <kMoneyPerToddler value="500">
      <!--Amount of Money per Toddler when creating a Family-->
    </kMoneyPerToddler>
    <kMoneyPerBaby value="500">
      <!--Amount of Money per Baby when creating a Family-->
    </kMoneyPerBaby>
 
    <kMoneyPerDog value="250">
      <!--Amount of Money per Dog when creating a Family-->
    </kMoneyPerDog>
    <kMoneyPerLittleDog value="250">
      <!--Amount of Money per Little when creating a Family-->
    </kMoneyPerLittleDog>
    <kMoneyPerCat value="250">
      <!--Amount of Money per Cat when creating a Family-->
    </kMoneyPerCat>
    <kMoneyPerHorse value="1000">
      <!--Amount of Money per Horse when creating a Family-->
    </kMoneyPerHorse>



I want to make the Long Distance Friend reward available for pets.


Tuning file : "Traits"

Locate the "LongDistanceFriend" entry, and change :
  <AgeSpeciesVisible>C,T,Y,A,E</AgeSpeciesVisible>

To:
  <AgeSpeciesVisible>C,T,Y,A,E,Cats,AllDogs,Horses</AgeSpeciesVisible>

Note that you can do this for any trait.
  • However not all traits may be relevant to pets, and therefore may not have any effect on the game.



I want to enable the Deer, Racoon, and Wild Horse pet pools for Downtown worlds

anchor: [[EA Tuning FAQ#EnableDowntownPets]]

Tuning file : "PetPool"

Locate the following entries (there is one for each pool) :
<AllowWorldType>Base</AllowWorldType>

And replace them with :
<AllowWorldType>Base,Downtown</AllowWorldType>

Note: Since the default for that field is already set to "Base,Downtown", simply removing the field entry entirely will also work.



How do I limit the effect of annoying phone calls ?

anchor: [[EA Tuning FAQ#PartyCalls]]

This tuning does not actually stop the call, but instead sets the interval before the caller gives up.
  • Setting it to 1/10th of a sim-minute makes them give up before it even rings. (Setting to 0 makes it ring indefinitely.)

'Sorry you missed the party' calls


Retuner : Sims3.Gameplay.Situations \ NPCParty

Tuning File : NpcParty_0xff8eb407674bd8a4

Field : <kTimeOutForMissedNpcPartyPhoneCall>
  • Controls how long the phone rings before it gives up. Set it to .1.

Opportunity calls


Retuner : Sims3.Gameplay.Opportunities \ OpportunityManager

Tuning File : OpportunityManager_0x56a824afa8915703

Field : <kPhoneCallTimeout>
  • Controls how long the phone rings before it gives up. Set it to .1.



I would like my sims to use the subway more often.

anchor: [[EA Tuning FAQ#Subway]]

Retuner : Sims3.Gameplay.Actors \ SimRoutingComponent

Tuning File : SimRoutingComponent_0x7728186024b1edce

Field : <kDistanceMustSaveInOrderToUseSubway>

Set the value to a smaller number to allow sims to choose the subway for shorter distances.
  • - C.Dark C.Dark noted using a value of "-150"


Allow Teens to use the juice keg


Retuner : Settings \ General \ By Object \ JuiceKeg

There are several fields : HelpWithKegStand, KegStand, PourJuice, Refill, etc. In each one:
Allow Age Species \ Human Teen = True





Retuner - Retuner Interactions - Retuner FAQ - Retuner All Tuning (a list of EA XML tuning possible -Defaults)

Please feel free to add interesting Tunings you have made with Retuner and share them with us

  • Try to limit the description part so this list will be easy to look at
  • Export your Tuning via the export function in Retuner and open the error.xml with a text editor like notepad++ (better rename this file ;-)
  • Check if a Tuning is already listed CTRL + F (open Browsersearch) and search for the InteractionName, FullClassName or single word like "pregnancy"
  • Note that all given values can be altered by yourself, higher or lower
  • If you do not know how to edit the page or how to add a new row read How To Edit - or add your Tuning in the Discussionarea and other users can paste it here for you

The bold terms are the ones you have to look for in Retuner:


Disabling the Conjure Apple interaction.
<ITUN>
<ObjectName>Sims3.Gameplay.Actors.Sim</ObjectName>
<InteractionName>Sims3.Gameplay.ActorSystems.TraitFunctions+ConjureApple+Definition</InteractionName>
<Autonomous>False</AgeSpecies>
</ITUN>
Gardening: Add HumanChild
to allow children
<ITUN>
<ObjectName>Sims3.Gameplay.Autonomy.GardeningMetaObject</ObjectName>
<InteractionName>Sims3.Gameplay.Autonomy.GoToGarden+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Fall: Don't play with Sprinkler
Autonomous = False
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.Sprinkler</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.Sprinkler+PlayWithSprinkler+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Coffee Machine: Less energy kick
Energy = 25
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.DebugGameplay.CoffeeMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.DebugGameplay.DrinkCoffee+Definition</InteractionName>
<Advertised>Energy:25</Advertised>
</ITUN>
Ancient Portal:
Increase the usage = FUN
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
Washing Machine: Add HumanChild
(their appearance looks a little bit weird,
but only for seconds)
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DoLaundryOnTheSpot+Definition</InteractionName>
<UserDirected>True</UserDirected>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Washing Machine:Add Human Child and
increase put clothes in dryer

Advertised =
Dirtiness:150,BeInLaundromat:400
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DryClothesInDryer+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>Dirtiness:150,BeInLaundromat:400</Advertised>
</ITUN>
Dryer: Add Human Child and
increase dry clothing
Advertised =
BeBonehilda:400,Dirtiness:150
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Dryer</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Dryer+DryClothing+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>BeBonehilda:400,Dirtiness:150</Advertised>
</ITUN>
Fridge: EatLeftovers
Hunger = 200
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_EatLeftovers+Definition</InteractionName>
<Advertised>Hunger:200</Advertised>
</ITUN>
Fridge: Stop vampires from getting plasma packs
VampireThirst = 0
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition</InteractionName>
<Advertised>VampireThirst:0</Advertised>
</ITUN>
Fridge: Increase the Clean out bad food
FUN=35
Dirtiness = 100
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_CleanOutBadFood+Definition</InteractionName>
<Advertised>Fun:35,Dirtiness:100</Advertised>
</ITUN>
Foosball Table: Increase autonomy
FUN = 75
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable+PlayFoosballInteraction+Definition</InteractionName>
<Advertised>Fun:75</Advertised>
</ITUN>
Poisoned Apple: Stop sim from eating
Autonomous = False
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple+PoisonedAppleEat+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Fall: No Slippy Sliding
Autonomous = False

(you can also set this for spring)
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.SlippySlide</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.SlippySlide+WaitToSlide+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Bar Professional: Allow practice
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Interfaces.IBar</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Counters.BarProfessional+Practice+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Pool Table: More autonomous playing
FUN = 80
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable+PlayPoolAlone+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
TV Wall: Allow watching
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
TV Wall: Allow Fairy to watch
TraitFairy = 30
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTVAutonomously+Definition</InteractionName>
<Advertised>TraitFairy:30</Advertised>
</ITUN>
TV: Allow turn on
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TV</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+TurnOnTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Dartboard: Allow playing
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard+PlayWith+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Phone: Allow invite Chess Opponent
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.Phone</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.Phone+CallInviteOverChessOpponent+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Fall: Faster rake time
Value = 5
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kRakeTime</FieldName>
<Season>Fall</Season>
<Value>5</Value>
</XML>
Fall: Less time for play in leafpile
Value = 10
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kPlayTimeMinMax</FieldName>
<Season>Fall</Season>
<Index>0</Index>
<Value>10</Value>
</XML>
Aging: Fairy age like normal sims
Value = 1

(you can also set value 1 for
other occult types in this area)
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.AgingManager,Sims3GameplaySystems</FullClassName>
<FieldName>kFairyLifeSpanMultiplier</FieldName>
<Value>1</Value>
</XML>
Paint: Faster painting
- Medium and Large

Value = 240 (4 hours)
Value = 360 (6 hours)
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasLarge</FieldName>
<Value>360</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasMedium</FieldName>
<Value>240</Value>
</XML>
Umbrella:No break,
increase chance of Replace,
near 0 chance to break,
faster upgrade time


all Fields you can find under the same
FullClassName
<XML>
<FullClassName>Sims3.Gameplay.Objects.Umbrella,Sims3GameplaySystems</FullClassName>
<FieldName>kRepairableTuning</FieldName>
<SubFieldName>PercentChanceBreakIncrease</SubFieldName>
<Value>0</Value>
</XML>

<SubFieldName>PercentWhenReplaceAvailable</SubFieldName>
<Value>80</Value>

<SubFieldName>StartPercentChanceBreak</SubFieldName>
<Value>1</Value>

<SubFieldName>UpgradeUnbreakable</SubFieldName>
<SubFieldName2>UpgradeTime</SubFieldName2>
<Value>5</Value>
Outerwear: Chance of gloves
Value = 100
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceRandomGenOuterwearHasWinterGloves</FieldName>
<Value>100</Value>
</XML>
Short circuiting the Handiness skill's automatic "Unbreakable" plumbing challenge.

Theory: Make the challenge requirement so large that it will never be achieved.
<XML>
<FullClassName>Sims3.Gameplay.Skills.Handiness,Sims3GameplaySystems</FullClassName>
<FieldName>kPlumbingObjectsForLifetimeOpp</FieldName>
<Value>1000000</Value>
</XML>
To remove the long-term relationship requirement for sharing a bed.

Note this does not remove age or near-relation blocks.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.Bed,Sims3GameplayObjects</FullClassName>
<FieldName>kBedUseVisitorPrivlageThreshold</FieldName>
<Value>-101</Value>
</XML>
Change the maximum number of ghosts allowed to spawn in the town.

The default is 16.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Urnstone,Sim3GameplaySystems</FullClassName>
<FieldName>kGhostMaxGhostsInWorld</FieldName>
<Value>16</Value>
</XML>
Change the number of zombies created during a full moon.
<XML>
<FullClassName>Sims3.Gameplay.Controllers.LunarCycleManager ,Sim3GameplaySystems</FullClassName>
<FieldName>kNumSimsToBeZombifiedOnFullMoon </FieldName>
<Value>2</Value>
</XML>
Change many sim-hours must pass before the game starts to decay the long-term relationship between two sims.

Default is 48 sim-hours.
<XML>
<FullClassName>Sims3.Gameplay.Socializing.SocialComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kMinHoursToHoldRelationshipState</FieldName>
<Value>48</Value>
</XML>
How to change the Pregnancy lenght?

ATTENTION: You need to end all existing pregnancies before altering the XML

USE: Mastercontroller/SIM/Advanced
End Pregnancy Module: MasterController Cheats

Recommended by - Inf666 Inf666
Nraas/ Retuner/ Settings/ General/ By Tunable XML/Sims3.Gameplay.ActorSystems/Pregnancy
DEFAULT
kHoursOfPregnancy <72> This is how long the pregnancy will last
kHourToShowPregnantBuff <24> This is from the time of the Baby Bells from WooHoo to having the buff show
kHoursToShowFullyPregnant <36> This value must be lower than the kHoursOfPregnancy
kHourToStartContractions <72> This value must be close to the end of the kHoursOfPregnancy
kHourToStartPregnantMotives <8> This value is for barfing time which will occur before the Pregnant Buff
kHourToStartWalkingPregnant <40> This value should be set between the times of kHoursOfPregnancy & kHoursToStartContractions
kSimMinutesReactToContraction <20> Time set to how long between the ugly face of The baby is coming motive at the end of the pregnancy
Method to disable returning with a new child when using the Ambitions Time Machine.

Note that this approach disables all the alteration effects.
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Inventing.TimeMachine ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceTimeAlteringAdventure</FieldName>
<Value>0</Value>
</XML>
Change how often sims use the subway objects during routing.

Distance is in sim-meters. Smaller values make use of the objects more likely for shorter routes.

NPCSubUseChance is a value between 0 and 1.
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kDistanceMustSaveInOrderToUseSubway</FieldName>
<Value>15</Value>
</XML>
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kNPCSubwayUseChance</FieldName>
<Value>0</Value>
</XML>
Llama (Ancient Portal): Increase the chance sims will use it

In Retuner you need to have this option enabled
"Show Object Menu"
Click the Llama NRAA/ Retuner /Setting / General
and choose" travel" via Llama (catch a beam) and increase the advertisement chance

It's also under Tunable xml:
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
my setting is <Advertised>Fun:90,TraitInsane:50,BeInPotionShopConsignmentStore:50</Advertised>
</ITUN>
Eliminate the "Unfinished Room" moodlet.

This tuning defines how much of the room must be unfinished to receive the moodlet.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.BuffUnfinishedRoom ,Sim3GameplaySystems</FullClassName>
<FieldName>kPercentMissingForBuff</FieldName>
<Value>0</Value>
</XML>
Band: Teenagers can have or join a Band

and you can change it, so Inactive Residents can also do it autonomously
Autonomous =True
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Join Band
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Form Band
new settings:
<Autonomous>True
<UserDirected>False
<ActorAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder
<TargetAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder

and in addition Click any Young Adult SIM /NRA/ Retuner / General
Call or Invite Band Members (maybe it's called differently)
Change Bandname (maybe it's called differently)

- Allow for Teenager
<Autonomous>True
Improve the efficiency of napping, by making the duration of the nap interaction shorter.

Value is in sim-minutes.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kNapLengthInMinutes</FieldName>
<Value>30</Value>
</XML>
Means of disabling the weekly protest that occurs at City Hall.

Value is a percent, range : 0 to 100.
<XML>
<FullClassName>Sims3.Gameplay.Objects.RabbitHoles.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceOfProtest</FieldName>
<Value>0</Value>
</XML>
Hidden Brooms: Speed up the damn hidden brooms (for child and adult) so they are not useless ;-)

SPEED for any car/vehicle can be tuned in the the same area
Sims3.Gameplay.Objects.Vehicles like for:
- bicycles
- cars
- schoolbus
<XML>
<FullClassName>Sims3.Gameplay.Objects.Vehicles.HiddenAdultBroom,Sims3GameplaySystems</FullClassName>
<FieldName>kBroomTuning</FieldName>
<SubFieldName>Acceleration</SubFieldName>
<Value>5 increase up to 15
</XML>

<SubFieldName>Speed
<Value>25 increase up to 75 (that's really pretty enough)
</XML>
Let Ghosts walk like normal sims
Value = Walk

Note: Only available with Retuner 8 patchlevel 1.55 >
<XML>
<FullClassName>Sims3.Gameplay.Routing.SimWalkStyleRules,Sims3GameplaySystems</FullClassName>
<FieldName>kWalkStylesThatCountAsWalking</FieldName>
<Index>2</Index>
<Value>GhostWalk</Value>
</XML>
Changing the number of maternity leave days.

Set the value to "0" to remove them entirely.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.Pregnancy,Sims3GameplaySystems</FullClassName>
<FieldName>kPregnantDaysOff</FieldName>
<Value>0</Value>
</XML>
Change Sleep Times
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kDefaultSleepTime</FieldName>
and
<FieldName>kTypicalNumHoursToSleep</FieldName>

<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.BedSleep,Sims3GameplayObjects</FullClassName>
<FieldName>kAutonomyScoreMultiplierWhenExhausted</FieldName>
increase value
Imaginary Friend: Change the value to 0 to completely disable the chance of getting the doll when a baby is born.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.OccultImaginaryFriend,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceToGetImaginaryDollsOnChildBirth</FieldName>
<Value>0</Value>
</XML>
Change the temperature when sims switch into & out of their Outerwear.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchToOuterwear</FieldName>
<Value>32</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchOutOfOuterwear</FieldName>
<Value>50</Value>
</XML>
Disable the scolding system introduced in Generations.

Courtesy of - Inf666 Inf666
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Adult: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Elder: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Young Adult: False
Diasbale the heckling interaction

- Veiledstar Veiledstar
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Child: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Teen: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Young Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Elder: False


Two choices :
  1. Install Buzzler's Carpool disabler mod, available here : http://www.modthesims.info/d/410296
    OR
  2. Install Expanded StoryProgression and set the "Sim Options \ Allow Carpool" to "False"



I want to increase the number of sims that appear on community lots.





I want to alter the child/teen curfew or eliminate them altogether.





How do I make upgrading faster ?





How do I stop EA Story Progression from Moving my sims out of town ?


  • Though it is possible to use StoryProgression to accomplish this, that mod is normally overkill if you are simply trying to stop emigration.
  • You are better served using an EA Story Progression tuning mod such as those provided by twoftmama or Shimrod101.



I want the Notifications on the right-hand side to hang around forever, rather than vanish after a while.





I want sims to stop autonomously using band instruments, or at least reduce how often they do so.


  • twoftmama has a number of flavors of "Less Autonomous Instruments" tuning mods available at their site.



I want to disable memories.

anchor: [[Other Mods FAQ#Memories]]

There are two methods to achieve this :
  1. You can simply disable all memory generation using the EA Option listed under "General Settings".
  2. You can use a mod such as one created by VelocityGrass' "No (or fewer) automatic memories" application : http://www.modthesims.info/d/446281
    • This is an external application that generates a tuning package you can install in your game.
    • It allows you disables any or all of the events that produce memories

Note that the above approaches will only stop new memories from being created. If you want to remove existing memories from the game, do the following:
  1. Install MasterController
  2. Click on the City Hall, and navigate the menu : "NRaas \ Master Controller \ Sim \ Intermediate \ Remove Memories"
  3. Filter by which sims you want to remove the memories (or Press Cancel and use the "All" entry to choose everyone)
  4. You will then be prompted as to which type of cleanup you want to perform



I want to delete the imaginary friend from my game, and stop it from returning!

anchor: [[Other Mods FAQ#Imaginary]]

To delete an existing imaginary doll, do the following :
  1. Install MasterController
  2. Press Ctrl-Shift-C to get the command console, and type : testingcheatsenabled on
  3. Make a note of the name of your imaginary doll for later use.
  4. Shift-Click on the Imaginary Doll and navigate the menu : "Object \ Delete It"
  5. From the City Hall Menu, navigate the menu : "NRaas \ Master Controller \ Sim \ Advanced \ Total Annihilation"
    • Filter by "Type of Sim" - "Service"
  6. Locate the sim with the name of your imaginary doll, select them, and press the "Accept"
    • This will delete the sim assigned to the doll you just deleted, and stop any script errors from occurring in the future

To stop the imaginary dolls from being spawned in the first place :



EA Tuning FAQ

anchor: [[EA Tuning FAQ#Instructions|EA Tuning Instructions]]

EA provided a massive amount of tuning to alter how the Core game operates. Find here various tidbits that have been answered on this site.

There are now two methods to adjust these values:
  1. Use Retuner, which allows you to adjust the value in-game, on a town-by-town basis : Retuner FAQ
    • Note that not all tuning can be changed via this mod, so you may need to use the traditional method if no Retuner instructions are provided.
  2. The traditional way by creating a tuning override package : How To Tune.

It is possible a tuning modder has already provided whatever you are searching for, see here for existing mods : Other Mods FAQ



How do I change the length of time until the "Old Friends" relationship becomes available?


Tuning File : "Socializing"

The "Socializing" tuning contains information related to each type of long-term relationship.

Locate the "Old Friend" relationship and change the following line :
<RelationshipLength>14</RelationshipLength>

The line defines the minimum number of sim-days that must pass in order for this relationship type to be eligible between two sims.



How do I increase the maximum number of traits allowed for an age-stage ?

anchor : [[EA Tuning FAQ#MoreTraits]]

Retuner : "Sims3.Gameplay.ActorSystems \ TraitManager"

Tuning File : "TraitManager_0x85009be60155d3c6"

    <kTraitsForYoungAdultAndOlder value="5">
      <!--Range:  Integer.  Description:  Number of traits allowed for Young Adult and older.-->
    </kTraitsForYoungAdultAndOlder>
    <kTraitsForTeens value="4">
      <!--Range:  Integer.  Description:  Number of traits allowed for Teens.-->
    </kTraitsForTeens>
    <kTraitsForChildren value="3">
      <!--Range:  Integer.  Description:  Number of traits allowed for Children.-->
    </kTraitsForChildren>
    <kTraitsForBabiesAndToddlers value="2">
      <!--Range:  Integer.  Description:  Number of traits allowed for Babies and Toddlers.-->
    </kTraitsForBabiesAndToddlers>



How do I turn off the Seasons Attraction Date phone calls ?

anchor : [[EA Tuning FAQ#DateCall]]

Retuner : "Sims3.Gameplay.Socializing \ AttractionNPCBehaviorController"

Tuning File : "AttractionNPCBehaviorController"

Set the field <kAttractionPhoneCallChance> to "0" to completely disable the system, or a number closer to "0" to reduce the frequency of calls.



How do I turn off aliens ?

anchor : [[EA Tuning FAQ#Aliens]]

Retuner : "Sims3.Gameplay.ActorSystems \ AlienUtils"
Usage: Nraas>Retuner>Settings>General>By Tunable XML>

Tuning File : "AlienUtils"

To disable alien abduction, set the following fields to "0":
  • kAbductionBaseChance
  • kAbductionTelescopeBonus
  • kAbductionSpaceRockBonus

To disable the chance of an alien visiting your household, set the following fields to "0":
  • kAlienHouseholdVisitChanceActive
  • kAlienHouseholdVisitChanceOffspring
  • kAlienHouseholdVisitChanceActiveHighLTRMod
  • kAlienHouseholdVisitChanceActiveSpaceRockMod

Note: If you are attempting to make aliens more likely, simply set the above values to higher values, rather than setting them to "0".



How do I reduce the size of service pools ?

anchor : [[EA Tuning FAQ#ServicePopulation]]

Each EA Service has its own tuning, located under the name of the class that controls that service in-game.

In Retuner under "By Tunable XML \ Sims3.Gameplay.Services" :
  • Babysitter
  • BartenderService (Not to be confused with the Mixologist Role controller by Register)
  • Dancer
  • Firefighter
  • Maid
  • MailCarrier
  • NewspaperDelivery
  • PizzaDelivery
  • Police
  • Repairman
  • Repoman
  • SocialWorker

Within each of these is a "kServiceTuning \ kMaxNumNPCsInPool" field which governs the size of the pool EA feels the need to maintain within your town.
  • Change the value to "0" to eliminate the whole pool.
  • Note that if you request a service, the game will create a sim automatically, and then wipe them out once their job is complete

You may need Register's more efficient Service Cleanup operation to clear out the current service population, or use MasterController's "Total Annihilation" to delete them manually.



How do I make one of my spawn points spawn all type of insects ?

anchor : [[EA Tuning FAQ#FullSpawner]]

Tuning File : "Insects"
Take one of the existing insect spawners and change the <Spawns> and <Probability> tuning fields to include all the insects.

  • Note that the number of elements entered into the <Probability> field must match the number entered into <Spawns>.
  • Set the probabilities to "1" for each spawn type and all spawns will occur equally often.

Tuning File : "RockGemMetal"
Do the same for the Rock/Gem/Metal spawner tuning.



How do I increase the amount I can purchase from the Grocery store ?

anchor : [[EA Tuning FAQ#GroceryPurchases]]

Retuner : Sims3.UI.ShoppingController.MaxIndividualBuyCount

Tuning File : ShoppingController_0xc17d4e4ddf60101a

    <kMaxIndividualBuyCount value="100">
      <!--The maximum number of items of one type that can be bought-->
    </kMaxIndividualBuyCount>

Change the "100" to whatever you want.



How to change the bars opening hours?

anchor : [[EA Tuning FAQ#change-bars-hours]]

Tuning File : Bars

<Venues>
<Venue>DiveBarSports</Venue>
<PriceMultiplier>1</PriceMultiplier>
<PriceCapMultiplier>4</PriceCapMultiplier>
<HourOpen>13</HourOpen>
<HourClose>1</HourClose>
<HappyHourStart>17</HappyHourStart>
<HappyHourEnd>19</HappyHourEnd>
...
</Venues>

Tip: The <HourOpen> and <HourClose> fields also influence the working hours for the mixologist.

Each Venue type has its own set of hours, so ensure that you change all the ones you are interested in.



Disabling or reducing the Build/Buy discount given to Ambitions Interior Designers

anchor: [[EA Tuning FAQ#ArchitectDiscount]]

Retuner : Sims3.Gameplay.ActiveCareer.ActiveCareers.InteriorDesigner

Tuning File : InteriorDesigner_0xc1c827a58f5ade6e

You have a couple of choices here :
  • Increasing the level at which you receive the discount, or changing the discount itself.
  • The EA comments specify the range of values available.

    <kLevelToGetBuildBuyDiscount value="1">
      <!--At this level the Sim will get a tunable discount to build & buy purchases. Range: 1-10.-->
    </kLevelToGetBuildBuyDiscount>
    <kBuyModeDiscountFactor value="0.4">
      <!--Discount factor applied to Buy Mode prices when Sim is at or above kLevelToGetBuildBuyDiscount. Range: 0 (no discount) to 1 (free).-->
    </kBuyModeDiscountFactor>
    <kBuildModeDiscountFactor value="0.4">
      <!--Discount factor applied to Build Mode prices when Sim is at or above kLevelToGetBuildBuyDiscount. Range: 0 (no discount) to 1 (free).-->
    </kBuildModeDiscountFactor>



Disabling the "Pet saves you from Death" system added by Pets

anchor: [[EA Tuning FAQ#PetSave]]

- Nonamena Nonamena noted that this mod is also available here : http://modthesims.info/download.php?t=458701

Retuner : Sims3.Gameplay.Services.GrimReaperSituation

Tuning File : "GrimReaperSituation"

The default is to have a 35% base chance of your pet saving you, with trait-scoring altering that value up or down
    <kMaxPetSaveBaseChance value="0.35">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.1">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.1">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>

Change the values to "0" to disable the functionality
    <kMaxPetSaveBaseChance value="0.0">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.0">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.0">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>



Disabling The Late Night Celebrity Party Invitations

anchor: [[EA Tuning FAQ#LateNightParty]]

Retuner : Sims3.Gameplay.Situations.NpcParty

Tuning File : "NpcParty"

The default is to have a different chance of a party each day of the week
<kChanceOfPartyForDaysOfWeek value="0.33, 0.2, 0.2, 0.2, 0.33, 0.85, 0.85">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>

Change the value to "0" chance for each day. You must leave a value in for each day, or the code will bounce.
<kChanceOfPartyForDaysOfWeek value="0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>



Disabling the Limo given to ShowTime Careers

anchor: [[EA Tuning FAQ#ShowTimeLimo]]

Retuner : Sims3.Gameplay.ActiveCareer.ActiveCareers.PerformanceCareer.kLevelForALimoRide

Tuning File : "PerformanceCareer"

The default is to start using a limo once level "8" of the career is achieved
   <kLevelForALimoRide value="8">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>

Change the value to level "11" (a level that can never be achieved) to stop it entirely
   <kLevelForALimoRide value="11">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>



Writing Novels Faster


As noted by - bluegenjutsu bluegenjutsu

Retuner : Sims3.Gameplay.Skills.Writing.kRateBasePPM

Tuning File : "Writing"

The EA default is to write 0.12 pages per sim-minute :
<kRateBasePPM value=".12">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>

To increase the rate to say 5 pages per sim-minute :
<kRateBasePPM value="5">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>



Stop Bookshelves from Auto-populating with Books


Tuning File : "Bookshelf???"

  • "???" refers to a specific type of bookshelf.
  • There are multiple varieties, for instance "BookshelfAsian", "BookshelfCelebHigh", etc.

The EA default is to add "3" books :
<NumStartingBooks value="3" />

To change the number to no books at all :
<NumStartingBooks value="0" />



Changing the amount of money granted to CAS created families


Retuner : Sims3.Gameplay.CAS.CASLogic

Tuning File : "CASLogic"

EA default fields (values are self-explanatory) :
    <kStartingFundsForFamily value="16500">
      <!--Starting Funds for a Single Member Family-->
    </kStartingFundsForFamily>
    <kMoneyPerAdultElder value="2000">
      <!--Amount of Money per Young Adult/Adult/Elder when creating a Family-->
    </kMoneyPerAdultElder>
    <kMoneyPerTeen value="1000">
      <!--Amount of Money per Teen when creating a Family-->
    </kMoneyPerTeen>
    <kMoneyPerChild value="1000">
      <!--Amount of Money per Child when creating a Family-->
    </kMoneyPerChild>
    <kMoneyPerToddler value="500">
      <!--Amount of Money per Toddler when creating a Family-->
    </kMoneyPerToddler>
    <kMoneyPerBaby value="500">
      <!--Amount of Money per Baby when creating a Family-->
    </kMoneyPerBaby>
 
    <kMoneyPerDog value="250">
      <!--Amount of Money per Dog when creating a Family-->
    </kMoneyPerDog>
    <kMoneyPerLittleDog value="250">
      <!--Amount of Money per Little when creating a Family-->
    </kMoneyPerLittleDog>
    <kMoneyPerCat value="250">
      <!--Amount of Money per Cat when creating a Family-->
    </kMoneyPerCat>
    <kMoneyPerHorse value="1000">
      <!--Amount of Money per Horse when creating a Family-->
    </kMoneyPerHorse>



I want to make the Long Distance Friend reward available for pets.


Tuning file : "Traits"

Locate the "LongDistanceFriend" entry, and change :
  <AgeSpeciesVisible>C,T,Y,A,E</AgeSpeciesVisible>

To:
  <AgeSpeciesVisible>C,T,Y,A,E,Cats,AllDogs,Horses</AgeSpeciesVisible>

Note that you can do this for any trait.
  • However not all traits may be relevant to pets, and therefore may not have any effect on the game.



I want to enable the Deer, Racoon, and Wild Horse pet pools for Downtown worlds

anchor: [[EA Tuning FAQ#EnableDowntownPets]]

Tuning file : "PetPool"

Locate the following entries (there is one for each pool) :
<AllowWorldType>Base</AllowWorldType>

And replace them with :
<AllowWorldType>Base,Downtown</AllowWorldType>

Note: Since the default for that field is already set to "Base,Downtown", simply removing the field entry entirely will also work.



How do I limit the effect of annoying phone calls ?

anchor: [[EA Tuning FAQ#PartyCalls]]

This tuning does not actually stop the call, but instead sets the interval before the caller gives up.
  • Setting it to 1/10th of a sim-minute makes them give up before it even rings. (Setting to 0 makes it ring indefinitely.)

'Sorry you missed the party' calls


Retuner : Sims3.Gameplay.Situations \ NPCParty

Tuning File : NpcParty_0xff8eb407674bd8a4

Field : <kTimeOutForMissedNpcPartyPhoneCall>
  • Controls how long the phone rings before it gives up. Set it to .1.

Opportunity calls


Retuner : Sims3.Gameplay.Opportunities \ OpportunityManager

Tuning File : OpportunityManager_0x56a824afa8915703

Field : <kPhoneCallTimeout>
  • Controls how long the phone rings before it gives up. Set it to .1.



I would like my sims to use the subway more often.

anchor: [[EA Tuning FAQ#Subway]]

Retuner : Sims3.Gameplay.Actors \ SimRoutingComponent

Tuning File : SimRoutingComponent_0x7728186024b1edce

Field : <kDistanceMustSaveInOrderToUseSubway>

Set the value to a smaller number to allow sims to choose the subway for shorter distances.
  • - C.Dark C.Dark noted using a value of "-150"


Allow Teens to use the juice keg


Retuner : Settings \ General \ By Object \ JuiceKeg

There are several fields : HelpWithKegStand, KegStand, PourJuice, Refill, etc. In each one:
Allow Age Species \ Human Teen = True





Retuner - Retuner Interactions - Retuner FAQ - Retuner All Tuning (a list of EA XML tuning possible -Defaults)

Please feel free to add interesting Tunings you have made with Retuner and share them with us

  • Try to limit the description part so this list will be easy to look at
  • Export your Tuning via the export function in Retuner and open the error.xml with a text editor like notepad++ (better rename this file ;-)
  • Check if a Tuning is already listed CTRL + F (open Browsersearch) and search for the InteractionName, FullClassName or single word like "pregnancy"
  • Note that all given values can be altered by yourself, higher or lower
  • If you do not know how to edit the page or how to add a new row read How To Edit - or add your Tuning in the Discussionarea and other users can paste it here for you

The bold terms are the ones you have to look for in Retuner:


Disabling the Conjure Apple interaction.
<ITUN>
<ObjectName>Sims3.Gameplay.Actors.Sim</ObjectName>
<InteractionName>Sims3.Gameplay.ActorSystems.TraitFunctions+ConjureApple+Definition</InteractionName>
<Autonomous>False</AgeSpecies>
</ITUN>
Gardening: Add HumanChild
to allow children
<ITUN>
<ObjectName>Sims3.Gameplay.Autonomy.GardeningMetaObject</ObjectName>
<InteractionName>Sims3.Gameplay.Autonomy.GoToGarden+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Fall: Don't play with Sprinkler
Autonomous = False
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.Sprinkler</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.Sprinkler+PlayWithSprinkler+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Coffee Machine: Less energy kick
Energy = 25
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.DebugGameplay.CoffeeMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.DebugGameplay.DrinkCoffee+Definition</InteractionName>
<Advertised>Energy:25</Advertised>
</ITUN>
Ancient Portal:
Increase the usage = FUN
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
Washing Machine: Add HumanChild
(their appearance looks a little bit weird,
but only for seconds)
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DoLaundryOnTheSpot+Definition</InteractionName>
<UserDirected>True</UserDirected>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Washing Machine:Add Human Child and
increase put clothes in dryer

Advertised =
Dirtiness:150,BeInLaundromat:400
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DryClothesInDryer+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>Dirtiness:150,BeInLaundromat:400</Advertised>
</ITUN>
Dryer: Add Human Child and
increase dry clothing
Advertised =
BeBonehilda:400,Dirtiness:150
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Dryer</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Dryer+DryClothing+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>BeBonehilda:400,Dirtiness:150</Advertised>
</ITUN>
Fridge: EatLeftovers
Hunger = 200
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_EatLeftovers+Definition</InteractionName>
<Advertised>Hunger:200</Advertised>
</ITUN>
Fridge: Stop vampires from getting plasma packs
VampireThirst = 0
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition</InteractionName>
<Advertised>VampireThirst:0</Advertised>
</ITUN>
Fridge: Increase the Clean out bad food
FUN=35
Dirtiness = 100
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_CleanOutBadFood+Definition</InteractionName>
<Advertised>Fun:35,Dirtiness:100</Advertised>
</ITUN>
Foosball Table: Increase autonomy
FUN = 75
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable+PlayFoosballInteraction+Definition</InteractionName>
<Advertised>Fun:75</Advertised>
</ITUN>
Poisoned Apple: Stop sim from eating
Autonomous = False
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple+PoisonedAppleEat+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Fall: No Slippy Sliding
Autonomous = False

(you can also set this for spring)
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.SlippySlide</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.SlippySlide+WaitToSlide+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Bar Professional: Allow practice
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Interfaces.IBar</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Counters.BarProfessional+Practice+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Pool Table: More autonomous playing
FUN = 80
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable+PlayPoolAlone+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
TV Wall: Allow watching
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
TV Wall: Allow Fairy to watch
TraitFairy = 30
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTVAutonomously+Definition</InteractionName>
<Advertised>TraitFairy:30</Advertised>
</ITUN>
TV: Allow turn on
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TV</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+TurnOnTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Dartboard: Allow playing
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard+PlayWith+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Phone: Allow invite Chess Opponent
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.Phone</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.Phone+CallInviteOverChessOpponent+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Fall: Faster rake time
Value = 5
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kRakeTime</FieldName>
<Season>Fall</Season>
<Value>5</Value>
</XML>
Fall: Less time for play in leafpile
Value = 10
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kPlayTimeMinMax</FieldName>
<Season>Fall</Season>
<Index>0</Index>
<Value>10</Value>
</XML>
Aging: Fairy age like normal sims
Value = 1

(you can also set value 1 for
other occult types in this area)
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.AgingManager,Sims3GameplaySystems</FullClassName>
<FieldName>kFairyLifeSpanMultiplier</FieldName>
<Value>1</Value>
</XML>
Paint: Faster painting
- Medium and Large

Value = 240 (4 hours)
Value = 360 (6 hours)
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasLarge</FieldName>
<Value>360</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasMedium</FieldName>
<Value>240</Value>
</XML>
Umbrella:No break,
increase chance of Replace,
near 0 chance to break,
faster upgrade time


all Fields you can find under the same
FullClassName
<XML>
<FullClassName>Sims3.Gameplay.Objects.Umbrella,Sims3GameplaySystems</FullClassName>
<FieldName>kRepairableTuning</FieldName>
<SubFieldName>PercentChanceBreakIncrease</SubFieldName>
<Value>0</Value>
</XML>

<SubFieldName>PercentWhenReplaceAvailable</SubFieldName>
<Value>80</Value>

<SubFieldName>StartPercentChanceBreak</SubFieldName>
<Value>1</Value>

<SubFieldName>UpgradeUnbreakable</SubFieldName>
<SubFieldName2>UpgradeTime</SubFieldName2>
<Value>5</Value>
Outerwear: Chance of gloves
Value = 100
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceRandomGenOuterwearHasWinterGloves</FieldName>
<Value>100</Value>
</XML>
Short circuiting the Handiness skill's automatic "Unbreakable" plumbing challenge.

Theory: Make the challenge requirement so large that it will never be achieved.
<XML>
<FullClassName>Sims3.Gameplay.Skills.Handiness,Sims3GameplaySystems</FullClassName>
<FieldName>kPlumbingObjectsForLifetimeOpp</FieldName>
<Value>1000000</Value>
</XML>
To remove the long-term relationship requirement for sharing a bed.

Note this does not remove age or near-relation blocks.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.Bed,Sims3GameplayObjects</FullClassName>
<FieldName>kBedUseVisitorPrivlageThreshold</FieldName>
<Value>-101</Value>
</XML>
Change the maximum number of ghosts allowed to spawn in the town.

The default is 16.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Urnstone,Sim3GameplaySystems</FullClassName>
<FieldName>kGhostMaxGhostsInWorld</FieldName>
<Value>16</Value>
</XML>
Change the number of zombies created during a full moon.
<XML>
<FullClassName>Sims3.Gameplay.Controllers.LunarCycleManager ,Sim3GameplaySystems</FullClassName>
<FieldName>kNumSimsToBeZombifiedOnFullMoon </FieldName>
<Value>2</Value>
</XML>
Change many sim-hours must pass before the game starts to decay the long-term relationship between two sims.

Default is 48 sim-hours.
<XML>
<FullClassName>Sims3.Gameplay.Socializing.SocialComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kMinHoursToHoldRelationshipState</FieldName>
<Value>48</Value>
</XML>
How to change the Pregnancy lenght?

ATTENTION: You need to end all existing pregnancies before altering the XML

USE: Mastercontroller/SIM/Advanced
End Pregnancy Module: MasterController Cheats

Recommended by - Inf666 Inf666
Nraas/ Retuner/ Settings/ General/ By Tunable XML/Sims3.Gameplay.ActorSystems/Pregnancy
DEFAULT
kHoursOfPregnancy <72> This is how long the pregnancy will last
kHourToShowPregnantBuff <24> This is from the time of the Baby Bells from WooHoo to having the buff show
kHoursToShowFullyPregnant <36> This value must be lower than the kHoursOfPregnancy
kHourToStartContractions <72> This value must be close to the end of the kHoursOfPregnancy
kHourToStartPregnantMotives <8> This value is for barfing time which will occur before the Pregnant Buff
kHourToStartWalkingPregnant <40> This value should be set between the times of kHoursOfPregnancy & kHoursToStartContractions
kSimMinutesReactToContraction <20> Time set to how long between the ugly face of The baby is coming motive at the end of the pregnancy
Method to disable returning with a new child when using the Ambitions Time Machine.

Note that this approach disables all the alteration effects.
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Inventing.TimeMachine ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceTimeAlteringAdventure</FieldName>
<Value>0</Value>
</XML>
Change how often sims use the subway objects during routing.

Distance is in sim-meters. Smaller values make use of the objects more likely for shorter routes.

NPCSubUseChance is a value between 0 and 1.
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kDistanceMustSaveInOrderToUseSubway</FieldName>
<Value>15</Value>
</XML>
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kNPCSubwayUseChance</FieldName>
<Value>0</Value>
</XML>
Llama (Ancient Portal): Increase the chance sims will use it

In Retuner you need to have this option enabled
"Show Object Menu"
Click the Llama NRAA/ Retuner /Setting / General
and choose" travel" via Llama (catch a beam) and increase the advertisement chance

It's also under Tunable xml:
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
my setting is <Advertised>Fun:90,TraitInsane:50,BeInPotionShopConsignmentStore:50</Advertised>
</ITUN>
Eliminate the "Unfinished Room" moodlet.

This tuning defines how much of the room must be unfinished to receive the moodlet.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.BuffUnfinishedRoom ,Sim3GameplaySystems</FullClassName>
<FieldName>kPercentMissingForBuff</FieldName>
<Value>0</Value>
</XML>
Band: Teenagers can have or join a Band

and you can change it, so Inactive Residents can also do it autonomously
Autonomous =True
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Join Band
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Form Band
new settings:
<Autonomous>True
<UserDirected>False
<ActorAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder
<TargetAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder

and in addition Click any Young Adult SIM /NRA/ Retuner / General
Call or Invite Band Members (maybe it's called differently)
Change Bandname (maybe it's called differently)

- Allow for Teenager
<Autonomous>True
Improve the efficiency of napping, by making the duration of the nap interaction shorter.

Value is in sim-minutes.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kNapLengthInMinutes</FieldName>
<Value>30</Value>
</XML>
Means of disabling the weekly protest that occurs at City Hall.

Value is a percent, range : 0 to 100.
<XML>
<FullClassName>Sims3.Gameplay.Objects.RabbitHoles.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceOfProtest</FieldName>
<Value>0</Value>
</XML>
Hidden Brooms: Speed up the damn hidden brooms (for child and adult) so they are not useless ;-)

SPEED for any car/vehicle can be tuned in the the same area
Sims3.Gameplay.Objects.Vehicles like for:
- bicycles
- cars
- schoolbus
<XML>
<FullClassName>Sims3.Gameplay.Objects.Vehicles.HiddenAdultBroom,Sims3GameplaySystems</FullClassName>
<FieldName>kBroomTuning</FieldName>
<SubFieldName>Acceleration</SubFieldName>
<Value>5 increase up to 15
</XML>

<SubFieldName>Speed
<Value>25 increase up to 75 (that's really pretty enough)
</XML>
Let Ghosts walk like normal sims
Value = Walk

Note: Only available with Retuner 8 patchlevel 1.55 >
<XML>
<FullClassName>Sims3.Gameplay.Routing.SimWalkStyleRules,Sims3GameplaySystems</FullClassName>
<FieldName>kWalkStylesThatCountAsWalking</FieldName>
<Index>2</Index>
<Value>GhostWalk</Value>
</XML>
Changing the number of maternity leave days.

Set the value to "0" to remove them entirely.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.Pregnancy,Sims3GameplaySystems</FullClassName>
<FieldName>kPregnantDaysOff</FieldName>
<Value>0</Value>
</XML>
Change Sleep Times
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kDefaultSleepTime</FieldName>
and
<FieldName>kTypicalNumHoursToSleep</FieldName>

<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.BedSleep,Sims3GameplayObjects</FullClassName>
<FieldName>kAutonomyScoreMultiplierWhenExhausted</FieldName>
increase value
Imaginary Friend: Change the value to 0 to completely disable the chance of getting the doll when a baby is born.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.OccultImaginaryFriend,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceToGetImaginaryDollsOnChildBirth</FieldName>
<Value>0</Value>
</XML>
Change the temperature when sims switch into & out of their Outerwear.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchToOuterwear</FieldName>
<Value>32</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchOutOfOuterwear</FieldName>
<Value>50</Value>
</XML>
Disable the scolding system introduced in Generations.

Courtesy of - Inf666 Inf666
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Adult: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Elder: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Young Adult: False
Diasbale the heckling interaction

- Veiledstar Veiledstar
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Child: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Teen: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Young Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Elder: False


- Nonamena Nonamena noted that this mod is also available here : http://modthesims.info/download.php?t=458701

Retuner : Sims3.Gameplay.Services.GrimReaperSituation

Tuning File : "GrimReaperSituation"

The default is to have a 35% base chance of your pet saving you, with trait-scoring altering that value up or down
    <kMaxPetSaveBaseChance value="0.35">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.1">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.1">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>

Change the values to "0" to disable the functionality
    <kMaxPetSaveBaseChance value="0.0">
      <!--Base Chance of pet saving BFF sim-->
    </kMaxPetSaveBaseChance>
...
    <kPositiveTraitBonus value="0.0">
      <!--Bonus for each good trait the pet has-->
    </kPositiveTraitBonus>
...
    <kNegativeTraitPenalty value="0.0">
      <!--Penalty for bad each trait-->
    </kNegativeTraitPenalty>



Disabling The Late Night Celebrity Party Invitations

anchor: [[EA Tuning FAQ#LateNightParty]]

Retuner : Sims3.Gameplay.Situations.NpcParty

Tuning File : "NpcParty"

The default is to have a different chance of a party each day of the week
<kChanceOfPartyForDaysOfWeek value="0.33, 0.2, 0.2, 0.2, 0.33, 0.85, 0.85">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>

Change the value to "0" chance for each day. You must leave a value in for each day, or the code will bounce.
<kChanceOfPartyForDaysOfWeek value="0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0">
<!--Chances (0 to 1) of each day of the week having an NPC Party. Format: (chanceSun, chanceMon, chanceTues, chanceWed, chanceThurs, chanceFri, chanceSat).-->
</kChanceOfPartyForDaysOfWeek>



Disabling the Limo given to ShowTime Careers

anchor: [[EA Tuning FAQ#ShowTimeLimo]]

Retuner : Sims3.Gameplay.ActiveCareer.ActiveCareers.PerformanceCareer.kLevelForALimoRide

Tuning File : "PerformanceCareer"

The default is to start using a limo once level "8" of the career is achieved
   <kLevelForALimoRide value="8">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>

Change the value to level "11" (a level that can never be achieved) to stop it entirely
   <kLevelForALimoRide value="11">
      <!--The level that performers are escorted in a limo-->
    </kLevelForALimoRide>



Writing Novels Faster


As noted by - bluegenjutsu bluegenjutsu

Retuner : Sims3.Gameplay.Skills.Writing.kRateBasePPM

Tuning File : "Writing"

The EA default is to write 0.12 pages per sim-minute :
<kRateBasePPM value=".12">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>

To increase the rate to say 5 pages per sim-minute :
<kRateBasePPM value="5">
<!--The base PPM a Sim will write with no other bonuses added.-->
</kRateBasePPM>



Stop Bookshelves from Auto-populating with Books


Tuning File : "Bookshelf???"

  • "???" refers to a specific type of bookshelf.
  • There are multiple varieties, for instance "BookshelfAsian", "BookshelfCelebHigh", etc.

The EA default is to add "3" books :
<NumStartingBooks value="3" />

To change the number to no books at all :
<NumStartingBooks value="0" />



Changing the amount of money granted to CAS created families


Retuner : Sims3.Gameplay.CAS.CASLogic

Tuning File : "CASLogic"

EA default fields (values are self-explanatory) :
    <kStartingFundsForFamily value="16500">
      <!--Starting Funds for a Single Member Family-->
    </kStartingFundsForFamily>
    <kMoneyPerAdultElder value="2000">
      <!--Amount of Money per Young Adult/Adult/Elder when creating a Family-->
    </kMoneyPerAdultElder>
    <kMoneyPerTeen value="1000">
      <!--Amount of Money per Teen when creating a Family-->
    </kMoneyPerTeen>
    <kMoneyPerChild value="1000">
      <!--Amount of Money per Child when creating a Family-->
    </kMoneyPerChild>
    <kMoneyPerToddler value="500">
      <!--Amount of Money per Toddler when creating a Family-->
    </kMoneyPerToddler>
    <kMoneyPerBaby value="500">
      <!--Amount of Money per Baby when creating a Family-->
    </kMoneyPerBaby>
 
    <kMoneyPerDog value="250">
      <!--Amount of Money per Dog when creating a Family-->
    </kMoneyPerDog>
    <kMoneyPerLittleDog value="250">
      <!--Amount of Money per Little when creating a Family-->
    </kMoneyPerLittleDog>
    <kMoneyPerCat value="250">
      <!--Amount of Money per Cat when creating a Family-->
    </kMoneyPerCat>
    <kMoneyPerHorse value="1000">
      <!--Amount of Money per Horse when creating a Family-->
    </kMoneyPerHorse>



I want to make the Long Distance Friend reward available for pets.


Tuning file : "Traits"

Locate the "LongDistanceFriend" entry, and change :
  <AgeSpeciesVisible>C,T,Y,A,E</AgeSpeciesVisible>

To:
  <AgeSpeciesVisible>C,T,Y,A,E,Cats,AllDogs,Horses</AgeSpeciesVisible>

Note that you can do this for any trait.
  • However not all traits may be relevant to pets, and therefore may not have any effect on the game.



I want to enable the Deer, Racoon, and Wild Horse pet pools for Downtown worlds

anchor: [[EA Tuning FAQ#EnableDowntownPets]]

Tuning file : "PetPool"

Locate the following entries (there is one for each pool) :
<AllowWorldType>Base</AllowWorldType>

And replace them with :
<AllowWorldType>Base,Downtown</AllowWorldType>

Note: Since the default for that field is already set to "Base,Downtown", simply removing the field entry entirely will also work.



How do I limit the effect of annoying phone calls ?

anchor: [[EA Tuning FAQ#PartyCalls]]

This tuning does not actually stop the call, but instead sets the interval before the caller gives up.
  • Setting it to 1/10th of a sim-minute makes them give up before it even rings. (Setting to 0 makes it ring indefinitely.)

'Sorry you missed the party' calls


Retuner : Sims3.Gameplay.Situations \ NPCParty

Tuning File : NpcParty_0xff8eb407674bd8a4

Field : <kTimeOutForMissedNpcPartyPhoneCall>
  • Controls how long the phone rings before it gives up. Set it to .1.

Opportunity calls


Retuner : Sims3.Gameplay.Opportunities \ OpportunityManager

Tuning File : OpportunityManager_0x56a824afa8915703

Field : <kPhoneCallTimeout>
  • Controls how long the phone rings before it gives up. Set it to .1.



I would like my sims to use the subway more often.

anchor: [[EA Tuning FAQ#Subway]]

Retuner : Sims3.Gameplay.Actors \ SimRoutingComponent

Tuning File : SimRoutingComponent_0x7728186024b1edce

Field : <kDistanceMustSaveInOrderToUseSubway>

Set the value to a smaller number to allow sims to choose the subway for shorter distances.
  • - C.Dark C.Dark noted using a value of "-150"


Allow Teens to use the juice keg


Retuner : Settings \ General \ By Object \ JuiceKeg

There are several fields : HelpWithKegStand, KegStand, PourJuice, Refill, etc. In each one:
Allow Age Species \ Human Teen = True





Retuner - Retuner Interactions - Retuner FAQ - Retuner All Tuning (a list of EA XML tuning possible -Defaults)

Please feel free to add interesting Tunings you have made with Retuner and share them with us

  • Try to limit the description part so this list will be easy to look at
  • Export your Tuning via the export function in Retuner and open the error.xml with a text editor like notepad++ (better rename this file ;-)
  • Check if a Tuning is already listed CTRL + F (open Browsersearch) and search for the InteractionName, FullClassName or single word like "pregnancy"
  • Note that all given values can be altered by yourself, higher or lower
  • If you do not know how to edit the page or how to add a new row read How To Edit - or add your Tuning in the Discussionarea and other users can paste it here for you

The bold terms are the ones you have to look for in Retuner:


Disabling the Conjure Apple interaction.
<ITUN>
<ObjectName>Sims3.Gameplay.Actors.Sim</ObjectName>
<InteractionName>Sims3.Gameplay.ActorSystems.TraitFunctions+ConjureApple+Definition</InteractionName>
<Autonomous>False</AgeSpecies>
</ITUN>
Gardening: Add HumanChild
to allow children
<ITUN>
<ObjectName>Sims3.Gameplay.Autonomy.GardeningMetaObject</ObjectName>
<InteractionName>Sims3.Gameplay.Autonomy.GoToGarden+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Fall: Don't play with Sprinkler
Autonomous = False
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.Sprinkler</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.Sprinkler+PlayWithSprinkler+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Coffee Machine: Less energy kick
Energy = 25
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.DebugGameplay.CoffeeMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.DebugGameplay.DrinkCoffee+Definition</InteractionName>
<Advertised>Energy:25</Advertised>
</ITUN>
Ancient Portal:
Increase the usage = FUN
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
Washing Machine: Add HumanChild
(their appearance looks a little bit weird,
but only for seconds)
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DoLaundryOnTheSpot+Definition</InteractionName>
<UserDirected>True</UserDirected>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
</ITUN>
Washing Machine:Add Human Child and
increase put clothes in dryer

Advertised =
Dirtiness:150,BeInLaundromat:400
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.WashingMachine</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.WashingMachine+DryClothesInDryer+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>Dirtiness:150,BeInLaundromat:400</Advertised>
</ITUN>
Dryer: Add Human Child and
increase dry clothing
Advertised =
BeBonehilda:400,Dirtiness:150
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Dryer</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Dryer+DryClothing+Definition</InteractionName>
<AgeSpecies>HumanChild, HumanTeen, HumanYoungAdult, HumanAdult, HumanElder</AgeSpecies>
<Advertised>BeBonehilda:400,Dirtiness:150</Advertised>
</ITUN>
Fridge: EatLeftovers
Hunger = 200
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_EatLeftovers+Definition</InteractionName>
<Advertised>Hunger:200</Advertised>
</ITUN>
Fridge: Stop vampires from getting plasma packs
VampireThirst = 0
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition</InteractionName>
<Advertised>VampireThirst:0</Advertised>
</ITUN>
Fridge: Increase the Clean out bad food
FUN=35
Dirtiness = 100
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Appliances.Fridge</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Appliances.Fridge_CleanOutBadFood+Definition</InteractionName>
<Advertised>Fun:35,Dirtiness:100</Advertised>
</ITUN>
Foosball Table: Increase autonomy
FUN = 75
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.FoosballTable+PlayFoosballInteraction+Definition</InteractionName>
<Advertised>Fun:75</Advertised>
</ITUN>
Poisoned Apple: Stop sim from eating
Autonomous = False
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.CookingObjects.PoisonedApple+PoisonedAppleEat+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Fall: No Slippy Sliding
Autonomous = False

(you can also set this for spring)
<ITUN>
<Season>Fall</Season>
<ObjectName>Sims3.Gameplay.Objects.Environment.SlippySlide</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Environment.SlippySlide+WaitToSlide+Definition</InteractionName>
<Autonomous>False</Autonomous>
</ITUN>
Bar Professional: Allow practice
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Interfaces.IBar</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Counters.BarProfessional+Practice+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Pool Table: More autonomous playing
FUN = 80
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.PoolTable+PlayPoolAlone+Definition</InteractionName>
<Advertised>Fun:80</Advertised>
</ITUN>
TV Wall: Allow watching
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
TV Wall: Allow Fairy to watch
TraitFairy = 30
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TVWall</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+WatchTVAutonomously+Definition</InteractionName>
<Advertised>TraitFairy:30</Advertised>
</ITUN>
TV: Allow turn on
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.TV</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.TV+TurnOnTV+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Dartboard: Allow playing
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.HobbiesSkills.Dartboard+PlayWith+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Phone: Allow invite Chess Opponent
Autonomous = True
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Electronics.Phone</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Electronics.Phone+CallInviteOverChessOpponent+Definition</InteractionName>
<Autonomous>True</Autonomous>
</ITUN>
Fall: Faster rake time
Value = 5
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kRakeTime</FieldName>
<Season>Fall</Season>
<Value>5</Value>
</XML>
Fall: Less time for play in leafpile
Value = 10
<XML>
<FullClassName>Sims3.Gameplay.Objects.Environment.LeafPile,Sims3GameplaySystems</FullClassName>
<FieldName>kPlayTimeMinMax</FieldName>
<Season>Fall</Season>
<Index>0</Index>
<Value>10</Value>
</XML>
Aging: Fairy age like normal sims
Value = 1

(you can also set value 1 for
other occult types in this area)
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.AgingManager,Sims3GameplaySystems</FullClassName>
<FieldName>kFairyLifeSpanMultiplier</FieldName>
<Value>1</Value>
</XML>
Paint: Faster painting
- Medium and Large

Value = 240 (4 hours)
Value = 360 (6 hours)
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasLarge</FieldName>
<Value>360</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Easel,Sims3GameplayObjects</FullClassName>
<FieldName>kPaintTimeCanvasMedium</FieldName>
<Value>240</Value>
</XML>
Umbrella:No break,
increase chance of Replace,
near 0 chance to break,
faster upgrade time


all Fields you can find under the same
FullClassName
<XML>
<FullClassName>Sims3.Gameplay.Objects.Umbrella,Sims3GameplaySystems</FullClassName>
<FieldName>kRepairableTuning</FieldName>
<SubFieldName>PercentChanceBreakIncrease</SubFieldName>
<Value>0</Value>
</XML>

<SubFieldName>PercentWhenReplaceAvailable</SubFieldName>
<Value>80</Value>

<SubFieldName>StartPercentChanceBreak</SubFieldName>
<Value>1</Value>

<SubFieldName>UpgradeUnbreakable</SubFieldName>
<SubFieldName2>UpgradeTime</SubFieldName2>
<Value>5</Value>
Outerwear: Chance of gloves
Value = 100
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceRandomGenOuterwearHasWinterGloves</FieldName>
<Value>100</Value>
</XML>
Short circuiting the Handiness skill's automatic "Unbreakable" plumbing challenge.

Theory: Make the challenge requirement so large that it will never be achieved.
<XML>
<FullClassName>Sims3.Gameplay.Skills.Handiness,Sims3GameplaySystems</FullClassName>
<FieldName>kPlumbingObjectsForLifetimeOpp</FieldName>
<Value>1000000</Value>
</XML>
To remove the long-term relationship requirement for sharing a bed.

Note this does not remove age or near-relation blocks.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.Bed,Sims3GameplayObjects</FullClassName>
<FieldName>kBedUseVisitorPrivlageThreshold</FieldName>
<Value>-101</Value>
</XML>
Change the maximum number of ghosts allowed to spawn in the town.

The default is 16.
<XML>
<FullClassName>Sims3.Gameplay.Objects.Urnstone,Sim3GameplaySystems</FullClassName>
<FieldName>kGhostMaxGhostsInWorld</FieldName>
<Value>16</Value>
</XML>
Change the number of zombies created during a full moon.
<XML>
<FullClassName>Sims3.Gameplay.Controllers.LunarCycleManager ,Sim3GameplaySystems</FullClassName>
<FieldName>kNumSimsToBeZombifiedOnFullMoon </FieldName>
<Value>2</Value>
</XML>
Change many sim-hours must pass before the game starts to decay the long-term relationship between two sims.

Default is 48 sim-hours.
<XML>
<FullClassName>Sims3.Gameplay.Socializing.SocialComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kMinHoursToHoldRelationshipState</FieldName>
<Value>48</Value>
</XML>
How to change the Pregnancy lenght?

ATTENTION: You need to end all existing pregnancies before altering the XML

USE: Mastercontroller/SIM/Advanced
End Pregnancy Module: MasterController Cheats

Recommended by - Inf666 Inf666
Nraas/ Retuner/ Settings/ General/ By Tunable XML/Sims3.Gameplay.ActorSystems/Pregnancy
DEFAULT
kHoursOfPregnancy <72> This is how long the pregnancy will last
kHourToShowPregnantBuff <24> This is from the time of the Baby Bells from WooHoo to having the buff show
kHoursToShowFullyPregnant <36> This value must be lower than the kHoursOfPregnancy
kHourToStartContractions <72> This value must be close to the end of the kHoursOfPregnancy
kHourToStartPregnantMotives <8> This value is for barfing time which will occur before the Pregnant Buff
kHourToStartWalkingPregnant <40> This value should be set between the times of kHoursOfPregnancy & kHoursToStartContractions
kSimMinutesReactToContraction <20> Time set to how long between the ugly face of The baby is coming motive at the end of the pregnancy
Method to disable returning with a new child when using the Ambitions Time Machine.

Note that this approach disables all the alteration effects.
<XML>
<FullClassName>Sims3.Gameplay.Objects.HobbiesSkills.Inventing.TimeMachine ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceTimeAlteringAdventure</FieldName>
<Value>0</Value>
</XML>
Change how often sims use the subway objects during routing.

Distance is in sim-meters. Smaller values make use of the objects more likely for shorter routes.

NPCSubUseChance is a value between 0 and 1.
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kDistanceMustSaveInOrderToUseSubway</FieldName>
<Value>15</Value>
</XML>
<XML>
<FullClassName>Sims3.Gameplay.Actors.SimRoutingComponent ,Sim3GameplaySystems</FullClassName>
<FieldName>kNPCSubwayUseChance</FieldName>
<Value>0</Value>
</XML>
Llama (Ancient Portal): Increase the chance sims will use it

In Retuner you need to have this option enabled
"Show Object Menu"
Click the Llama NRAA/ Retuner /Setting / General
and choose" travel" via Llama (catch a beam) and increase the advertisement chance

It's also under Tunable xml:
<ITUN>
<ObjectName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal</ObjectName>
<InteractionName>Sims3.Gameplay.Objects.Miscellaneous.AncientPortal+CatchABeam+Definition</InteractionName>
my setting is <Advertised>Fun:90,TraitInsane:50,BeInPotionShopConsignmentStore:50</Advertised>
</ITUN>
Eliminate the "Unfinished Room" moodlet.

This tuning defines how much of the room must be unfinished to receive the moodlet.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.BuffUnfinishedRoom ,Sim3GameplaySystems</FullClassName>
<FieldName>kPercentMissingForBuff</FieldName>
<Value>0</Value>
</XML>
Band: Teenagers can have or join a Band

and you can change it, so Inactive Residents can also do it autonomously
Autonomous =True
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Join Band
Nraas/ Retuner/ Settings/ General/ Social Interactions/ Ask To Form Band
new settings:
<Autonomous>True
<UserDirected>False
<ActorAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder
<TargetAgeSpecies>HumanTeen, HumanYoungAdult, HumanAdult, HumanElder

and in addition Click any Young Adult SIM /NRA/ Retuner / General
Call or Invite Band Members (maybe it's called differently)
Change Bandname (maybe it's called differently)

- Allow for Teenager
<Autonomous>True
Improve the efficiency of napping, by making the duration of the nap interaction shorter.

Value is in sim-minutes.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kNapLengthInMinutes</FieldName>
<Value>30</Value>
</XML>
Means of disabling the weekly protest that occurs at City Hall.

Value is a percent, range : 0 to 100.
<XML>
<FullClassName>Sims3.Gameplay.Objects.RabbitHoles.Sim ,Sim3GameplaySystems</FullClassName>
<FieldName>kChanceOfProtest</FieldName>
<Value>0</Value>
</XML>
Hidden Brooms: Speed up the damn hidden brooms (for child and adult) so they are not useless ;-)

SPEED for any car/vehicle can be tuned in the the same area
Sims3.Gameplay.Objects.Vehicles like for:
- bicycles
- cars
- schoolbus
<XML>
<FullClassName>Sims3.Gameplay.Objects.Vehicles.HiddenAdultBroom,Sims3GameplaySystems</FullClassName>
<FieldName>kBroomTuning</FieldName>
<SubFieldName>Acceleration</SubFieldName>
<Value>5 increase up to 15
</XML>

<SubFieldName>Speed
<Value>25 increase up to 75 (that's really pretty enough)
</XML>
Let Ghosts walk like normal sims
Value = Walk

Note: Only available with Retuner 8 patchlevel 1.55 >
<XML>
<FullClassName>Sims3.Gameplay.Routing.SimWalkStyleRules,Sims3GameplaySystems</FullClassName>
<FieldName>kWalkStylesThatCountAsWalking</FieldName>
<Index>2</Index>
<Value>GhostWalk</Value>
</XML>
Changing the number of maternity leave days.

Set the value to "0" to remove them entirely.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.Pregnancy,Sims3GameplaySystems</FullClassName>
<FieldName>kPregnantDaysOff</FieldName>
<Value>0</Value>
</XML>
Change Sleep Times
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kDefaultSleepTime</FieldName>
and
<FieldName>kTypicalNumHoursToSleep</FieldName>

<XML>
<FullClassName>Sims3.Gameplay.Objects.Beds.BedSleep,Sims3GameplayObjects</FullClassName>
<FieldName>kAutonomyScoreMultiplierWhenExhausted</FieldName>
increase value
Imaginary Friend: Change the value to 0 to completely disable the chance of getting the doll when a baby is born.
<XML>
<FullClassName>Sims3.Gameplay.ActorSystems.OccultImaginaryFriend,Sims3GameplaySystems</FullClassName>
<FieldName>kChanceToGetImaginaryDollsOnChildBirth</FieldName>
<Value>0</Value>
</XML>
Change the temperature when sims switch into & out of their Outerwear.
<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchToOuterwear</FieldName>
<Value>32</Value>
</XML>

<XML>
<FullClassName>Sims3.Gameplay.Actors.Sim,Sims3GameplaySystems</FullClassName>
<FieldName>kTemperatureToSwitchOutOfOuterwear</FieldName>
<Value>50</Value>
</XML>
Disable the scolding system introduced in Generations.

Courtesy of - Inf666 Inf666
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Adult: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Elder: False
Nraas/Retuner/Settings/General/Social Interactions/Scold (Punishment Scold)/Allow Age Species: Actor/Human Young Adult: False
Diasbale the heckling interaction

- Veiledstar Veiledstar
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Child: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Teen: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Young Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Adult: False
Nraas/Retuner/Settings/General/By Object/Sim/Heckle/Allow Age Species: Human Elder: False


NRaas Terminology FAQ


Some of the terms and short-hand the developer uses can be confusing to new users who are not familiar with how this suite's mods operate.

Find here a list of the various less than obvious terms you may see in responses to your posts.

Autonomy

  • Autonomy is the process that simulates the life of a sim.
    • It includes the increase and decrease of motives, such as Hunger, Sleep, Hygiene
    • It also defines the process by which a sim chooses their next autonomous interaction.
      • Note that this process is based on the fulfillment of motives/needs
      • If you have your sim set to "static needs" they will have no reason to perform any particular interaction, and will simply stand around doing nothing unless directed by the user.

  • There are different levels of autonomy used by the game :
  • High Autonomy

    • This is the most processor intensive level of autonomy, and is therefore reserved to only a subset of the town population.
      • The Autonomy Manager is allowed to score new autonomous interactions and add them to the sim's queue
      • The Motive Manager is allowed to actively simulate the needs of the sim, making them decay at a regular rate
    • Always used by the active sims, regardless of where they currently are in the game
    • And used by any inactive sims that are currently near to the viewing window (they can be off-screen, so sometimes your neighbors are run in this manner as well).
    • A number of mods, such as StoryProgression, will occasionally push inactive sims to High Autonomy as well. This is normally temporary and wears off eventually.
  • Low Autonomy

    • This is the standard for most sims in-game.
      • Sims at this level of autonomy tend to stand near the front door of their home-lot and stare blankly at the walls.
      • Needs/Motives for these sims are periodically reset back to maximum, as they are unable to perform interactions to improve them on their own.
    • The town Meta-Autonomy Manager governs the interactions these sims are pushed to perform.
      • Meta-Autonomy regularly pushes inactive sims to visit community lots, drive around town, and generally simulate a living population without using an large amount of processing.
  • No Autonomy

    • Sims that are currently NOT in-game, such as hibernating homeless/service sims, and foreign sims fall into this category
    • No simulation of these sims is performed at all, so they use no processing time.

  • Note that the "Free Will" options provided by EA govern the available choices allowed by the Autonomy and Meta-Autonomy Managers.
    • The higher the free will, the more autonomous a sim can be regarding which interactions they are allowed to perform on their own.

Bounce

  • A "bounce" is the in-game effect that occurs when a sim is reset due to a script error.
    • In The Sims 2, this was also commonly known as a "Jump Bug" for the same reasons
  • Since most script errors that involve sims will reset the sim back to a safe location in the game, the term "bounce" can be considered to be synonymous with having encountered a "script error", and the developer may use them interchangeably during discussions.
  • If the script error is captured by a mod, a notice will be displayed to you regarding a "Script Error" having been created.
    • These errors can be then be reviewed by following the instructions here : How To Upload

Buried Dead

  • This term is used by the developer to denoted sims who have died, and whose urnstones are stored in-game somewhere.
    • Sims of this nature can be reinstantiated as real full-bodied sims, as their complete sim data is being retained within their urnstone.
    • This allows such sims to haunt in-game, whenever their urnstone is not stored in inventory.
  • This type of sim differs from "Playable Ghosts", which are actually simply regular/live sims with a special "make me transparent" flag assigned to them.

CAS

  • CAS is an abbreviation of "Create-A-Sim" : The game system provided by EA for manipulating the looks and personality of sims.
  • When the developer mentions CAS, they are referring to the overarching Core system that controls the following:
    • Stylist
    • Plan Outfit (aka "Dresser")
    • Change Appearence (aka "Mirror")
    • Tattoo (added with Ambitions)
    • "Edit in Create a Sim" (aka "Edit in CAS")
    • Plastic Surgery (added with Pets)
    • Create a Household (the new name of CAS after Pets was released)

Core-Mods

  • Core mods are a special type of override mod, which replaces one of EA's S3SACore files with a custom copy.
    • Since you can only override a EA file once, any Core-Mod that also attempts to replace the same S3SA Core file will conflict with the mod.
    • This is commonly known as the "Highlander Rule", as in there can only be "one".
      • However since there are multiple EA Core files to override, the "Highlander Rule" is a slight misnomer.
      • ErrorTrap and UntranslatedKey are both Core-Mods, but do not conflict with each other. Nor do they conflict with Awesome, another Core-Mod.
  • For further details can be found in the Scripting term.
  • Delphy uses a different definition of "Core" in their Dashboard product.
    • Their definition is any package containing a S3SA file within it, which includes Scripting Mods.
    • Do not be confused by this difference.

Custom Content

  • Strictly speaking this is any addition to the game that was not officially created by EA, which would include mods as well as other content.
  • However the preferred community definition of custom content is one that does not include mods, and as such the developer uses that definition as well.

Developer Notes

  • These notes are scattered throughout the wiki, and are usually highlighted in yellow to make them stand out from the rest of the documentation.
  • The notes are usually reminders to you or the developer themselves to do something, or information on how to do something.

Dreams and Promises


EA Standard

  • This term is used to specify that the effect being seen in-game was intended by the developers, and is not mod-related.
  • Note that the phenomena may be the result of an EA coding error that simply has not been corrected yet.

Hibernation

  • A sim is considered to be in hibernation when their physical form is removed from the game environment.
  • Hibernating sims don't actually exist anywhere and are therefore not actively simulated, so they do not use as many resources as in-game sims.
  • This can occur for a number of reasons :
    1. The sim is homeless. When the sim returns "home" and either vanishes into some lot or an apartment door, they are placed in storage out-of-game until they are needed again. Note that Service sims fall into this category.
    2. The sim is at boarding school or on a Generations Free Vacation. The physical bodies of these sims have been deleted to make them appear as if they out-of-town.
    3. The sim is a buried dead. While not haunting the cemetery, dead sims who still have urnstones in-game are considered to be in hibernation.
    4. The sim is a foreigner, either a tourist or explorer. Such sims are considered in hibernation when not actively visiting your town.
    5. Inactive babies and toddlers, left without a guardian on their home-lot will be hibernated
  • When the game requires the sim to be added to the game again, it will create a new body (a "Sim" object) and add them to the game environment, at which point they can then be actively simulated.

Injection Mod

  • An "Injection Mod" is any mod that saves custom data into your save-game that can not be handled by EA Standard when the mod is uninstalled.
    • This data can come in many forms, such as custom skills, custom careers, custom interactions, custom service types.
      • EA Standard is pretty good at removing data it does not understand, and reducing the chance of it corrupting the game
    • However there are a number of custom data elements which require a mod to clean up:
      • ErrorTrap and Overwatch deal in this sort of cleanup process, for this suite, as well as corruption caused by non-suite mods.
  • In the past :
    • There was a long standing issue within the EA coding, in which it does not handle the removal of custom interactions.
    • Because of this issue, whenever you uninstalled a mod containing custom interactions it is possible that references to custom code will be left in your save-game, and bounce the load-up process the next time you load the game.
    • NOTE: EA has since corrected the error that caused this type of injection to corrupt your save-game. As such, the warning has been removed from all the mods in this suite.

  • Mods noted as being "Injection Mods" must be uninstalled with special steps in order to avoid save-game corruption
    • For instance: Careers has special uninstall instructions, due to an EA error regarding custom schools.

Instantiation / Instantiate

  • This term is used to define the process in which a sim's physical body is added into the game environment.
    • Essentially, it is the reverse of Hibernation
  • Normally only homeless sims require regular instantiation, as most residents have a permanent presence in the town.
  • MasterController's "Reset Sim", "Reset Lot", and "Reset Everything" essentially removes the sim's physical body, and reinstantiates them at a safe location on their home-lot
    • This process is called a hard-reset, as it completely resets all the information associated with the sim's physical body (it deleted the old one entirely, and replaced them with a new in-game copy).
  • Instantiation of sims is possible because the true data associated with the sim is not stored within their physical presence in-game, rather it is stored in the Household data-set to which the sim is assigned, or in the sim's urnstone (if they are buried dead).
    • When a sim is reinstantiated, the information from the original sim data is used to recreate their in-game body.

Interactions

anchor : [[Terminology FAQ#Interactions]]
  • An "Interaction" is the term used to define an operation that can be initiated in-game, either via user-direction or autonomously via a sim.
  • There are two types of interactions:
    1. An Immediate Interaction. These appear with an Orange symbol on the menu entry
      • ImmediateInteractionIcon.JPG
      • These types of interactions cannot be autonomously chosen by sims, and are not saved to the save-game (They are not injection interactions)
      • When run, the interaction is performed immediately, and does not require the active sim to stop what they are already doing.
    • The other form of interaction is one that is added to a sim's interaction queue for processing.
      • Custom forms of this style interaction are known as injection interactions because they are referenced in the save-file.
  • Note that Immediate interactions in this mod suite can be displayed in two ways :
    1. Either via the EA Standard menu system, using the blue nesting menu
    2. Or via a scrolling listing window, the default for suite mods that contain more than a dozen in-game settings.
  • For further information on options, see the

  • When the developer refers to an interaction, they may say the following : MasterController's "Sim \ Status \ Personal"
    • This is short hand referring to where the interaction is located in the suite
  • In the above example :
    1. The interaction is located in the MasterController base-mod, so you have that installed to use the interaction
    2. Interactions for NRaas mods are located under the "NRaas" menu entry when you click on an object.
    3. Under "NRaas" you will locate a "Master Controller" menu entry.
    4. Within the "Master Controller" entry, you will find a "Sim" enty.
      • Note that the "NRaas \ Master Controller" portion of the menu is always implied in the short-hand.
    5. Under "Sim" you will find a "Status" entry
    6. Under "Status" you will find a "Personal" entry.

  • When it comes to StoryProgression..the short-hand is close, but does have a couple of differences:
    1. "Options: Flirts" is short-handed to "Flirts" . Namely the "Options:" portion is implied.
    2. Sometimes there are sub-menus under the "Options:" sections that are left out to save typing.
      • Most sub-menus are pretty obvious to guess, however you may need to look in the documentation if you cannot locate it.
    3. The "General Options" portion is generally implied.
    4. If the interaction is not in the "General Options", a note of it being a "Sim/Household/Town" option will be made
  • So an interactions such as "NRaas \ Story Progression \ Sim Options \ Allow Aging" is short-handed to :
    • "Allow Aging" Sim Option
  • While "NRaas \ Story Progression \ General Options \ Options: Money \ Options: Debt And Taxes \ Automatic Active Billing" is short-handed to :
    • "Money \ Automatic Active Billing"

Mini-Sims

  • Mini-sims or minisims, as they are called in several mods, are a special type of sim reference added by World Adventures
    • They provide a location for the game to store information about the sim even if the sim is not available in the currently loaded Town-File
    • Their original purpose was to provide a compact way to show information about Foreign Sims living in the EA Vacation Worlds
  • These mini-sims contain just enough information to display the "Known Info" tooltip for the Relationship Panel and Family Tree windows.
    • A mini-sim does not contain sufficient information to instantiate a sim, so if the actual sim is required, the game will pull the complete sim data out of the foreign town-file and use that instead.
    • Because of this limitation, if your sim is emigrated or otherwise removed from the town by the game, it is not possible to recover them using solely the mini-sim information.
  • MasterController..lists mini-sims under the "Type of Sim" - "Local Mini-Sim" filter. Sims listed in that filter are most likely permanently lost to that save-game.
    • It is possible to return to an earlier save, export the sim, and import them into your new save. However you will need to manually reattach all relationship and family-tree links yourself.

Mods

  • A mod is defined as being any package that contains scripting, either in the form of a Core-Mod, or as a Scripting Mod, that was not created by EA.
  • Note that EA Premium content contains new scripting (hence why it is considered "premium")
    • Strictly speaking, these are essentially mods created by EA, though for clarity purposes, no one bothers including them under this term.

Non-Core Mods

  • Non-core mods are scripting mods that does NOT override one of EA's S3SA Core files.
  • Though many users consider non-core mods to be safer, that is not necessarily the case. Many of the corruption pitfalls that plague larger mods such as Awesome..are applicable to non-core mods as well.
    • You should ensure that you understand the WARNING section listed on the download page for a mod before you install it.
  • For further details can be found in the Scripting term.

Noted for Future Consideration

  • The developer thinks the idea is worth of further study, and has added it to TheList page for whatever mod is applicable
  • There is no guarantee the developer will ever actually implement the change, however it will be reviewed whenever a new Phase is warranted

Options

anchor : [[Terminology FAQ#Options]]
  • These are special [[#Interaction|Immediate Interactions]] exposed by a mod, allowing you to change a setting
    • For most of the suite mods these options are listed using a scrollable listing window
      • ListingWindow.JPG
      • (This example is the listing displayed when you Middle-Click on a sim portrait when PortraitPanel is installed)
      • This style of window has benefits over the EA Standard popup menu, in that it allows for multi-selection
    • If the mod does not have sufficient settings to warrant adding the listing window code, the options are simply displayed using the EA Standard popup menu
      • ModOptionEnty.JPG
      • (This example is from Phase One of Traveler
      • In this case the value of the setting is displayed after the "=" sign.
    • Several of the older mods have tuning available to switch between the Listing Window and the Popup Menu Style methods of display.

Phase

  • A new Phase of a mod is released for one of two reasons
    1. EA has released a new Patch that has broken the mod's scripting. A new Phase is created to maintain compatibility with the EA Core coding
    2. The developer has decided that the mod requires a new expanded translation. Extensive alterations to the translations is kept to a minimum to reduce the work required by third-party translators.
  • When a new Phase is released, a new download page is created to host the mod, the documentation is updated to include any new features, and new tuning is released.

S3SA

anchor : [[Terminology FAQ#S3SA]]
  • The term used to describe a coding file, when stored in a Sims 3 Package
  • These files are DLLs, written using MONO, a subset of the .NET Framework that is compatible with Mac Operating Systems
  • Mods containing these files are called [[#Scripting|Scripting]] mods because they contain custom programming code, or scripts
    • EA Premium Content are scripting mods (that is why they are "Premium")

Script Error

  • When an coding error occurs in the scripting portion of the game, the system will fire an "Exception".
  • Depending on where these exceptions occur in code, they may be caught and reported by a mod.
    • Errors caught by this suite's mod will produce a notice stating their creation, and eventually will be dumped to file for later review.
    • You can locate script error files by following these instructions : How To Upload
  • If the error goes uncaught, it is termed an "Unhandled Script Error". These type of errors are represented in game by :
    1. Objects resetting out of the blue for no particular reason
      • ErrorTrap can catch errors that occur during the simulation of an object
    2. Menus not appearing (an unhandled script error during menu creation will halt the menu entirely.
      • Selector can be used to catch and report these sort of errors.
    3. The interface only partially refreshing, leaving parts of the screen empty, or simply not changing the contents at all
      • Unfortunately, there is no generalized mod that is currently capable of reporting these type of errors.

Scripting

anchor : [[Terminology FAQ#Scripting]]
  • The mods in this suite are referred to as scripting mods. What this means is that the packages contain a S3SA..file which contains software coding.
    • In the case of non-core scripting mods, this coding is new and distinct from the EA Core. It references the Core, making changes to the data, or replacing sections of EA coding with custom versions.
    • In the case of Core scripting mods, the coding is a complete replacement of one of EA's Core files. Essentially the mod becomes your game's Core scripting, and all non-core mods reference it instead.
    1. The Game-Engine - This is the system that runs the graphics, file management, and the scripting interpreter.
    2. The Scripting-Engine - This is a MONO or .NET compatible system, using DLLs stored as S3SA package files to define the coding.
  • The developer writes their scripting in the C# language, using Visual Studio Express.

Sims3Pack

  • - CameranutzII CameranutzII describes these files as such:
    • A Sims3Pack file is a bundled file with a thumbnail that can be viewed for content in the Launcher.
    • File types contained can be either package, sim, or world.
    • Once extracted via the Launcher, the files are put in the appropriate folder.
      • These folders would be either Library, DCCache, or Installed Worlds.
      • Extracted package files are in the DCBackup folder.

Town-File

  • A town-file is represented in the save folder as a single ".NHD" file.
  • With the addition of World Adventures, EA changed the save structure to allow you to have multiple town-files within a single save-game.
    • Each file must have a unique name, usually the name of the World file from which it was created.
    • Traveler expands the choices of worlds to visit, and in doing so will create a town-file within your save-game each time you travel to a new world.

  • The game is designed to only have one town-file active at any one time.
    • Essentially, a "Town-File" is equivalent to a "Lot-File" in The Sims 2, simply with a much bigger scope.
      • Where-as in The Sims 2 only the active lot was simulated, with neighborhood sims being imported and exported as needed, in The Sims 3, it is the entire town that is simulated, with sims from foreign town-files being imported and exported as needed.
    • When you select a save to load, the progess window that follows is the game loading the currently active Town-File information.
    • Note that the same thing happens when you travel to a new world using World Adventures.
      • The game saves and unloads the old town-file, and then loads the town-file for your destination.
      • In doing so, your traveling sims are exported to file, and later imported into the new town.
    • Since only one town-file is active at any one time only the sims in the active town-file can be simulated by the game.
      • Foreign sims are aged using their Mini-Sim representations, and are properly updated the next time they visit your town, or your visit theirs.
      • EA Story Progression will automatically run a series of actions against any vacation world you visit, to simulate the passage of time.

Townies

  • The term "townie" is a holdover from the Sims 2 days, where sims were created solely to populate downtown world lots.
    • These type of sims did not reside anywhere in the game, and simply provided additional atmosphere and immersion.
  • In The Sims 3, with its open world approach, the term is confusing, so the developer chooses not to use it.
    • Instead, the following terms are used in its place :
    1. Active

      • A sim in the active family that can be actively selected and provided the Plumbbob of Control
    2. Inactive

      • A sim that is not Active
      • Note that this can include sims in the active family that are currently set as unselectable

    3. Role Sims

      • A sim assigned to a role in town, such as a Cashier, Tattoo Artist, Paparazzi
      • Note that these sims can be Residents in your town, or Homeless.
      • When StoryProgression and Register are both installed, homeless role sims are automatically moved to the Service Household
      • These sims are listed in MasterController under the "Type of Service" criteria, using the word "Role" as a prefix.
    4. Service Animals

      • Added with the Pets Expansion, these type of animals are generated to fill adoption pools or fulfill specific roles in town.
      • Note that only the "Raccoon" and "Deer" are both Service Animals and Role Sims.
      • These sims are listed in MasterController under the "Type of Serivce" criteria, using the word "Pool" as a prefix.
      • These sims must reside in the Service Pet Household in order to operate properly
    5. Service Sims

      • Sims governed by the EA Service System, such as Maids, Mail Deliverers, Social Workers, etc.
      • These sims are listed in MasterController under the "Type of Service" criteria, using the word "Type" as a prefix.
      • These sims must reside in the Service Household in order to operate properly.
    6. Residents

      • These are sims that are assigned to a physical lot in town, and can be listed when you look at the lot from "Edit Town"
      • Note that Butlers are *not* residents while living with you. Those sims are still part of the Service Household, and are not part of your household's population
      • Do not be confused by the virtual apartments added with Late Night. Those doors are simply rabbitholes from which homeless and service sims will hibernate or spawn on demand.
        • Sims "living" in these doors are *not* considered residents by the developer.
    7. Homeless

      • Homeless include all sims that are not Residents.
      • EA Standard uses homeless sims to satisfy coworker requirements and fulfill role assignments, however most homeless are the result of coding errors.
        • By default StoryProgression is quite harsh when dealing with homeless and will remove them from existence if a suitable lot cannot be located for them.
      • Though Service Sims are technically considered homeless, they are not included in this term by the developer.

  • Note that the use of "NPC" is equally confusing, since by definition that means any "Non Player Character".
    • EA defines NPCs as any sim that is not actively selectable without changing households, which includes every Service Sim, Homeless, and Inactive Resident in town.
    • Other users use the term to specify only the Service Population, and not the Residents.
    • The developer will never use such a term in a discussion (though it does appear in a number of mod translations), due to its various conflicting meanings within the community.

Tuning

  • Tuning is the term used by EA to denote XML formatted files stored in packages that contain the global default parameters for use by the scripting system.
  • EA provided a large pile of tuning for changing how the Core scripting game operates, and since it is XML, the format is very simple to understand, even for novice users.
    • The biggest challenge with EA tuning is locating the values you want to change, since their are so many files to choose from, with many having dozens of parameters within them.
  • Since this suite's mods are also scripting, they have the ability to define their own XML tuning, and most do so.
    • StoryProgression is the exception to this rule. The structure and sheer number of its options makes it incredibly difficult to tune conventionally.

Version

  • A version is a new release of a mod containing changes to the scripting.
  • New releases of this nature will be suffixed with a new numeric value, usually one higher than the previous release


General Issues

These are errors and issues related to the Core game itself.
  • These are generally the results of EA gaffes, design flaws, or are actual EA intended functionality that simply appears to be an error.
  • FAQs regarding how to do something or change EA Standard functionality should be added to Which Mod FAQ and Other Mods FAQ instead of here.

Note: Mod related issues should be noted in the associated Issues Page, so the developer can look into correcting them.



Error 12

anchor: [[General Issues FAQ#Error 12]]

Error 12 is an "out of memory" error, caused by either:
  1. Playing an very large save-game that takes up a lot of computer memory
    • The Sims 3 was not written with the concept of database management, and as such the entirety of your current town-file is loaded into memory when you load the game.
    • Meaning you must have sufficient memory available to do so, or the game will simply crash-to-desktop.
    • Though ErrorTrap can perform some save-file cleanup and reduce save size, eventually your town will simply become too large to load. Before that happens it is advised that you move the population to a new fresh town. Porter can help you in this matter.
  2. Playing a very long game-session without restarting the game
    • The Sims 3 also has a number of memory leaks, meaning that as you play the game, some parts of memory are left stranded and unusable.
    • The longer you play without restarting the game, the more memory is consumed, until eventually you simply run out and the game performs a crash-to-desktop.
    • To resolve this issue, you should confine your play sessions to a certain amount of time, then save and restart the game from scratch.

The main issue is that The Sims 3 is a 32 bit application, and as such only has access to at most 4GB of memory (2 to the power of 32). That is a hard limit that can never be exceeded by the game.
  • In the past, the game was actually written to only allow for 2GB of memory usage, however EA wizened up later on and removed that restriction.
  • Unfortunately, if you are using a 32bit operating system you are still limited to 2GB of memory, unless you perform adjustments to Windows itself
  • If you are running a 64 bit operating system, the game is capable of using a full 4GB of memory

  • Note: The code for the game itself uses a section of memory for referencing purposes, so even with a 64bit O/S the most memory you will be able to use is limited to around 3.7GB, after which the game will become unstable and crash.

Further details are available here : Crinrict - Save Errors 12, 13, 16

anchor: [[General Issues FAQ#TravelDB]]
Several users have noted that manually altering the TravelDB.package for your save-file can improve performance.
  • Note that the following is an advanced operation, and should only be performed if you reasonably adept at altering package files.
  1. Save your save-file as a new game (so you have a backup in case something goes wrong)
  2. Load the TravelDB.package using S3PE
  3. Select all the _IMG files within the package and delete them
  4. Save the TravelDB.package
  • Deleting the images should drastically reduce the size of the package, and reduce the amount of data loaded by the game into memory

Several users have also noted that deletion of SNAP files in your NHD town-file can improve loadup times, and perhaps improve save longevity.
  • Note that the following is an advanced operation, and should only be performed if you reasonably adept at altering package files.
  1. Save your save-file as a new game (so you have a backup in case something goes wrong)
  2. Load the NHD file using S3PE
  3. Select all the SNAPfiles within the package and delete them:
    • At the bottom make sure the boxes for Display Names and Tags are checked
    • Also at the bottom, fill in "SNAP" in the Tag field (without the quotes)
    • Press the Set button, you'll see the SNAP field gets copied into the box below it
    • Tick "Filter Active". S3PE now only shows you SNAP resources
    • Highlight any of the resources and press ctrl-A
    • Wait (patiently, depending on your system and the number of SNAPs) until S3PE highlights ALL the SNAPs
    • Press the Delete button on your keyboard
  4. Save the NHD file.
  • Deleting the images should drastically reduce the size of the package.
    • However how this affects performance in the game itself is still up for debate.
    • Missing images that are requested by the game will be automatically rebuilt by the system.
    • The effect this has on the amount of memory your game needs is negligible.


Error 16

anchor: [[General Issues FAQ#Error 16]]

Error 16 is a generalized file-system error. It occurs when the game unable to create new files on your computer's hard-drive.

Why the game is unable to do so can be due to a variety of reasons :
  1. The save-file you are trying to overwrite is open by another application on your computer
    • For the developer, this occurs when I am looking at the contents in a Package Editor and forget to close it.
    • It may also happen if your anti-virus scanner is currently accessing the files for whatever reason
  2. The save-folder is read-only.

    In the above cases, you can resolve the issue by simply using "Save As" and saving your game under a new file name.

  3. Your hard-drive is full.
    • In this case, you will Alt-Tab out of the game, and make some space available on whatever drive your "My Documents" is stored on.
    • After you have made space, simply return to the game, and save again.

Further details are available here : Crinrict - Save Errors 12, 13, 16



Game Freezes


A game freeze is when all the sims stop moving and the game stops responding to your commands.
  • The animations may continue to run though, making it appear that the game is still working, however you are never able to successfully interact with it again.

Little is understood about why this issue occurs, so possible resolutions tend to be generalized in nature.

- C.Dark C.Dark provides the following suggestions when this occurs :



Game Lag

anchor: [[General Issues FAQ#Lag]]

Lag in-game appears as a stuttering effect, where the game appears to stop and start on a constant basis.
  • Such lag can be caused by improperly coding mods (in the past PortraitPanel and Relativity have both caused game lag to varying degrees)
  • Lag can also be caused by running mods that are simply too processor intensive for your machine ( StoryProgression is the prime suspect in this circumstances)
  • If you have incompatible mods installed, that can also produce lag issues. You may want to verify that all your mods are compatible with your Patch Level.

Commonly though, lag is also caused by bad game routing.
  • Calculating the paths which sims use to travel through the game world is labor intensive, and if the world you are playing has any serious routing errors, that process is made even slower.
    • Mods that push sims to travel around town, such as StoryProgression can exacerbate this issue.
    • There are also fixes available for some of the EA provided worlds that correct some of the more obvious routing errors. They are mostly available at ModTheSims.
  • Sims that get stuck in unroutable locations can eat up a lot of processing time attempting to escape.
    • Overwatch attempts to correct this issue by periodically resetting sims that have not moved in a while.
    • However you can also manually reset everyone in town using the console command : resetsim *
    • If EA's soft-reset does not work, you may want to try the hard-reset in MasterController
      • "NRaas \ Master Controller \ Town \ Reset Everything" from the City Hall Menu
  • Several users have noted that the Generations..Memories system can cause lag.
    • Suggestions on how to disable that system are available here : Other Mods FAQ

anchor:[[General Issues FAQ#China Lag]]
If you are experiencing lag while vacationing in China, there are a number of suggestions to try :
  • The "Hot Springs" and "Dragon Springs" lots have been known to produce serious routing issues, due to the terrain surrounding them
    1. - Clisair Clisair suggests simply deleting the lots altogether. Doing so will stop the game from pushing sims to those lots.
    2. If that is too severe, - Mellye Mellye suggests simply changing the lots types to "No Visitors Allowed". Doing so will have the same effect of stopping the game from routing sims to those lots.
      • Note that one of the lots is LotLocked so to change the lot you must :
        1. Use Ctrl-Shift-C to open the command console
        2. Type in enablelotlocking on
        3. When you click on the lot from "Edit Town", there will be a Lock symbol, click on it to unlock the lot and allow changes.
    3. Note if you already have sims stuck attempting to route to those lots, you should reset them
      • Either use the resetsim console command
      • Or use MasterController's "Advanced \ Reset Sim" to send them home.
  • If you have Pets..installed, you may want to turn off the "Wild Horses" herds so the game does not need to route them.
    • Note this is only an issue if you have a mod installed that unlocks pets for vacation worlds, such as Traveler
    • You can use Register to alter the size of the Wild Horse pool and reduce the number of animals roaming about
  • There is a custom version of the China.world file available at ModTheSimswhich corrects some inherent routing issues.
  • Overwatch..contains coding to catch and automatically reset sim who are stuck in unroutable locations
    • Note however that its corrections can take a sim-day to implement, and do not stop the sims from getting stuck again the next sim-day



The mood meter in my game is Dark Green, and the game is stuttering or acting bizarrely!

anchor: [[General Issues FAQ#BadMod]]

The "Dark Green" mood meter is an indicator that you have an incompatible mod installed in your game.
  • The effect is due to a mislink between a scripting mod you have installed, and either the Core files or another scripting mod necessary for its operation
  • When the mislink occurs, it bounces the loadup of the game, causing odd graphical issues and game-play errors
  • Personally, the developer has noticed the effect quite often when they uninstall a base-mod, but fail to remove any modules as well

The solution is to go through the mods you have installed, and ensure they are all compatible with your Patch Level.
  • If you have any option modules installed, also ensure that you have the proper base-mod version installed for them



I have a massive number of butlers spawning at the same spot in my town!

anchor: [[General Issues FAQ#Butlers]]

This issue has been known to be caused by having an incompatible EA "Books" related tuning mod installed.
  • What happens is each Butler is spawned carrying a specific book.
  • If that book is not available in tuning, the spawning process will bounce, and the game will be forced to repeat the process.
  • The solution is to remove or replace the broken tuning mod.

To clean out all the existing Butlers, use MasterController's "Sim \ Advanced \ Total Annihilation" from the City Hall Menu, with a filter of "Type of Service" - "Butler".

- C.Dark C.Dark also provides these suggestions:
  • you have to define the butlers bed (straight afterwards you hired one by phone) and you have to define the bed every week again, otherwise he will leave.
  • Provide a specific sim to be the butler:
    • Click somewhere on the ground of your lot use NRaas / MasterControler / Add sim / A type of sim / Service-staff
    • choose a sim you want to be the butler and add, then this sim is shown in your left panel.
    • Repeat first step NRaas / MasterControler / Sim / Advanced? / look for Set Service
    • (Allows the user to set the service type on a sim, doing so will automatically move the sim to the service bin)

  • In addition: There are a few butler behavior mods at MTS and also Twoftmama, like less cooking and all that, that may be helpful.
    • I use f.a. Twoftmama's "Less Service Sims Butler Tweaks Combo v3".



What happens when I delete a sim from my game ?

anchor: [[General Issues FAQ#Sim Deletion]]

There are several methods of deleting sims from your game:
  1. Evict the sim while in Edit Town, and then leave them in the clipboard when you return to Live Mode
    • This is not a clean method of deleting sims.
    • Under EA Standard this approach can lead to corruption issues which will bounce your game.
    • Mods such as Awesome, Overwatch, and ErrorTrap can be used to mitigate this corruption.
  2. Delete the sim's urnstone after they die.
    • This is the proper EA Standard method of deleting sims.
    • Performing this action will force the game to compress your full sim description into a mini-sim, reducing the memory usage required by the save.
    • Mini-Sims are used to maintain family tree linkages, so genealogy will not be affected by this type of deletion.
  3. MasterController's "Total Annihilation"
    • This method is similar to urnstone deletion, except that the mini-sim is also deleted, which removes all long-term relationships and family tree linkages.
    • Further details on this approach are available here : MasterController FAQ
  4. "MoveObjects on" and delete from Buy Mode
    • Note this is not a true deletion of the sim description itself, you are merely deleting the in-game body of the sim when you use this method
    • The sim still exists in your game, attached to whichever household they are currently assigned to.
    • Overwatch's "Recover Missing Sims" re-adds the in-game body of any resident sim whose body is missing from the game.

Note that none of these approaches are perfect.
  • Each method will leave varying degrees of improper references to the deleted sim in your game.
    • An improper reference can lead to bouncing issues if the code expects a valid sim at the end of the reference.
    • Improper references also lead to save-bloat, as even though the sim is no longer visible in-game, their information is still be stored to your save-file.
  • One of the purposes of ErrorTrap..is to weed out these improper references, and detach them from your game.
    • Doing so ensures that this unnecessary information is not persisted back to the save-file the next time you save.



My sims live beyond the age length I have set, what's wrong ?

anchor: [[General Issues FAQ#Elder Aging]]

There is nothing actually wrong, the effect is EA Standard.

When an elder reaches the maximum age for your chosen life-span, they will roll for the chance to live another day.
  • By EA tuning default, running the Normal Life-Span of 90 sim-days, an elder has a 14% chance of dying each sim-day after 90.
  • So it is theoretically possible for a sim to live forever, provided they continue to roll successfully each sim-day

EA chose this approach to better approximate reality, since not everyone lives to the same age.

Tuning for these values are located in the EA "AgingManager" file, under the <kChancePerDayElderWillDie...> fields (there is one for each life-span).

In addition
  1. Elders with the "Full Of Life" moodlet, receive a 100% chance at surviving to the next sim-day
  2. Elders who have achieved "Marathon Runner" skill challenge receive a greater chance at surviving



I have duplicate or clone sims appearing in my town, where are they coming from ?

anchor: [[General Issues FAQ#Duplicate Sims]]

Often called dopplegangers, these duplicate sims are normally the result of Import errors.
  • When you import a family from the Edit Town Library, the system unpacks the family and temporarily stores the contents as a homeless family in your town
  • After you are completed either moving the family into town, or after you cancel the operation the game is *supposed* to clear out any homeless remnants.
  • Unfortunately, the process tends to fail quite often, leaving a duplicate copy of your newly imported family in your town.

Normally, you would not immediately notice these type of sims since they spend most of their time hibernating "out-of-town", as most homeless tend to do.
  • However, if you are using EA Story Progression, that system will periodically assign new residential lots to homeless as a means to "get the family off the streets".
  • In doing so, the doppleganger family becomes much more obvious, with the reason for its existence lost in the annals of time.

To correct this problem :
  • Use MasterController's "Sim \ Advanced \ Total Annihilation" from the City Hall Menu, using a filter of "Type of Sim" - "Homeless"
    • The listing will display the names of all homeless in your town, simply select the ones that match the family you recently imported
  • Use StoryProgression. It changes the rules for homeless immigration, automatically deleting any homeless that appear in your town.



I checked the population of my town, and there are a lot of horses listed, why ?

anchor: [[General Issues FAQ#Horse Population]]

When you have Pets installed (obviously), EA Standard is to populate the following pools of horses :
  • Adoption : 2 to 6 horses
  • Buy/Sell : 2 to 6 horses
  • Stallion : 4 to 8 horses
  • Unicorn : 1 horse
  • Wild Horse : 2 to 4 horses

Add these pools up together and you will find that by default towns will contain up to 25 service horses.
  • This is not including the number of horses you may have assigned to resident families.

So how do you control this population you ask ?
  • Register..can be used to control the population of animals that physically spawn in your town.
    • Namely, the mod can limit the number of Wild Horses and Unicorns (the other pools never actually spawn animals in town).
  • A EA "PetPool" tuning mod that alters the <EP5Max> field (used by Appalooza Plains) and the <OtherWorldMax> field (used by other worlds)
    • For more information on creating tuning mods, see here : How To Tune



My Sims have stopped aging, how do I fix it ?

anchor: [[General Issues FAQ#Aging]]

First thing to do is ensure that the aging for your sims is actually enabled :
  1. In the EA Options, ensure the "Enable Aging" is turned on
  2. If you are using StoryProgression, check the various options that govern aging in that mod
    • Check the "Sim Options \ Allow Aging" setting for the sim in question and ensure that it is set to "True"
    • If that option is not available, then check and ensure that you have "Sims \ TS2 Style Aging" set to "False"
  3. If you have another Aging control mod, such as Buzzler's Aging Manager, ensure that the settings are proper in that mod.

It is possible that the Aging flag has been disabled for the sim. You can verify whether this is the case, by the following :
  1. Install MasterController
  2. From the Sim Menu, navigate the menu "NRaas \ Master Controller \ Status \ Personal"
  3. At the top of the window that appears it will state "Aging Disabled" if the Aging flag for that sim has been turned off

You can enable the Aging flag for all sims in town by doing the following:
  1. Install DebugEnabler
  2. From the City Hall Menu, navigate the menu "NRaas \ Debug Enabler \ Options: City Hall \ Aging... \ Aging: On"
  3. Doing so will toggle on the aging for all sims (except the Reaper) in town.

If it is simply one sim you are concerned about, you can toggle the aging via the following :
  1. Install DebugEnabler
  2. From the Sim Menu, navigate the menu "NRaas \ Debug Enabler \ Options: Sim \ Aging... \ Allow Aging"
  3. Doing will toggle the aging flag for that one sim, turning it off if it is on, and vice versa.

Since the Generations Patch introduced new coding regarding aging, a lot of users have noted aging problems.
  • One of the suggestions on how to resolve the issue is to:
    1. Go into the EA Options
    2. Change the life-span from what you are currently using to another length, such as Epic.
    3. Press the Accept
    4. Play the game for a couple of seconds.
    5. Go back into the options and change it back to your settings.
  • Doing so has been known to unstick aging on some user's setups.
  • - claudiasharon claudiasharon has reported that certain types of CAS Age staggering tuning mods can impact aging.
    • Ensure that you do not have any out-dated tuning mods installed
  • Overwatch has corrections in place to catch a couple of Generations..related errors that can bounce the aging manager
    • The corrections are automatic, all you need to do is install the mod.



My sims are unable to attend their after-school activities, why ?


Most likely you are encountering the "Field Trip" bug, where a field trip situation performed at some point earlier in the game is still running in the background.
  • Since Field Trips block the use of after-school activities, your sims will be unable to attend until the situation is cleaned up

You can check whether your sim is encountering this issue by using MasterController's "Status \ Personal".
  • The "Field Trip" situation will be listed there if they are still assigned to such.

To clean up a rogue situation :
  1. Use MasterController's "Advanced \ Reset Sim" on the sim, or if that does not work use "Reset Lot" on the lot where the field trip was originally performed.
    • Note that EA's "resetsim" command will not clear up this type of error.
  2. Install Overwatch. It has a nightly routine that removes field trip situations that are left running in-game.
    • You can also perform the cleanup immediately using the "Immediate \ Clean up Situations" interaction.



I have a pile of sims continuously congregating at a specific lot in town, how do I stop it ?


Late Night added a couple of opportunities to the game that can become corrupted after use, one of them being the "Hold Audition" situation.
  • After completion, the game fails to stop calling new inactive sims to the lot, and proceeds to do so even if all the sims are reset, or the lot is deleted.

Installing Overwatch will correct the error, though you may need to save and reload the game at least one to fully reset all the sims.



I have an invisible sim, they appear to be wandering around town, but all I see is their thought balloons sitting on the ground!

anchor: [[General Issues FAQ#Invisible]]

Most likely the sim has a broken or corrupt outfit assigned to them, and when the game attempts to render their physical body it is unable to do so.
  1. Install DebugEnabler
  2. Click on the City Hall, and navigate the menu "NRaas \ Debug Enabler \ Options: City Hall \ Fix Invisible Sims"
  3. This interaction will attempt to correct broken outfits found on any sim located in your town
    • If a broken sim is located, you will be informed via a notification in the upper right.



I can't use my computer while on vacation!

anchor: [[General Issues FAQ#WA Computers]]

So, you try to click on the computer while on vacation and no menu appears ?
  • Most likely you are encountering a script error during the Menu creation process.

To correct this problem, you have two choices :
  1. Install Selector
    • This mod catches and reports script errors that occur during the Menu creation process, removing the broken interactions, and allowing the rest to appear
    • You will receive a script log detailing the error, which you then review : How To Upload
  2. Install Traveler
    • Most likely the error you are encountering is a problem with the "Adopt Pet" interaction on the computer. That interaction does not work properly while on vacation, and bounces the computer's popup menu.
    • Traveler corrects the error, by starting the Adoption Social Worker system in that town.



Going to the grocery store to buy or sell fruits and vegetable does not work!

anchor: [[General Issues FAQ#Grocery]]

There are several suggestions on what may be the issue, and how to fix it :
  1. - twallan twallan suggests checking whether you have too many items in your inventory
    • The inventory listing window will bust if you have too many items
    • Try moving some items to the fridge, and then try again
  2. - willowbee221 willowbee221 suggests checking whether you have any incompatible mods available
    • Mods that affect the grocery store rabbithole, the quality of produce, or a buy all produce/fish?
  3. - SimAd_NRaas SimAd_NRaas suggests checking for any unknown seeds in your inventory
    • Those objects have been known to cause bounce issues in the past


My Sims 3 Store Premium Content does not work!

anchor: [[General Issues FAQ#PremiumContent]]

- NonaMena NonaMena notes: The most common cause of broken premium content is due to an incomplete ccmerged.package in the DCBackup folder.
  • The ccmerged.package is found in Documents\Electronic Arts\The Sims 3\DCBackup. This package is used to store all Sims 3 Store-related moodlets, skills and recipes. If your ccmerged.package is incomplete, or empty, your premium content will not be able to work properly. The ccmerged.package will not appear for users who have not installed premium content.
  • If you have deleted everything in your DCBackup folder and have not done a clean re-install of premium content, your ccmerged.package is most likely incomplete. The launcher does re-make the ccmerged.package when it is deleted, but it is often empty and useless.
  • You can restore your ccmerged by uninstalling all premium content and re-installing it. This will fix many bugs, such as the spell book reset bug, and moodlets not appearing properly.
  • To avoid breaking your premium content, do not delete the ccmerged.package.
  • For more information about the ccmerged.package and how to restore it, - NonaMena NonaMena recommends the following tutorial: Nona's Sims: DCBackup, ccmerged.package, and Your Premium Content Items.



Bug Fixes


(Originally maintained by Crinrict)

Since Twallan's Mods nowadays fix so many EA bugs and they are all over the mods, I've decided to make a little list on which bug is solved by which mods

BUG: Invisible Sim, caused by lost outfits
MOD: Either have them automatically cleaned up by ErrorTrap or do it manually with DebugEnabler (Fix invisible Sims). Note that the genetics as well as the outfits of your Sims may be rerolled, hence they might look different then before.

BUG: Missing UI
MOD: If you are sure that you did not inadvertently press the F10 Key and make the UI disappear this way, ErrorTrap will be able to recover the UI for you. If that does not work, using DebugEnabler's forceHud console command to force the menu to reappear.
  • Developer's Note:
    • If you find yourself automatically forced back to "Edit Town", do not continue to play the game as if nothing happened.
    • Use the Save As and create a new save-game, then return the Main Menu and load the the new save from there.

BUG: Unable to click on the family tree or the family tree is completely messed up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. To manually adjust your family tree, use MasterController

BUG: Can't get the interaction to go steady or get married to show up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. Sometimes this issue can be resolved by simply using only romantic interactions for quite a while.

BUG: When traveling, my Sim doesn't make it to the destination. I have an empty interface
MOD: This error is caused by multiple issues, some of which are fixed by StoryProgression. There are some issues that are not fixed, so this error might still occur.

  • Traveler helps showing errors that occur during the transition and can help fixing more issues in the future.

BUG: It's not possible to explore tombs anymore for when you click on walls and traps, the interactions are missing
MOD: Most likely still fixed by StoryProgression

BUG: Can't load a certain savegame
MOD: Use ErrorTrap to solve this issue.

BUG: My Sim is stuck in moving mode and because of this, it's not Edit Town and other options are grayed out
MOD: Use the option Drop moving on the DebugEnabler.

BUG: My Sim run everywhere
MOD: Use DebugEnabler's Reset Walk to correct the issue.

BUG: One or more of my sims are stuck
MOD: Overwatch resets stuck sims automatically. Use MasterController or the cheat resetSim firstname lastname (or resetSim *) to reset the Sim manually.

BUG: My inactive Sims have tons of cars in their inventory. Also all parking spaces are taken up by abandoned cars, making the game lag extremely
MOD: Clean up Vehicles in Overwatch will get rid of them periodically

BUG: Can't use the grocery store
MOD: This is due to unknown seeds in a Sims inventory. Remove the seeds or use DebugEnabler to make them known.

BUG: My sims gather in front of rabbitholes
MOD:If it's the school, try this: BUG: Crowds in front of the school. For all other lots, use Overwatch to correct the issue.

BUG: My sim/toddler went missing (for example after being arrested)
MOD: Recover Wandering Toddlers and Recover Missing Sims on Overwatch can get them back

BUG: My gnomes do not do anything anymore
MOD: Boot All Gnomes on Overwatch will reboot them so they move again

BUG: The elevators in the high buildings are not working right and get stuck all the time.
MOD: Clean up Elevators on Overwatch should help with that.

BUG: My Vampire Sims are learning at insanely speed levels.
MOD: Clean up Skill Modifiers on Overwatch will take care of that.

BUG: I have stuck items in my inventory
MOD: Use Sort Inventory on MasterController. Clean up Inventory on Overwatch will also delete Objects that are not actually there anymore.

BUG: My sound is gone.
MOD: Turn off Stereos in Overwatch will turn off stereos on inactive home lots which should help getting the sound back.

BUG: The Buy-Option in my consignment store does not work anymore.
MOD: Sometimes consigned items have a negative days left making it unusable. StoryProgression fixes that.

BUG: When I click on the consignment store register, nothing happens.
MOD: Going traveling with open consignments deletes the object list of the register. Use either StoryProgression or Overwatch to fix.

BUG: My Sims age in the strangest ways
MOD: Cleanup Aging on Overwatch takes care of the problem where one Sims ages twice within one day. Using the dresser, EA stylist or the tattoo artist have the tendency to reset the age in the current age group. Use the stylist on the MasterController instead.

BUG: Sims are moving away, get jobs, I don't want them to have and babies and toddlers die on me
MOD: That's EA StoryProgression doing this. Use StoryProgression to have a way better experience

BUG: Inactive Sims don't go to work
MOD: StoryProgression has the option to workPush the Sims so that they go to work when they dawdle

BUG: My sims is pitch black.
MOD: Fix invisible Sims in DebugEnabler will also cure those.

BUG: None of the Sims in my town age although I have aging on.
MOD: Reset everthing in MasterController will get the hood back to aging.

BUG: My Sims can't fish with bait
MOD: Overwatch fixes this issue

BUG: My Sim lost all his fish when coming back from vacation.
MOD: ErrorTrap helps with this issue


There is nothing actually wrong, the effect is EA Standard.

When an elder reaches the maximum age for your chosen life-span, they will roll for the chance to live another day.
  • By EA tuning default, running the Normal Life-Span of 90 sim-days, an elder has a 14% chance of dying each sim-day after 90.
  • So it is theoretically possible for a sim to live forever, provided they continue to roll successfully each sim-day

EA chose this approach to better approximate reality, since not everyone lives to the same age.

Tuning for these values are located in the EA "AgingManager" file, under the <kChancePerDayElderWillDie...> fields (there is one for each life-span).

In addition
  1. Elders with the "Full Of Life" moodlet, receive a 100% chance at surviving to the next sim-day
  2. Elders who have achieved "Marathon Runner" skill challenge receive a greater chance at surviving



I have duplicate or clone sims appearing in my town, where are they coming from ?

anchor: [[General Issues FAQ#Duplicate Sims]]

Often called dopplegangers, these duplicate sims are normally the result of Import errors.
  • When you import a family from the Edit Town Library, the system unpacks the family and temporarily stores the contents as a homeless family in your town
  • After you are completed either moving the family into town, or after you cancel the operation the game is *supposed* to clear out any homeless remnants.
  • Unfortunately, the process tends to fail quite often, leaving a duplicate copy of your newly imported family in your town.

Normally, you would not immediately notice these type of sims since they spend most of their time hibernating "out-of-town", as most homeless tend to do.
  • However, if you are using EA Story Progression, that system will periodically assign new residential lots to homeless as a means to "get the family off the streets".
  • In doing so, the doppleganger family becomes much more obvious, with the reason for its existence lost in the annals of time.

To correct this problem :
  • Use MasterController's "Sim \ Advanced \ Total Annihilation" from the City Hall Menu, using a filter of "Type of Sim" - "Homeless"
    • The listing will display the names of all homeless in your town, simply select the ones that match the family you recently imported
  • Use StoryProgression. It changes the rules for homeless immigration, automatically deleting any homeless that appear in your town.



I checked the population of my town, and there are a lot of horses listed, why ?

anchor: [[General Issues FAQ#Horse Population]]

When you have Pets installed (obviously), EA Standard is to populate the following pools of horses :
  • Adoption : 2 to 6 horses
  • Buy/Sell : 2 to 6 horses
  • Stallion : 4 to 8 horses
  • Unicorn : 1 horse
  • Wild Horse : 2 to 4 horses

Add these pools up together and you will find that by default towns will contain up to 25 service horses.
  • This is not including the number of horses you may have assigned to resident families.

So how do you control this population you ask ?
  • Register..can be used to control the population of animals that physically spawn in your town.
    • Namely, the mod can limit the number of Wild Horses and Unicorns (the other pools never actually spawn animals in town).
  • A EA "PetPool" tuning mod that alters the <EP5Max> field (used by Appalooza Plains) and the <OtherWorldMax> field (used by other worlds)
    • For more information on creating tuning mods, see here : How To Tune



My Sims have stopped aging, how do I fix it ?

anchor: [[General Issues FAQ#Aging]]

First thing to do is ensure that the aging for your sims is actually enabled :
  1. In the EA Options, ensure the "Enable Aging" is turned on
  2. If you are using StoryProgression, check the various options that govern aging in that mod
    • Check the "Sim Options \ Allow Aging" setting for the sim in question and ensure that it is set to "True"
    • If that option is not available, then check and ensure that you have "Sims \ TS2 Style Aging" set to "False"
  3. If you have another Aging control mod, such as Buzzler's Aging Manager, ensure that the settings are proper in that mod.

It is possible that the Aging flag has been disabled for the sim. You can verify whether this is the case, by the following :
  1. Install MasterController
  2. From the Sim Menu, navigate the menu "NRaas \ Master Controller \ Status \ Personal"
  3. At the top of the window that appears it will state "Aging Disabled" if the Aging flag for that sim has been turned off

You can enable the Aging flag for all sims in town by doing the following:
  1. Install DebugEnabler
  2. From the City Hall Menu, navigate the menu "NRaas \ Debug Enabler \ Options: City Hall \ Aging... \ Aging: On"
  3. Doing so will toggle on the aging for all sims (except the Reaper) in town.

If it is simply one sim you are concerned about, you can toggle the aging via the following :
  1. Install DebugEnabler
  2. From the Sim Menu, navigate the menu "NRaas \ Debug Enabler \ Options: Sim \ Aging... \ Allow Aging"
  3. Doing will toggle the aging flag for that one sim, turning it off if it is on, and vice versa.

Since the Generations Patch introduced new coding regarding aging, a lot of users have noted aging problems.
  • One of the suggestions on how to resolve the issue is to:
    1. Go into the EA Options
    2. Change the life-span from what you are currently using to another length, such as Epic.
    3. Press the Accept
    4. Play the game for a couple of seconds.
    5. Go back into the options and change it back to your settings.
  • Doing so has been known to unstick aging on some user's setups.
  • - claudiasharon claudiasharon has reported that certain types of CAS Age staggering tuning mods can impact aging.
    • Ensure that you do not have any out-dated tuning mods installed
  • Overwatch has corrections in place to catch a couple of Generations..related errors that can bounce the aging manager
    • The corrections are automatic, all you need to do is install the mod.



My sims are unable to attend their after-school activities, why ?


Most likely you are encountering the "Field Trip" bug, where a field trip situation performed at some point earlier in the game is still running in the background.
  • Since Field Trips block the use of after-school activities, your sims will be unable to attend until the situation is cleaned up

You can check whether your sim is encountering this issue by using MasterController's "Status \ Personal".
  • The "Field Trip" situation will be listed there if they are still assigned to such.

To clean up a rogue situation :
  1. Use MasterController's "Advanced \ Reset Sim" on the sim, or if that does not work use "Reset Lot" on the lot where the field trip was originally performed.
    • Note that EA's "resetsim" command will not clear up this type of error.
  2. Install Overwatch. It has a nightly routine that removes field trip situations that are left running in-game.
    • You can also perform the cleanup immediately using the "Immediate \ Clean up Situations" interaction.



I have a pile of sims continuously congregating at a specific lot in town, how do I stop it ?


Late Night added a couple of opportunities to the game that can become corrupted after use, one of them being the "Hold Audition" situation.
  • After completion, the game fails to stop calling new inactive sims to the lot, and proceeds to do so even if all the sims are reset, or the lot is deleted.

Installing Overwatch will correct the error, though you may need to save and reload the game at least one to fully reset all the sims.



I have an invisible sim, they appear to be wandering around town, but all I see is their thought balloons sitting on the ground!

anchor: [[General Issues FAQ#Invisible]]

Most likely the sim has a broken or corrupt outfit assigned to them, and when the game attempts to render their physical body it is unable to do so.
  1. Install DebugEnabler
  2. Click on the City Hall, and navigate the menu "NRaas \ Debug Enabler \ Options: City Hall \ Fix Invisible Sims"
  3. This interaction will attempt to correct broken outfits found on any sim located in your town
    • If a broken sim is located, you will be informed via a notification in the upper right.



I can't use my computer while on vacation!

anchor: [[General Issues FAQ#WA Computers]]

So, you try to click on the computer while on vacation and no menu appears ?
  • Most likely you are encountering a script error during the Menu creation process.

To correct this problem, you have two choices :
  1. Install Selector
    • This mod catches and reports script errors that occur during the Menu creation process, removing the broken interactions, and allowing the rest to appear
    • You will receive a script log detailing the error, which you then review : How To Upload
  2. Install Traveler
    • Most likely the error you are encountering is a problem with the "Adopt Pet" interaction on the computer. That interaction does not work properly while on vacation, and bounces the computer's popup menu.
    • Traveler corrects the error, by starting the Adoption Social Worker system in that town.



Going to the grocery store to buy or sell fruits and vegetable does not work!

anchor: [[General Issues FAQ#Grocery]]

There are several suggestions on what may be the issue, and how to fix it :
  1. - twallan twallan suggests checking whether you have too many items in your inventory
    • The inventory listing window will bust if you have too many items
    • Try moving some items to the fridge, and then try again
  2. - willowbee221 willowbee221 suggests checking whether you have any incompatible mods available
    • Mods that affect the grocery store rabbithole, the quality of produce, or a buy all produce/fish?
  3. - SimAd_NRaas SimAd_NRaas suggests checking for any unknown seeds in your inventory
    • Those objects have been known to cause bounce issues in the past


My Sims 3 Store Premium Content does not work!

anchor: [[General Issues FAQ#PremiumContent]]

- NonaMena NonaMena notes: The most common cause of broken premium content is due to an incomplete ccmerged.package in the DCBackup folder.
  • The ccmerged.package is found in Documents\Electronic Arts\The Sims 3\DCBackup. This package is used to store all Sims 3 Store-related moodlets, skills and recipes. If your ccmerged.package is incomplete, or empty, your premium content will not be able to work properly. The ccmerged.package will not appear for users who have not installed premium content.
  • If you have deleted everything in your DCBackup folder and have not done a clean re-install of premium content, your ccmerged.package is most likely incomplete. The launcher does re-make the ccmerged.package when it is deleted, but it is often empty and useless.
  • You can restore your ccmerged by uninstalling all premium content and re-installing it. This will fix many bugs, such as the spell book reset bug, and moodlets not appearing properly.
  • To avoid breaking your premium content, do not delete the ccmerged.package.
  • For more information about the ccmerged.package and how to restore it, - NonaMena NonaMena recommends the following tutorial: Nona's Sims: DCBackup, ccmerged.package, and Your Premium Content Items.



Bug Fixes


(Originally maintained by Crinrict)

Since Twallan's Mods nowadays fix so many EA bugs and they are all over the mods, I've decided to make a little list on which bug is solved by which mods

BUG: Invisible Sim, caused by lost outfits
MOD: Either have them automatically cleaned up by ErrorTrap or do it manually with DebugEnabler (Fix invisible Sims). Note that the genetics as well as the outfits of your Sims may be rerolled, hence they might look different then before.

BUG: Missing UI
MOD: If you are sure that you did not inadvertently press the F10 Key and make the UI disappear this way, ErrorTrap will be able to recover the UI for you. If that does not work, using DebugEnabler's forceHud console command to force the menu to reappear.
  • Developer's Note:
    • If you find yourself automatically forced back to "Edit Town", do not continue to play the game as if nothing happened.
    • Use the Save As and create a new save-game, then return the Main Menu and load the the new save from there.

BUG: Unable to click on the family tree or the family tree is completely messed up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. To manually adjust your family tree, use MasterController

BUG: Can't get the interaction to go steady or get married to show up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. Sometimes this issue can be resolved by simply using only romantic interactions for quite a while.

BUG: When traveling, my Sim doesn't make it to the destination. I have an empty interface
MOD: This error is caused by multiple issues, some of which are fixed by StoryProgression. There are some issues that are not fixed, so this error might still occur.

  • Traveler helps showing errors that occur during the transition and can help fixing more issues in the future.

BUG: It's not possible to explore tombs anymore for when you click on walls and traps, the interactions are missing
MOD: Most likely still fixed by StoryProgression

BUG: Can't load a certain savegame
MOD: Use ErrorTrap to solve this issue.

BUG: My Sim is stuck in moving mode and because of this, it's not Edit Town and other options are grayed out
MOD: Use the option Drop moving on the DebugEnabler.

BUG: My Sim run everywhere
MOD: Use DebugEnabler's Reset Walk to correct the issue.

BUG: One or more of my sims are stuck
MOD: Overwatch resets stuck sims automatically. Use MasterController or the cheat resetSim firstname lastname (or resetSim *) to reset the Sim manually.

BUG: My inactive Sims have tons of cars in their inventory. Also all parking spaces are taken up by abandoned cars, making the game lag extremely
MOD: Clean up Vehicles in Overwatch will get rid of them periodically

BUG: Can't use the grocery store
MOD: This is due to unknown seeds in a Sims inventory. Remove the seeds or use DebugEnabler to make them known.

BUG: My sims gather in front of rabbitholes
MOD:If it's the school, try this: BUG: Crowds in front of the school. For all other lots, use Overwatch to correct the issue.

BUG: My sim/toddler went missing (for example after being arrested)
MOD: Recover Wandering Toddlers and Recover Missing Sims on Overwatch can get them back

BUG: My gnomes do not do anything anymore
MOD: Boot All Gnomes on Overwatch will reboot them so they move again

BUG: The elevators in the high buildings are not working right and get stuck all the time.
MOD: Clean up Elevators on Overwatch should help with that.

BUG: My Vampire Sims are learning at insanely speed levels.
MOD: Clean up Skill Modifiers on Overwatch will take care of that.

BUG: I have stuck items in my inventory
MOD: Use Sort Inventory on MasterController. Clean up Inventory on Overwatch will also delete Objects that are not actually there anymore.

BUG: My sound is gone.
MOD: Turn off Stereos in Overwatch will turn off stereos on inactive home lots which should help getting the sound back.

BUG: The Buy-Option in my consignment store does not work anymore.
MOD: Sometimes consigned items have a negative days left making it unusable. StoryProgression fixes that.

BUG: When I click on the consignment store register, nothing happens.
MOD: Going traveling with open consignments deletes the object list of the register. Use either StoryProgression or Overwatch to fix.

BUG: My Sims age in the strangest ways
MOD: Cleanup Aging on Overwatch takes care of the problem where one Sims ages twice within one day. Using the dresser, EA stylist or the tattoo artist have the tendency to reset the age in the current age group. Use the stylist on the MasterController instead.

BUG: Sims are moving away, get jobs, I don't want them to have and babies and toddlers die on me
MOD: That's EA StoryProgression doing this. Use StoryProgression to have a way better experience

BUG: Inactive Sims don't go to work
MOD: StoryProgression has the option to workPush the Sims so that they go to work when they dawdle

BUG: My sims is pitch black.
MOD: Fix invisible Sims in DebugEnabler will also cure those.

BUG: None of the Sims in my town age although I have aging on.
MOD: Reset everthing in MasterController will get the hood back to aging.

BUG: My Sims can't fish with bait
MOD: Overwatch fixes this issue

BUG: My Sim lost all his fish when coming back from vacation.
MOD: ErrorTrap helps with this issue


External Links


This site does not endorse and is not responsible for the content of external links.

Feel free to link any Sims 3 related sites. If you find a broken link, or a link that has been improperly redirected, please fix or revert the changes.

Formatting Notes

  • Keep the list in alphabetical order.
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  • When creating the link, please enable the "New Window" option.


All About Sims

  • Previously "Sims 3 Community"
  • German Sims community with many tutorials for players and creators.
  • Competent personal support for issues with the game or computer.
  • To access downloads or to post, you must be registered. Registration is free.

BlueBellFlora's Blog

  • Sims 3 blog that contains many helpful tips for those who use a Mac - Veiledstar Veiledstar

Carl's Sims 3 Guide

  • Web guide containing piles of information about The Sims 3
  • Further details regarding this site are available here : Carls Guide (wiki page)

Crinrict's Help Blog

  • Crinrict's Sims 3 Help Blog (English Version)

Custom Sims 3

  • Sims 3 Modding forum

Mares Nest

  • Sims 3 Blog regarding the antics in the Sims 3 Community

Mod The Sims

  • ModTheSims (wiki page) is a large hosting site for many modders for the Sims 3, as well as many tutorials regarding modding
  • Registration (free) required to post and download.

More Awesome Than You


Nona's Sims

  • Nonamena's Sims 3 website. Tutorials, mods, and other goodies

Richdre's Little Planet

  • Richdre has retired. His worlds are still hosted at TFM's Naughty Sims Asylum (see below).

Simlogical

  • Home of Peter L. Jones, and Inge Jones. Support forum for the S3PI framework, and S3PE package editor.

TFM's Naughty Sims Asylum


The Official Sims 3 Forums

  • The official Electronic Arts social and support forum





Sims Custom Content Lists and Finds


My Sims 3 Blog

  • Extensive Custom Content "What's new" Blog

Nonamena's Tumblr


Simblr Downloads Tumblr


Sims 3 Finds and Updates group on FB


Sims 3 Updates



Bug Fixes


(Originally maintained by Crinrict)

Since Twallan's Mods nowadays fix so many EA bugs and they are all over the mods, I've decided to make a little list on which bug is solved by which mods

BUG: Invisible Sim, caused by lost outfits
MOD: Either have them automatically cleaned up by ErrorTrap or do it manually with DebugEnabler (Fix invisible Sims). Note that the genetics as well as the outfits of your Sims may be rerolled, hence they might look different then before.

BUG: Missing UI
MOD: If you are sure that you did not inadvertently press the F10 Key and make the UI disappear this way, ErrorTrap will be able to recover the UI for you. If that does not work, using DebugEnabler's forceHud console command to force the menu to reappear.
  • Developer's Note:
    • If you find yourself automatically forced back to "Edit Town", do not continue to play the game as if nothing happened.
    • Use the Save As and create a new save-game, then return the Main Menu and load the the new save from there.

BUG: Unable to click on the family tree or the family tree is completely messed up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. To manually adjust your family tree, use MasterController

BUG: Can't get the interaction to go steady or get married to show up
MOD: The Clean up Genealogy option in Overwatch fixes this issue. Sometimes this issue can be resolved by simply using only romantic interactions for quite a while.

BUG: When traveling, my Sim doesn't make it to the destination. I have an empty interface
MOD: This error is caused by multiple issues, some of which are fixed by StoryProgression. There are some issues that are not fixed, so this error might still occur.

  • Traveler helps showing errors that occur during the transition and can help fixing more issues in the future.

BUG: It's not possible to explore tombs anymore for when you click on walls and traps, the interactions are missing
MOD: Most likely still fixed by StoryProgression

BUG: Can't load a certain savegame
MOD: Use ErrorTrap to solve this issue.

BUG: My Sim is stuck in moving mode and because of this, it's not Edit Town and other options are grayed out
MOD: Use the option Drop moving on the DebugEnabler.

BUG: My Sim run everywhere
MOD: Use DebugEnabler's Reset Walk to correct the issue.

BUG: One or more of my sims are stuck
MOD: Overwatch resets stuck sims automatically. Use MasterController or the cheat resetSim firstname lastname (or resetSim *) to reset the Sim manually.

BUG: My inactive Sims have tons of cars in their inventory. Also all parking spaces are taken up by abandoned cars, making the game lag extremely
MOD: Clean up Vehicles in Overwatch will get rid of them periodically

BUG: Can't use the grocery store
MOD: This is due to unknown seeds in a Sims inventory. Remove the seeds or use DebugEnabler to make them known.

BUG: My sims gather in front of rabbitholes
MOD:If it's the school, try this: BUG: Crowds in front of the school. For all other lots, use Overwatch to correct the issue.

BUG: My sim/toddler went missing (for example after being arrested)
MOD: Recover Wandering Toddlers and Recover Missing Sims on Overwatch can get them back

BUG: My gnomes do not do anything anymore
MOD: Boot All Gnomes on Overwatch will reboot them so they move again

BUG: The elevators in the high buildings are not working right and get stuck all the time.
MOD: Clean up Elevators on Overwatch should help with that.

BUG: My Vampire Sims are learning at insanely speed levels.
MOD: Clean up Skill Modifiers on Overwatch will take care of that.

BUG: I have stuck items in my inventory
MOD: Use Sort Inventory on MasterController. Clean up Inventory on Overwatch will also delete Objects that are not actually there anymore.

BUG: My sound is gone.
MOD: Turn off Stereos in Overwatch will turn off stereos on inactive home lots which should help getting the sound back.

BUG: The Buy-Option in my consignment store does not work anymore.
MOD: Sometimes consigned items have a negative days left making it unusable. StoryProgression fixes that.

BUG: When I click on the consignment store register, nothing happens.
MOD: Going traveling with open consignments deletes the object list of the register. Use either StoryProgression or Overwatch to fix.

BUG: My Sims age in the strangest ways
MOD: Cleanup Aging on Overwatch takes care of the problem where one Sims ages twice within one day. Using the dresser, EA stylist or the tattoo artist have the tendency to reset the age in the current age group. Use the stylist on the MasterController instead.

BUG: Sims are moving away, get jobs, I don't want them to have and babies and toddlers die on me
MOD: That's EA StoryProgression doing this. Use StoryProgression to have a way better experience

BUG: Inactive Sims don't go to work
MOD: StoryProgression has the option to workPush the Sims so that they go to work when they dawdle

BUG: My sims is pitch black.
MOD: Fix invisible Sims in DebugEnabler will also cure those.

BUG: None of the Sims in my town age although I have aging on.
MOD: Reset everthing in MasterController will get the hood back to aging.

BUG: My Sims can't fish with bait
MOD: Overwatch fixes this issue

BUG: My Sim lost all his fish when coming back from vacation.
MOD: ErrorTrap helps with this issue

Understanding How Sims 3 Runs on a Mac

anchor : [[Mac FAQ#Understanding How Sims 3 Runs on a Mac]]

The Sims 3 was originally written for Windows OS, so in order for The Sims 3 to be played on a Mac OS, there needed to be a way to make it compatible on a mac. The Sims 3 uses Cider by Transgaming in order to do this. Cider works by “wrapping" the Windows written game so it is compatible in a Mac environment. Your game thinks it is running in windows, although it is not. The emulation EA is using for The Sims 3 is a 32-bit Windows XP SP2. This does not support any way of using more than 2GB for the process. It's like a "normal" 32-bit Windows but without all the tricks to squeeze out just a bit more memory. - SimAd_Nraas SimAd_Nraas This implementation is restricted to use only just over half the memory that the Windows OS version can use, and adding more memory (RAM) to your Mac will do nothing to lift that restriction.

The following tips can be used to help you run your game in a Mac OS, but ultimately, boot camping your hard drive and installing Windows on the other partition is the only way to have your game run smoother.[1]



Boot Camping Your Mac

anchor : [[Mac FAQ#Boot Camping Your Mac]]

To make your Sims 3 experience much less frustrating, you may want to consider Boot Camping a partition of your hard drive. Using the Boot Camp Assistant on your Mac OS, you will be able to put Windows 7 or 8 onto a separate area of your computer. Before you use the utility, consider the following:
  • You need a copy of Windows 7 or 8 64 GB version (which can be costly to purchase).
  • Do you have at least 4 GB of RAM? The more you have, the better. If you don't have at least 4 GB of RAM, there is no use Boot Camping your computer to play Sims 3. To check, click the apple icon and then go to about this mac. It will tell you under memory.
  • You will need a CD or USB stick that is formatted to FAT 32.
  • Consider the size of your partition and if you can spare it from your HD. You will need to add up the following: base game requirements and the size of all your EP's and SP's you have installed+20 GB for the OS, the current size of your sims 3 folder (command+i), then add at least 10 GB so the partition isn't full, but 20-30 GB is even better. If you want to use CAW, add 5 GB to that.
  • Files you want to copy to a CD from your sims 3 folder after you get it installed on the windows side: Saves folder, SavedSims folder, Downloads folder, Library folder, and user presets.package file. If you have a mods folder, it is best to download new copies on the Windows side as well as the framing for it.
  • Can your Mac be Boot Camped? Check the list: Boot Camp System Requirements

A great tutorial has been put together on how to Boot Camp your HD. This one is not officially Apple and was done on OS X Lion, so if you have a later OS, things may look a bit different. Tutorial for Bootcamp Assistant

If you would like to be guided by the official Apple website, here is the link to it, which also contains links to other useful help for Boot Camp. Apple Boot Camp Support[2]



Resetting Ram and Helping to Avoid Error Code 12's

anchor : [[Mac FAQ#Resetting Ram and Helping to Avoid Error Code 12's]]

The following section was taken, word for word, from Bluebellflora's Blog. This is with her full permission. You may view the original by clicking the link in the first sentence.

If you suffer from frequent crashes/lagging/hanging in game this may be because your Mac is running out of RAM whilst you’re playing. You need to free some of it up and you can easily do this whilst you’re playing. You can buy apps from the App Store to do this but why bother when you can do it through Terminal for free? You can do this when your game starts to lag noticeably which seems to happen to me when I’m moving between Vacation and University and Home worlds. If you get “Command not found” in Terminal you may need to download Xcode in order for it to work. It’s free, provided by Apple, and available from the App Store. If you’re running Snow Leopard you can install Xcode from the disc that came with your Mac.
Firstly, play in windowed mode (please see [[Good Practices for Playing Sims 3 on Mac OS]] for how to do this)so you can see what you’re doing. With the game running hold down CMD and press Enter. Next, open up Activity Monitor and see how much free RAM you have:
Applications > Utilities > Activity Monitor

prepurge.png

If it’s low you definitely need to free some up. Open up Terminal:
Applications > Utilities > Terminal
type in purge and hit Enter. After a few moments you should see the free RAM figure increase:

postpurge.png

Your game should now perform a bit quicker. There’s no limit to the amount of times you can do this.
This is by no means a magical fix for the numerous crashing/lagging/hanging issues but it can help if your issues are memory related.

OS X Mavericks (10.9) users:

Typing purge no longer works due to the new compressed memory feature built into Mavericks. However you can still purge the RAM by entering “sudo purge” (without the quotation marks) into Terminal. You will get a warning message and a prompt to enter your password. Once you enter your password the memory will be freed up. Because of the new memory feature built into Mavericks you shouldn’t have to purge as often, if at all. Also, when you have the Activity Monitor in your dock, it will look more like a line chart instead of the pie chart.

memory_maverick.png


For more information on how to avoid error code 12's, please visit this section general FAQ.



Good Practices for Playing Sims 3 on Mac OS

anchor : [[Mac FAQ#Good Practices for Playing Sims 3 on Mac OS]]

Play in Windowed Mode


It is good practice to play in windowed mode in the unlikely event that your game freezes and you need to force quit the game. If you don't have it windowed, you risk damaging your HD by using the power switch. In order to use windowed mode, hold down command and then hit enter. If you don't like the size of the window, you can resize it in the options menu after the initial start up. In order to force quit the sims 3, go to the apple symbol at the top left of your screen and go down to force quit.

Saving and Quitting


Using "save and quit" on a Mac can often lead to error code 12 because saving is one of the most memory intensive processes of the game. Before you save, pause the game, and then reset your ram. Now you can save. Then quit without saving. If you are still have lags, hanging or error code 12's after doing this, you may want to look at the size of your save file. If it is a large file, it may be time to use Porter to set your sims down in a fresh save.

Downloaded Content Not showing Up In Game


This is a common occurrence on a Mac. Please see - Crinrict Crinrict's guide on how to fix this: Store and Custom Content Uninstalls

Don't Use any Programs to Clean Your Mac


There are many threads in the official Apple forum discussing the bad things these programs can do to your OS as well as any software you have installed. MacKeeper is one of the most common, but there are many more out there. There are many things you can do to maintain your Mac without these programs.
  • Restart you Mac every few days. This makes the OS clear out a lot of junk for you.
  • Don't keep a bunch of files on the desktop. It slows down Finder. Keep the number of files on there to a minimum.
  • Go to Finder > Applications > Utilities > Disk Utility select your hard drive and then Verify Disk. If it needs repairing click on Repair Disk. Don't be alarmed if it needs repairing. Some computers need this done more than others and your files are safe while doing a disk repair.
  • Go to Finder > Applications > Utilities > Disk Utility select the Macintosh HD and Repair Permissions. This is especially relevant to those of you who have had to do a hard shut down of your Mac because your game is locking up your system.
  • Make sure you have enough RAM. You should really have a minimum of 4Gb nowadays to keep up to speed. It's relatively cheap and very easy to install in any Mac. This will allow you to have more time before the dreaded error code 12's start happening since OS X needs to use some RAM as well.
  • Empty Trash. You'll probably find gigabytes of stuff in there using up hard drive space.
  • Check your hard drive to make sure you have enough free space. Open a Finder window, click on the Macintosh HD (or whatever your partition is called), hold down CMD and press 'i' (without the speech marks). Have a look at how much space is available under the General tab. There needs to be at least 5Gb free in order for your Mac to work at it's bare minimum. The more space free the better.
  • Reinstall your OS from the Recovery HD or disc if your Mac came with one. Make sure you have backed up before doing this. This normally just reinstalls the OS over top of your existing installation, replacing any important system files that may have been inadvertently deleted but not touching any other software or data. There is always the chance, although very slim, of something going wrong though, hence the need to back up before you do this.
  • Finally, use Time Machine to Back Up your files! It is not a good idea to restore your OS from Time Machine, but you can at least save your important files there. [3]

- Veiledstar Veiledstar
  1. Bluebellflora
  2. Bluebellflora
  3. Bluebellflora