StoryProgression


(Developer note: The following list excludes debugging options, which are only available when "Show Debugging" is "True")

Misc Options

  • These options exist at the root of the "NRaas \ Story Progression" menu and do not fall under one of the other menus.

  • Make Active / Make Active (Dream Catcher)
    • Makes that household or sim the active family
    • This option is available via the Sim or Lot menus

Town Options

  • Sets the progression options for the entire neighborhood. Changing these options will change all households in town.
    • Available from the Active Sim, City Hall, Base Camp, or Computer menus
  • These options flow down to the "Lot Options"
  • Note that options available at the "Sim Options" level are available here as well, but are documented in another section.

Immigration Options

  • Sets the progression options used for new immigrant families added to your town by the mod.
    • Available from the City Hall, Base Camp, or Computer menus
  • Note that options available at the "Sim Options" level are available here as well, but are documented in another section.

Lot Options

  • Contains options specific to the lot itself.
    • Available from the Lot menu
  • These options flow down to the "Household Options", but remain assigned to the lot, even if the family moves away.

  • Allow Lot For Progression
    • Whether the lot is available for use by progression. Determines whether a family can move on to the lot or not.
    • Default: True
  • Caste: Disallow NEW
    • Specifies a set of castes that are not allowed to use this lot
      • If the lot is a community lot, the sim is not allowed to be pushed to the lot by the mod, nor are they allowed to use schools on the lot
      • If the lot is a residential lot, the sim is now allowed to live on the lot and will attempt to move at the earliest possible convenience
    • If no selections are made, this option is ignored
    • Default: <None>
  • Caste: Require NEW
    • Specifies a set of castes; a sim mustbelong to at least one in order to use this lot
      • If the lot is a community lot, the sim is not allowed to be pushed to the lot by the mod, nor are they allowed to use schools on the lot
      • If the lot is a residential lot, the sim is not allowed to live on the lot and will attempt to move elsewhere at the earliest possible convenience
    • If no selections are made, this option is ignored
    • Default: <None>
  • Maximum Size: Human
    • Defines the maximum number of human sims that the progression is allowed to place in this household
    • Default: 8
  • Maximum Size: Pet
    • Defines the maximum number of pet sims that the progression is allowed to place in this household
    • Default: 6
  • Household: Rent Multiple NEW
    • Defines the percent multiple of the normal property tax rate paid as rent to the lot's land owner
    • This value is applied to any family which resides on the lot, however if the head of the family has a different setting, the "Sim Option" will be used instead
    • Default: 2
    • Module: Money StoryProgression
  • Household: Rentable NEW
    • When disabled, this lot is not eligible to be purchased as a rental lot
    • Note that the option has no effect on lots that are already rented
    • Default: True
    • Module: Money StoryProgression
  • Money: Income Tax Rate NEW
    • Determines the percent cut of all take home income from careers that is given to the government
    • This value is separate from the property taxes paid normally
    • Note that if the head of the family has a different setting, the "Sim Option" will be used instead
    • Default: 0
    • Module: Money StoryProgression
  • Money: Property Tax Rate NEW
    • Determine the property tax rate used for any family residing on this lot
    • Note that if the head of the family has a different setting, the "Sim Option" will be used instead
    • Default: <EA tuning>
    • Module: Money StoryProgression
  • Push: Allow To Lot NEW
    • When disabled, the mod is not allowed to push sims to this lot.
    • Note that EA Standard meta-autonomy is still capable of pushing sims regardless of this setting
    • Default: True

Household Options

  • Sets the progression options for the selected household.
    • Available from the Sim, or Lot menus
  • These options flow down to the "Sim Options"
  • Note that options available at the "Sim Options" level are available here as well, but are documented in another section.

  • Accounting
    • Displays a list of the various income and expenses for the household
    • The accounting can be restarted using the "Clear Accounting" option
    • Available at the "Household" level
  • Ancestral
    • When active, the progression will attempt to always keep the house under the reign of the same family
    • Default: False
  • Clear Accounting
    • Clears the accounting for the household, and restarts the tally
  • Emigration Ratio
    • Defines the Debt to Asset ratio at which this particular household will decide to emigrate
    • Set to "0" to disable emigration for this household
    • Set to "-1" to force this household to emigrate on the next cycle of the Lots Manager
    • Default: 0
    • Module: Population StoryProgression
  • Household Name Change
    • Whether the system should change the household name to match that of the current head of the family
    • Default: True
  • Inspected
    • Specifies whether the family has been recently been checked for satisfaction with rigorous home inspection requirements
    • This option is used in conjunction with "Notify On Move" to provide the user time to adjust the lot before the family moves
    • Hidden by : "Show Debugging" = "False"
  • Maximum Size: Human
    • Defines the maximum number of human sims that the progression is allowed to place in this household
    • Default: 8
  • Maximum Size: Pet
    • Defines the maximum number of pet sims that the progression is allowed to place in this household
    • Default: 6
  • Notify on Move
    • When enabled, any lot vacated because of a move out scenario is listed in a notification message.
    • Default: False
  • Retain Dreams And Opportunities
    • Whether to save the dreams and opportunities for this household while playing a different family
    • Default: False

Caste Options

  • Multiple castes can be assigned to a specific sim.
    • Available from all "Story Progression" menus, though each menu performs a different action when used.
  • Options from all castes flow down to the "Sim Options"

  • Caste Net Worth: Max NEW
    • Defines the maximum amount of Net Worth a sim can be worth to be eligible for the caste
    • Net Worth is defined as the total cost of the sim's household plus their current family funds minus any debt they have accrued
    • This number must be greater than the "Caste Net Worth: Min" to be used
    • Default: <A really big number>
  • Caste Net Worth: Min NEW
    • Defines the minimum amount of Net Worth a sim can be worth to be eligible for the caste
    • Net Worth is defined as the total cost of the sim's household plus their current family funds minus any debt they have accrued
    • This number must be smaller than the "Caste Net Worth: Max" to be used
    • Default: <A really big negative number>
  • Caste: Age NEW
    • Specifies which age ranges are eligible for this caste.
    • Default: <All Ages>
  • Caste: Apply To Household NEW
    • When enabled, this caste is applied to everyone in the household when the Head of the Family matches the criteria
    • The Head of the Family is the oldest human living on the lot
    • Default: False
  • Caste: Automatic NEW
    • When enabled, any sim that matches all the specified criteria will be immediately granted this caste
    • Default: False
  • Caste: Gender NEW
    • Species which genders are eligible for this caste.
    • Default: <All Genders>
  • Caste: Inherited NEW
    • When enabled, this caste is passed down to newborns that match the criteria, if their parents had it set at the time of the birth
    • Default: False
  • Caste: Match All Types NEW
    • When enabled, this option forces all selections in "Caste: Type" to be satisfied before a sim is eligible for the caste
    • When disabled, only one of the selections need be satisfied
    • Default: False
  • Caste: Name NEW
    • Species the name that is displayed in the listing window when this caste is noted
    • This is a free-form text field, and can be set to any value, as long as it is not already in use by another caste
  • Caste: Personality Leader NEW
    • Defines the leadership position a sim must have to be eligible for this caste
    • Only one selection need be satisfied
    • Default: <None>
  • Caste: Personality Member NEW
    • Defines the membership a sim must have to be eligible for this caste
    • Only one selection need be satisfied
    • Default: <None>
  • Caste: Priority NEW
    • Defines a sorting order relative to other caste priority levels
    • Use this to ensure that one caste's option always take priority over another when both are assigned to a sim
    • Castes with equal priority have an undefined sort order
    • Default: 0
  • Caste: Scoring NEW
    • Defines a scoring table to use to determine whether a sim is eligible for the caste
    • Any sim that scores positively (over "0") will satisfy this option
    • The option lists all currently loaded scoring tables. Custom scoring tables can be imported using tuning packages
    • Default: <Empty>
  • Caste: Species NEW
    • Specifies which species are eligible for this caste
    • Default: <All Species>
  • Caste: Trait Deny NEW
    • Defines a set of traits that a sim must not have in order to be eligible for this caste
    • If a sim has any one of the selected traits, they are not eligible
    • Default: <None>
  • Caste: Trait Require NEW
    • Defines a set of traits that a sim must have in order to be eligible for this caste
    • A sim is eligible if they have at least one of the traits selected
    • If no traits are selected, this option is ignored
    • Default: <None>
  • Caste: Type NEW
    • Specifies a list of specialized filters that can be used to distinguish a specific type of sim from another.
    • By default, a sim need only satisfy one of the selection to be eligible for the caste
    • If the "Caste: Match All Types" option is enabled, all selections must be satisfied
    • If no selections are made, this option is ignored
    • Default: <None>

Sim Options

  • Sets the progression options for the selected sim.
    • Available from the Sim menu

  • Career: Allow NEW
    • Defines the set of careers this sim is eligible to use.
    • Note if the sim is currently employed in a career not selected in this list, they will attempt to switch careers at the earliest possible convenience
    • If no selections are specified, this option is ignored
    • Default: <None>
  • Career: Allow Carpool
  • Career: Allow Find Job
    • Whether to allow the system to choose a new job for this sim
    • Note: Turning this option off will stop the mod from retiring your sim
    • Default: True
    • Hidden by: "Allow Careers" = False
  • Career: Allow Private School
    • When enabled, this sim is eligible to be enrolled in a private school
    • The "Careers \ School \ Considered Public School" option is used to differentiate between public and private schools
    • This option is only useful if you have custom schools installed on your setup
    • Default: False
  • Career: Allow Progression
    • Whether to allow the progression to handle the career for your sim
    • Note: Turning off this setting will stop the increase of job performance. Your sim will be paused at their currently career level.
    • Default: True
  • Career: Allow Public School
    • When enabled, this sim is eligible to be enrolled in a public school
    • The "Careers \ School \ Considered Public School" option is used to differentiate between public and private schools
    • This option is only useful if you have custom schools installed on your setup
    • Default: False
  • Career: Disallow NEW
    • Defines the set of careers this sim is eligible to use.
    • Note if the sim is currently employed in one of the selected careers, they will attempt to switch careers at the earliest possible convenience
    • Default: <None>
  • Career: Retirement Base Chance NEW
    • Defines the percent base chance that a sim will retire when they age up to an elder
    • This value is adjusted by trait-scoring.
    • Note that this is a one time check, if the roll fails, the sim will remain employed until they die
    • Default: 50
  • Caste: Allow NEW
    • When disabled, the mod is not allowed to apply caste options to this sim
    • Note that many options that set to different values using caste options, so you must ensure to set the options manually if you disable castes
    • Default: True
  • Caste: Disallow NEW
    • Specifies a list of castes which cannot be automatically applied to this sim, either through "Caste: Automatic" or "Caste: Inherited"
    • Default: <None>
  • Caste: Manual NEW
    • Defines which castes to which a sim is explicitly included.
    • Note that inherited castes are also stored in this option, allowing you to remove or add them.
    • Default: <None>
  • Curfew: Start
    • The first hour of curfew for this sim.
    • This value's range is 0 to 23 (military time)
    • If the value is the same as "Curfew End", then the options are ignored
      • Note that this does not mean that curfew is disabled, it simply means that EA Standard curfew is in effect
    • Default: 0
  • Curfew: End
    • The last hour of curfew for this sim.
    • This value's range is 0 to 23 (military time)
    • If the value is the same as "Curfew Start", then the options are ignored
      • Note that this does not mean that curfew is disabled, it simply means that EA Standard curfew is in effect
    • Default: 0
  • Curfew: Force NEW
    • Whether to force this sim to return home when curfew begins
    • When disabled, a sim will only return home if they score positively in obeying curfew times, or are caught by the police
    • Default: False
  • Death: Allow Aging
    • Whether the system will age your sims
    • Default: True
    • Hidden By: EA Aging Option set to off
  • Death: Cumulative Chance of Death NEW
    • Defines a cumulative percent chance for each sim-day a sim exceeds the maximum elder age that is added to the EA Standard daily chance roll.
    • Note that setting this value greater than "0" will force a second death roll chance each sim-day for this sim
    • Default: 0
  • Death: Maximum Number Elder Days NEW
    • Defines the absolute maximum age an elder sim can live beyond the maximum age-length
    • Once the sim exceeds this maximum, the mod will initiate the "Death Alarm" for the sim, and they will die within 24 sim-hours
    • Setting the option to "-1" disables the check for this sim
    • Default: -1
  • Death: Push Chance
    • The percent chance that a sim will be pushed to die during a personality scenario.
    • You must have a Personality module installed to see this option.
    • Default: 0
  • Debt
    • Shows the current debt owed by the household
    • Note that you can manually change this option to alter the debt owed by the family
    • Default: 0
    • Hidden by: "Show Debugging" = False
  • Enemy: Allow Caste NEW
    • When set, any target of a "Enemy" making scenario must have at least one of the Castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Enemy: Disallow Caste NEW
    • When set, any target of a "Enemy" making scenario cannot have any of the Castes selected here
    • Default: <None>
  • Flirt: Affair Adultery Chance NEW
    • Defines a percent base chance of this sim performing a flirt scenario with another sim not their partner
    • This value is adjusted by trait-scoring.
    • Note: This only affects affairs generated by this mod. Autonomous flirt interactions performed by the sims themselves are unaffected.
      • If you have Phase Ten of Woohooer installed, that mod will read this option and stop any romantic interactions, autonomous and user-directed, between sims partnered with a different sim
    • Default: 10
    • Hidden By: "Romance: Allow" = False
    • Module: Relationship StoryProgression
  • Flirt: Affair Liaison Chance NEW
    • Defines a percent base chance of this sim performing a flirt scenario with a partnered sim
    • This value is adjusted by trait-scoring.
    • Note: This only affects affairs generated by this mod. Autonomous flirt interactions performed by the sims themselves are unaffected.
      • If you have Phase Ten of Woohooer installed, that mod will read this option and stop any romantic interactions, autonomous and user-directed, between sims partnered with a different sim
    • Default: 10
    • Hidden By: "Romance: Allow" = False
    • Module: Relationship StoryProgression
  • Flirt: Allow Caste NEW
    • When set, any target of a "Flirt" scenario must have at least one of the Castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Flirt: Cheat Discovery Chance NEW
    • Defines the percent base chance that this sim will uncover an affair performed by their partner
    • This value is adjusted by trait-scoring
    • Default: 10
    • Module: Relationship StoryProgression
  • Flirt: Disallow Caste NEW
    • When set, any target of a "Flirt" scenario cannot have any of the Castes selected here
    • Default: <None>
  • Friendship: Allow
    • Whether to allow the progression to give your sims a helping hand in making friends and enemies
    • Default: True
  • Friendship: Allow Caste NEW
    • When set, any target of a "Friend" making scenario must have at least one of the Castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Friendship: Allow Celebrity
    • Whether to allow the mod to increase the celebrity status of the sim
    • Default: True
  • Friendship: Allow Celebrity Disgrace NEW
  • Friendship: Disallow Caste NEW
    • When set, any target of a "Friend" making scenario cannot have any of the Castes selected here
    • Default: <None>
  • Household: Allow Emigration
    • Whether the progression is allowed to emigrate this household, provided Emigration scenarios are active
    • Default: True
    • Hidden by: "Lots \ Emigration Ratio" = 0
    • Module: Population StoryProgression
  • Household: Allow Move Caste NEW
    • When set, any target of a "Move" scenario must have at least one of the Castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Household: Allow Move: As Family NEW
    • When enabled, this sim is allowed to move off the current lot when the whole family, or a subset, moves to a new lot.
    • Note that if you disable this option for a child, the mod will be forced to retain a guardian on the lot. Doing so may result in the entire family being unable to move.
    • Default: True
  • Household: Allow Move: Solo NEW
    • When enabled, this sim is allowed to split from their current family and found a new family on their own.
    • Note that this option is ignored for animals or ages below teenager due to social worker concerns
    • Default: False
  • Household: Disallow Move Caste NEW
    • When set, sims are unable to merge into household where a sim exists that has any of the Castes selected here
    • Default: <None>
  • Household: Rent Multiple NEW
    • Defines the percent multiple of the normal property tax rate paid as rent to the lot's land owner
    • Default: 2
    • Module: Money StoryProgression
  • Household: Rentable NEW
    • Specifies whether this sim can live on a rental property
    • Note this option will be checked whenever another family attempts to purchase the sim's lot
    • Default: True
    • Module: Money StoryProgression
  • Money: Allow
    • Whether the house can be involved in monetary transactions, such as debt or mooching
    • Note: This option does not affect money provided via the Core game (such as career pay), or via other mods.
    • Default: True
  • Money: Allow Inventory Management
    • Whether the system can sell items from the sims inventory
    • Default: True
  • Money: Allow Purchase Deeds
    • Whether inactive sims are allowed to purchase deeds to rabbitholes and venues in town
    • Default: True
    • Module: Money StoryProgression
  • Money: Child Support Chance
    • The chance any given Sim will opt not to pay his or her Child Support
    • Default: 50
    • Hidden By: "Child Support Payment" <= 0
    • Module: Money StoryProgression
  • Money: Income Tax Rate NEW
    • Determines the percent cut of all take home income from careers that is given to the government
    • This value is separate from the property taxes paid normally
    • Default: 0
    • Module: Money StoryProgression
  • Money: Property Tax Rate
    • This option was named "Tax Rate: Poor" in Phase Fourteen
    • Determine the property tax rate for this household
    • Default: <EA tuning>
    • Module: Money StoryProgression
  • Money: Transfer Amount
    • Determines an absolute number of simoelons provided to the transfer house each cycle of the Money Manager
    • Default: 0
    • Module: Money StoryProgression
    • Hidden by "Transfer Household" = <none>
  • Money: Transfer Household
    • Specifies the name of another family in town which receives transfer payments from this home
    • Module: Money StoryProgression
  • Money: Transfer Percent
    • Determines an relative percent of net worth provided to the transfer house each cycle of the Money Manager
    • Default: 0
    • Module: Money StoryProgression
    • Hidden by "Transfer Household" = <none>
  • Personality: Allow NEW
    • When disabled, the sim is not allowed to participate in any personality related scenario
    • Default: true
  • Personality: Allow Occult Chance NEW
    • When disabled, sims are not allowed to participate as targets of "Turn", "Sire", or "Slay" scenarios which would normally alter their occult state.
    • Default: True
  • Personality: Disallow
    • Determines which personalities a sim is NOT allowed to participate in.
    • Default: <none>
  • Pregnancy: Allow Adoption
    • Whether the sim is allowed to participate in the adoption of new humans or pets
    • Default: True
  • Pregnancy: Allow Can Be Pregnant NEW
    • Whether the sim is allowed to be pregnant by any means, including pregnancies incurred beyond the purview of this mod
    • If you disable this option, the mod will actively terminate any pregnancy the sim receives
    • NOTE: This option is actively checked by Woohooer, and will block any attempts to get this sim pregnant using interactions provided by that mod.
    • Default: True
    • Hidden By: "Pregnancy: Allow Participation" = "False"
  • Pregnancy: Allow Can Be Pregnancy Caste NEW
    • When set, this option dictates what type of sims are allowed to make this sim pregnant
    • Namely, the donor for the pregnancy, must have at least one of the given castes to be successful
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Pregnancy: Allow Participation Caste NEW
    • When set, any target of a "Pregnancy" scenario must have at least one of the Castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Pregnancy: Allow Participation
    • Whether the sim can participate in a pregnancy
    • This option is tested against both sims in the coupling, and is essentially a sterilizer for sims
    • Default: True
  • Pregnancy: Base Number of Children
    • The base number of children the sim wants to have. This value is adjusted by trait-scoring.
    • Default: 3
  • Pregnancy: Base Number of Pets
    • The base number of pets the sim wants to have. This value is adjusted by trait-scoring.
    • Default: 1
  • Pregnancy: Disllow Can Be Pregnancy Caste NEW
    • When set, this option dictates what type of sims are not allowed to make this sim pregnant
    • Namely, the donor for the pregnancy, cannot have any of the castes selected here
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Pregnancy: Disallow Participation Caste NEW
    • When set, any target of a "Pregnancy" scenario cannot have any of the Castes selected here
    • Default: <None>
  • Pregnancy: Maternity Leave
    • Determine how many additional sim-days a sim receives after giving birth
    • Entering a negative value will remove days from the EA given value.
    • Setting this value to zero will disable this mod's alterations to the days off
    • Default: 1
    • Module: Population StoryProgression
  • Pregnancy: Maximum Number of Children NEW
    • Determines the maximum number of planned children a sim can have. This does not stop unexpected pregnancies from occurring.
    • Note that multiple birth pregnancies can exceed the value specified here.
    • Default: 0
  • Pregnancy: Newborn Last Name NEW
    • Specifies which name to give a newborn
    • This option can be set individually for each of the major species
    • Default: Mother
    • Hidden By: "Pregnancy: Rename Newborns" = "False"
    • Module: Population StoryProgression
  • Pregnancy: Rename Newborns NEW
    • When enabled, any newborn matching the pregnancy story level will prompt the user for a new name
    • This option can be set individually for each of the major species
    • Default: False
    • Module: Population StoryProgression
  • Pregnancy: Unexpected Base Chance NEW
    • Defines the percent base chance of a flirt scenario incurring an unexpected pregnancy
    • This option is adjusted by trait-scoring
    • Default: 5
  • Push: Allow After Work NEW
    • Whether to add the "Go Home" interaction after performing the "Go To Work" or "Go To School" interaction.
    • Note this only applies to pushes performed by this mod, which does not include the EA Standard carpooling system
    • Default: True
  • Push: Allow At Night
    • Whether the sim can be pushed at night.
    • Default: True
  • Push: Allow During Day NEW
    • Whether the sim can be pushed during the day.
    • Default: True
  • Push: Allow Skills NEW
    • Whether the sim can be pushed during the mod to perform a skill-building interaction.
    • Default: True
    • Module: Skill StoryProgression
  • Push: Allow To Party NEW
    • Whether the mod is allowed to push this sim to gathering parties
    • Default: True
  • Push: Allow To Work NEW
    • Whether the mod is allowed to push this sim to work or school
    • Default: True
  • Push: Go To Hospital Chance NEW
    • Defines the chance that a sim will be sent to the hospital after being the victim of a violent personality scenario
    • Note that certain types of personality scenarios will override this value with a higher setting
    • Default: 25
  • Push: Go To Jail Chance NEW
    • Defines the base percent chance of a sim being pushed to jail after being involved in a personality scenario.
    • Note this value is adjusted by trait-scoring.
    • Note: This option has no effect on jail pushes incurred by other mods, such as Careers.
    • Default: 75
  • Reset To Defaults
    • Prompts the user to choose which of the manually altered options in the current set they wish to reset to the defaulting value
    • Using this option allows the option from a higher defaulting set to be used
  • Romance: Allow
    • Whether the progression can flirt your sims around town, and eventually get them married
    • Note: This only affects affairs generated by this mod. Autonomous flirt interactions performed by the sims themselves are unaffected.
      • If you have Phase Nine of Woohooer installed, that mod will check this option in StoryProgression and deny autonomous interactions between such sims
    • Default: True
  • Romance: Allow Breakup NEW
    • Whether the sim is allowed to breakup from a steady or married relationship
    • Note: This only affects affairs generated by this mod. Autonomous flirt interactions performed by the sims themselves are unaffected.
      • Such interactions are governed by Woohooer in this suite.
    • Default: True
    • Hidden By: "Romance: Allow" = False
    • Module: Relationship StoryProgression
  • Romance: Allow Marriage
    • Whether sims are allowed to enter into married relationships
    • Default: True
    • Hidden by: "Romance: Allow Steady" = False
  • Romance: Allow Partner Caste NEW
    • When set, any target of a "Partering" scenario must have at least one of the Castes selected here
    • This option controls going steady, and marriage
    • If no castes are specified, this option is ignored
    • Default: <None>
  • Romance: Allow Steady
    • Whether sims are allowed to enter into steady relationships
    • Default: True
    • Hidden by: "Romance: Allow" = "False"
  • Romance: Arranged Marriage: Caste NEW
    • When set, the mod will actively attempt to arrange a marriage between a target that has one of the given Castes
    • Note this option sets the "Romance: Arranged Marriage: Sim" automatically if it is currently unset
    • Default: <None>
    • Module: Relationship StoryProgression
  • Romance: Arranged Marriage: Dowry Maximum NEW
    • When set, this option defines the maximum amount of family funds transferred to the other household when an arranged marriage is performend
    • This value must be greater than "Dowry Minimum" to be used
    • Default: 0
  • Romance: Arranged Marriage: Dowry Minimum NEW
    • When set, this option defines the minimum amount of family funds transferred to the other household when an arranged marriage is performed
    • This value must be less than "Dowry Maximum" to be used
    • Default:
  • Romance: Arranged Marriage: Sim NEW
    • Prompts the user to manually specify the sim to which this is to be married once they come of age
    • This option is also used by "Romance: Arranged Marriage: Caste" to store the automated selection until the marriage can be performed
    • Note that this option will block all other partnering scenarios for this sim, except with the specified target.
    • Default: <None>
    • Module: Relationship StoryProgression
  • Pregnancy: Disallow Partner Caste NEW
    • When set, any target of a "Partnering" scenario cannot have any of the Castes selected here
    • Default: <None>
  • Romance: Legacy Marriage Name
    • When enabled, the last names of sims from this household will be used preferentially during marriage
    • Default: False
  • Romance: Marriage Name NEW
    • Determines the method that newlyweds are named.
    • Default: Female-Male
  • Romance: Marriage Name: Same-Sex NEW
    • Determines the method that same-sex newlyweds are named.
    • Default: Female-Male
  • Sim: Disallow Trait NEW
    • Defines a set of traits this sim is not allowed to have.
    • The mod will periodically replace any invalid traits with valid ones.
    • Default: <None>
  • Sim: Forced Trait NEW
    • Defines a set of traits to which the sim must have at least one match.
    • If the sim already has the maximum number of traits allowed, one of the existing traits will be replaced.
    • If no selection is made, this option is ignored
    • Default: <None>
  • Skill: Allow
    • Whether sims in this household are allowed to gain skills on their own
    • Default: True
    • Module: Skill StoryProgression
  • Skill: Allow Harvest
  • Skill: Allow Only Existing
    • Whether to allow gains in skills already present in the sim
    • Default: False
    • Hidden by: "Allow Skills" = False
    • Module: Skill StoryProgression
  • Skill: Disallow
    • Determines which skills this sim are NOT allowed to increase in.
    • Note that sims will still gain points, but will simply not level-up.
    • Default: <none>
    • Module: Skill StoryProgression
  • Stasis
    • Stops all progression action on any member of this household.
    • This option essentially serves as a quick means to disable other options in this set.
    • If you want the sim to have a partial stasis, leave this option as "False", and alter the other individual settings instead
    • Default: False
  • Static Motive: Bladder
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Destruction
    • Whether to maximize and force this motive to be unchanging for the sim
    • Note this option includes Dog "Destruction" and Cat "Scratch" motives
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Energy
    • Whether to maximize and force this motive to be unchanging for the sim
    • Note this option includes "Alien Brain Power" motive in addition to human "Sleep" motive
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Exercise
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Fun
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Hunger
    • Whether to maximize and force this motive to be unchanging for the sim
    • This includes the "Thirst" motive used by Vampires
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Hygenie
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Social
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Temperature
    • Whether to maximize and force this motive to be unchanging for the sim
    • Default: False
    • Module: Extra StoryProgression
  • Static Motive: Thirst
    • Whether to maximize and force this motive to be unchanging for the sim
    • This option only includes Horse "Thirst". Vampire "Thirst" is covered by "Static Motive: Hunger"
    • Default: False
    • Module: Extra StoryProgression
  • Stories: Allow NEW
    • Whether to allow stories to be created using that contain this sim
    • This can be used in combination with the "Stories" filters to limit story production.
    • Default: True
  • Stories: Allow Summary NEW
    • Whether to allow stories for this sim to be displayed in the summary notice
    • Note this option does not impact whether the story itself will be displayed as a separate notice
    • Default: True
  • Stories: Force
    • Forces the system to display any stories involving the given household
    • When enabled, stories that involve this sim will always be displayed, regardless of your other "Stories" settings
    • Default: False

General Options

  • Adjust Speed
    • Lets you adjust the cycle speeds of certain managers up and down with one simple option
    • Default: Default
  • Advanced Mode
    • When disabled, the number of options listed under "General Options" is significantly reduced
      • Doing so hopefully minimizes the initial "Options Overload" effect that many users feel after installing this mod.
    • Installing an option scripting module such as Extra StoryProgression..automatically turns this option on
      • It is presumed you are a more advanced user if you are using an optional module.
    • Default: False
  • All Stories
    • Use this option to change all the other Stories options simultaneously
    • Default: All
  • Enable Progression
    • When enabled, this mod will deactivate the EA story progression and begin maintaining the town
    • Default: False
  • Export Settings
    • Allows the user to save the current settings for later import into another town
  • Import Settings
    • Imports a set of previously exported settings
  • Reapply Menu Interactions
    • Forces the mod to readd all the "NRaas \ Story Progression" menus to all objects in the game.
    • This is useful if you added a new object or lot via "Edit Town" and wish to have access to the menu without reloading
  • Show Debugging
    • Enables the debugging options and begins spitting out debugging logs to your My Documents directory
    • Default: False
  • Total Reset
    • Completes restarts the StoryProgression mod, resetting all options to their defaults, and deletes all persistent sim data stored by this mod
    • Default: False
  • Version
    • Displays the active version of the base-mod
    • Note if you wish to review the versions of the optional modules, use Overwatch's "Version" interaction instead.

  • Options: Careers

    • Allow Investigations
      • Whether to include local Private Eyes whenever an Arson, Break, or Steal scenario fires
      • Default: True
      • Module: Career StoryProgression
    • Allow Standalone Part Time Jobs
      • When disabled, part-time jobs attached to rabbitholes, which do not also have full-time jobs, are denied to inactive sims
      • Default: True
    • Assign Dream Job To Employed
      • Whether to reassign sims, who already have jobs, to the career specified by their life-time want
      • Default: True
    • Assign Self Employed Careers
      • Whether to assign self-employment jobs to sims
      • Default: True
    • Auto Find Job
      • When enabled, sims are provided trait or Lifetime want-related careers
      • Note disabling this option will not stop EA Standard from assigning jobs to unemployed sims
      • Default: True
    • Auto Tones For Active
      • When enabled, active sims will choose what they do at work/school based on their traits
      • Default: False
      • Module: Career StoryProgression
    • Auto Tones For Inactive
      • When enabled, inactive sims will choose what they do at work/school based on their traits
      • Default: True
      • Module: Career StoryProgression
    • Campaign Mooch Maximum
      • Specifies the maximum amount of simoleons a politician can mooch from a sim in a single scenario
      • Default: 10000
      • Module: Career StoryProgression
    • Celebrity On Top Level Raise
      • Specifies the number of celebrity points to provide whenever a sim achieves a raise while at the top level of their career
      • Default: 500
      • Module: Career StoryProgression
    • Change Work Clothes
      • Changes the work clothes of inactive sims using trait scoring (i.e., inactive sims with traits like Slob or Workaholic will keep their work clothes on while other sims will not)
      • Default: True
      • Module: Career StoryProgression
    • Family Business
      • When enabled, sims will attempt to find jobs in the same career-line as their parents
      • Career Lifetime Wants take precedence over this option
      • Default: True
    • Force Teen Jobs
      • Whether to force all teenagers to get part-time jobs, regardless of trait-scoring
      • Default: False
    • Force Change Work Clothes
      • When enabled, all sims are switched out of work clothes, regardless of trait-wise scoring
      • Default: False
      • Module: Career StoryProgression
    • Handle Jack of all Trades
      • When enabled, the mod will force Jacks to transfer to a new career once they reach level five
      • Default: True
      • Module: Career StoryProgression
    • Immigration Pressure
      • Specifies the amount of pressure to apply for each job missing a boss
      • Default: 1
    • Manage Bosses
      • When enabled, the system will reassign bosses based on job level, rather than the random EA approaches
      • Default: True
      • Module: Career StoryProgression
    • Manage Coworkers
      • When enabled, the system will assign coworkers to inactive sims who normally don't receive them
      • Default: True
      • Module: Career StoryProgression
    • Manually Select Careers
      • Whether to prompt to choose the career for a sim that has requested reassignment
      • Default: False
    • Meet Coworkers Immediately
      • When enabled, coworkers at work at met immediately, bypassing the "Meet Coworkers" tone entirely
      • Default: True
      • Module: Career StoryProgression
    • Only Chat Tones for Active
      • When enabled, only the "Meet" and "Chat" tones will be used for active sims while at work/school
      • Default: False
      • Module: Career StoryProgression
    • Only One May Lead: Allow Active
      • Whether to allow active sims to participate in "One May Lead" challenges. When disabled, the active always succeeds.
      • Default: True
      • Module: Career StoryProgression
      • Hidden by: "Restrict Some Levels To a Single Sim" = False
    • Prompt For Inactive Branching
      • When enabled, the user is prompted whenever a story-level sim reaches a branch in their career
      • Default: False
      • Module: Career StoryProgression
    • Push Journal Reading
      • Whether to push sims who have unread journals in their inventory to actually read them
      • Default: True
      • Module: Career StoryProgression
    • Push Lectures for Education
      • Whether to push sims to hold lectures at the school rabbithole when their career metrics require such.
      • Default: True
      • Module: Career StoryProgression
    • Push Write Reports
      • Whether to push sims to write reports on the computer, in order to increase their "Reports" or "Reviews" career metrics
      • Default: True
      • Module: Career StoryProgression
    • Reroll Careers on Top Level
      • When enabled, all sims the reach the top of their career will automatically quite and roll a new career
      • Default: False
      • Module: Career StoryProgression
    • Restrict Some Levels To a Single Sim
      • When enabled, certain career levels that make sense to only have a single sim in them are restricted to such
      • Sims who fail to unseat the current level owner will be demoted and provided a raise instead
      • Default: True
      • Module: Career StoryProgression
    • Show Carpool Messages
      • When enabled, the system will display carpool notifications for the active sims
      • Default: True
      • Module: Career StoryProgression
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 500
    • Stories
      • Determines for which sims you will receive career stories, such as new jobs, promotions, demotions, firings
      • Default: All
    • Work Holiday By Season NEW
      • Defines which holidays are to be considered days off for rabbithole career workers
      • Default: <All Seasons>
    • Options: Job Performance

      • Adjust Active Performance
        • Whether to alter active job performance in the same manner as inactive sims
        • Default: True
      • Adjust Performance Age Span
        • Whether to make job performance increase slower the longer the age-span
        • Default: True
      • Alter Performance Decrease Rate
        • Whether to adjust the decrease rate for performance in the same manner as the increase
        • Default: False
      • Jail Demotion Chance
        • Base chance (before trait-scoring) that a sim will be demoted upon being arrested by progression
        • Default: 50
      • Job Difficulty Scale
        • When increased, inactive sims will ascend slower in their careers
        • Default: 1
      • Promote On The Job NEW
        • When enabled, sims who reach the maximum job performance will be automatically promoted during the work-day
        • Note that sims will also be demoted during the work day if they bottom out in performance
        • Performance is reset to "0" automatically
        • Default: False
      • Stepped Job Difficulty Scale
        • The percent increase in difficulty applied to each level of a sim's career
        • Default: 0
      • Stop Raises at Top Career Level
        • When enabled, job performance is stopped for sims once they reach their maximum career level
        • Default: False
    • Options: Retirement

      • Assign Self Employed Retirement
        • Whether to assign self-employment jobs to retired sims
        • Default: True
        • Hidden by: "Assign Self Employed Careers" = False
      • Maximum Per Level Active Career Pension
        • Defines the maximum amount to pay in pension for each level of a sim's retired career
        • This only applies to Active Careers, whose pensions are variable
        • Default: 50
      • Retire Elders At Maximum Level
    • Options: School

      • Apply After School Activity
        • Whether to apply after school activities to any inactive sims that do not already have them
        • Default: True
        • Module: Career StoryProgression
      • Assign Home Schooling
        • Whether to assign home-schooling to sims, when there is no school rabbithole in town.
        • Default: True
        • Module: Career StoryProgression
      • Auto Assign School
        • When enabled, all teenagers will be assigned to specialty schools (requires the installation of the Careers Mod)
        • Default: True
        • Module: Career StoryProgression
      • Considered Public School NEW
        • Defines which schools are considered "Public" by the mod, with all other schools being defined as "Private"
        • This option is used in conjunction with "Sim Option \ Allow Private School" to separate children into separate schools
        • Default: "Elementary and High School"
      • Homework Completion
      • Manually Choose Private School RENAMED
        • Whether to prompt whenever a sim is to be assigned to a specialty school (requires the installation of the Careers Mod)
        • Default: False
        • Module: Career StoryProgression
      • Periodic School Check NEW
        • When enabled, the mod will periodically check all sims to ensure that the school they are attending matches their "Sim Option" settings.
        • Note that disabling this option will not stop the check when a sim ages up.
        • Default: True
        • Module: Career StoryProgression
      • Private School Fee
        • Applies a fee for all sims attending a non-EA school, paid on each cycle of this manager
        • Default: 0
        • Module: Career StoryProgression
      • Private School Formalwear
        • When enabled, children attending non-public school will be switched into formalwear upon being pushed to school
        • Default: True
        • Module: Career StoryProgression
      • Public School Formalwear
        • When enabled, children attending public school will be switched into formalwear upon being pushed to school
        • Default: True
        • Module: Career StoryProgression
      • School Holiday By Season NEW
        • Specifies which seasonal holidays are considered days off for school students
        • Default: <All Seasons>
        • Module: Career StoryProgression
      • Summer Off NEW
        • Specifies which schools use "Summer Off Days" to determine days off during the Summer
        • Default: <None>
        • Module: Career StoryProgression
      • Summer Off Days NEW
        • Specifies which days during Summer to consider a day off from school
        • Used in conjunction with "Summer Off"
        • Default: <All Days>
        • Module: Career StoryProgression
      • School Fee: By School
        • Allows the user to specify an additional school fee, based on the type of school. This value is in addition to the value entered in "Private School Fee"
        • Hidden by "Private School Fee" = "0"
        • Module: Career StoryProgression

  • Options: Castes

    • Allow Out Caste NEW
      • When enabled, the mod is allowed to break up families which contains sims with conflicting "Move" Castes
      • Default: True
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Stories
      • Determines for which sims you will receive caste notifications
      • Default: All

  • Options: Deaths

    • Ancestral First Choice
      • Specifies which descendant is considered firstly, when attempting to ensure an ancestral home
      • Default: First Born
    • Inherit Cash
      • When enabled, the last sim on a lot will transfer their final net worth to their children
      • Default: True
      • Module: Money StoryProgression
    • Inherit Royalties
      • Whether to transfer remaining book royalties to another sim prior to death
      • Default: True
      • Module: Money StoryProgression
    • Inheritance
      • When enabled, a dying sim will transfer their inventory to family and friends
      • Default: True
      • Module: Money StoryProgression
    • Inheritors
      • Defines who is allowed to inherit when a sim dies.
      • Note a sim who has no inheritors who match the given parameters will have their property confiscated by the state.
      • Default: "Children", "Friends", "Relatives"
    • Mark as EA Protected
      • When enabled, all sims that die will leave a gravestone
      • Default: True
    • Propagate Mourn Moodlet on Death
      • When enabled, the mourn moodlet is propagated to all closely related relatives
      • Default: True
      • Module: Extra StoryProgression
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Stories
      • Determines for which sims you will receive death notification
      • Default: All

  • Options: Flirt

    • Allow Existing Flirts
      • Whether to perform flirts between sims who already know each other
      • Default: True
    • Allow Flirt with Active Involved
      • Whether to the mod to push flirts on sims who are romantically involved with an active sim
      • Default: True
    • Allow Flirts
      • Whether to allow flirting scenarios between strangers
      • Default: True
    • Allow Old Lover
      • Whether to allow flirting with former partners and spouses
      • Default: True
    • Chance of Bisexual Sim
      • The random chance that a newly aged teenage will be set as bisexual
      • Sims who fail the "Chance of Gay Sim" roll will attempt this roll instead.
      • Any sim who fails both rolls is set as straight.
      • Default: 5
    • Chance of Gay Sim
      • The random chance that a newly aged teenage will be set as gay
      • Sims who fail this roll will perform the "Chance of Bisexual Sim" instead.
      • Any sim who fails both rolls is set as straight.
      • Default: 1
    • Check All Ancestors During Closely Related NEW
      • When enabled, all levels of blood relation are considered off limits to flirt scenarios.
      • This includes those beyond first cousins where EA Standard normally stops checking
      • This is a performance prohibitive calculation. Do not enable it for towns with extensive family trees.
      • Default: False
    • Cooldown Between Partners
      • Specifies the number of sim-days to wait between breaking up and initiating a new flirt
      • Default: 3
    • Cooldown: Between Flirts
      • Specifies the minimum number of sim-days to wait before pushing another flirt scenario on a sim
      • Default: 1
    • Gay to Straight Town Ratio Cutoff
      • Defines the maximum ratio of Gay to Straight sims allowed in your town
      • Once this ratio is exceeded, the mod is no longer allowed to assign Gay or Bisexual gender preference to new sims
      • The value is a percentage, calculated as (Number of Gay or Bi Sims / Total Teen or Above Residents)
      • Default: 100
    • Immigration Pressure
      • Determines the amount of pressure incurred for each unsuccessful flirt attempt
      • Default: 10
      • Hidden By: Options: Lots - Immigration Gauge <= 0
    • Maximum Allowed Per Sim
      • Determines the maximum number of romantic interests a single sim can have at any one time
      • Default: 0
      • Hidden By: Allow Flirts = False
    • Romeo And Juliet Flirt NEW
      • When enabled, the mod will periodically attempt to push a flirt scenario on the children of two households who consider each other enemies
      • Default: True
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 300
    • Stories
      • Determines which sims you will receive notice regarding flirting
      • Default: All

  • Options: Friendships

    • Allow Enemy Making
      • When enabled, the manager is allowed to negatively impact relationships
      • Default: True
    • Allow Enemy Scenarios Amongst Family NEW
      • When disabled, enemy making scenarios will be disabled between blood related sims
      • Default: True
    • Allow Friend Making
      • When enabled, the manager is allowed to positively impact relationships
      • Default: Truef
    • Allow Meet The Boss
      • Whether to allow the mod to push friendship scenarios between part-time workers and full-time workers in the same rabbithole
      • Default: True
      • Module: Career StoryProgression
    • Allow Meet The Teacher
      • Whether to allow the mod to push friendship scenarios between school-children and full-time workers in the same rabbithole
      • Default: True
      • Module: Career StoryProgression
    • Allow Stalker
    • Allow Unpopularity
    • Family Enemy
    • Family Friend
    • Lynch Mob Emigration Threshold
      • Determines the minimum number of enemies a family needs to initiate this form of emigration
      • A family must have fewer friends than enemies to be eligible
      • Default: 20
      • Hidden By: "Lots \ Emigration Ratio" = 0
      • Module: Population StoryProgression
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 300
    • Stories
      • Determines which sims you will receive notifications on new friends or enemies
      • Default: All
    • Options: Celebrity

      • Allow False Accusations
      • Celebrity Depreciation: Active Multiple
        • The increase in depreciation applied to the active sims
        • Set this value to "0" to disable depreciation for active sims
        • Default: 2
        • Module: Relationship StoryProgression
      • Celebrity Points: Accumulation
        • The number of points added whenever a sim engages in a relationship building scenario with a sim of a higher celebrity level
        • Default: 25
      • Celebrity Points: Depreciation
        • The speed at which celebrity points are lost, on a per-day basis. Each level can be specified individually
        • Default: 50, 50, 25, 25, 50, 100
        • Module: Relationship StoryProgression
      • Celebrity Ratio Level 1 NEW
        • Defines the percent ratio of Level 1 Celebrities to the entire Resident population in town
        • Any sim attempting to promote to this level will be denied until another sim is promoted up or depreciates down
        • Default: 100
      • Celebrity Ratio Level 2 NEW
        • Defines the percent ratio of Level 2 Celebrities to the entire Resident population in town
        • Any sim attempting to promote to this level will be denied until another sim is promoted up or depreciates down
        • Default: 50
      • Celebrity Ratio Level 3 NEW
        • Defines the percent ratio of Level 3 Celebrities to the entire Resident population in town
        • Any sim attempting to promote to this level will be denied until another sim is promoted up or depreciates down
        • Default: 25
      • Celebrity Ratio Level 4 NEW
        • Defines the percent ratio of Level 4 Celebrities to the entire Resident population in town
        • Any sim attempting to promote to this level will be denied until another sim is promoted up or depreciates down
        • Default: 12
      • Celebrity Ratio Level 5 NEW
        • Defines the percent ratio of Level 5 Celebrities to the entire Resident population in town
        • Any sim attempting to promote to this level will be denied until another sim depreciates down
        • Default: 6
      • Disalllow Disgrace By Type
        • Defines which disgrace types are not allowed to occur in the game
        • This only impacts actual disgrace events, not false accusations
        • Default: <None>
        • Module: Relationship StoryProgression
      • Disgrace Relation Drop Chance
        • The chance that a sim will feel compelled to reduce relationship with you when a disgraceful event occurs. This value is adjusted by trait-scoring.
        • Default: 25
        • Module: Relationship StoryProgression
      • Disgrace Relationship Change
      • Disgrace Report Chance
      • Grant Celebrity For Certain Career Levels
        • Whether to grant celebrity points for reaching certain levels in a career.
        • Default: True
        • Module: Career StoryProgression
      • Show First Level Gain Story
        • Whether to create a story whenever a sim reaches the first level in Celebrity status.
        • Default: False

  • Options: Households

    • Allow Inter-Household Adoption
      • Whether to allow the mod to transfer pets between households whenever one family has too many and another has too few
      • Default: True
    • Broken Home Move
      • When enabled, sims who live with people they dislike will attempt to find a new home to live
      • Default: True
    • Broken Home: Opposing Clans NEW
      • When enabled, sims who live with sims in opposing clans or castes will attempt to find a new home to live
      • Default: True
    • Cooldown Between Moves
      • Specifies the number of days to wait after moving to a new household before considering another move
      • Default: 5
    • Homeless Require Inspection
      • When enabled, homeless sims are required to pass home inspection prior to moving into a home
      • Default: True
      • Hidden By: "Allow Homeless Move In" = False
      • Hidden By: "Manage Homeless" = False
    • Manage Homeless
      • When enabled, the progression will manage the homeless population. Otherwise it ignores them entirely. By default any homeless Sims are deleted each cycle.
      • Default: True
      • Note: When enabled, this option will delete many Sims spawned by the game such as the 'Frog Prince/Princess' from the Store Wishing Fountain "Wish for Love" and any Fairies encountered by "Search for Fairies" in the Supernatural Arboretum. It may also prevent zombies from spawning on a Full Moon as these are taken from the Homeless population.
    • Move In Preference
      • Determines which household gets preference when a couple moves in together
      • Default: Either
    • Move Role Sims Into Service Household
      • Whether to move role sims, normally generated as homeless sims, into the NPC service household
      • This option is only applicable if you have Register installed.
      • Default: True
    • Room To Leave
      • Specifies the minimum number of human spots to leave open in each household.
      • When the family has too few slots available, the progression will attempt split the home, and move some sims out.
      • Default: 1
    • Room To Leave: Pets
      • Specifies the minimum number of pet spots to leave open in each household.
      • When the family has too few slots available, the progression will attempt split the home, and give some pets up for adoption.
      • Default: 1
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Stories
      • Determines which households you will hear have merged or split
      • Stories: All
    • Stranded Couple Loan
      • The amount to grant couples, who are currently living in separate homes, so they can purchase their own home together
      • Default: 25000
      • Module: Money StoryProgression
    • Update Household Name
      • Whether to update the household name to match that of the last name of the oldest sim in the family
      • Default: True

  • Options: Lots

    • Allow Arson
      • Whether to allow arson scenarios during progression
      • Default: True
    • Allow Break
      • Whether to allow the progression to break objects around town
      • Default: True
    • Automatic Cleaning
      • Performs an automatic cleanup every <settable> sim-minutes on the active household. "0" can be set to disable this entirely.
      • Default: 0
      • Module: Extra StoryProgression
    • Cleanup Duplicate Library Books
      • When enabled, the system removes redundant book copies from all commercial lots
      • Default: False
      • Module: Extra StoryProgression
    • Move in Starting Fund Percent
      • The percent of the remaining cash from the source households that is gifted to the new household
      • This option is only used when the family is split, and part of the family moves out. If the entire family moves, all funds are automatically transferred.
      • Default: 10
    • Remove Zero Value Books
      • When enabled, books of zero value are deleted from the shelves of all residential lots
      • Default: False
      • Module: Extra StoryProgression
    • Repopulate Empty Library Shelves
      • When enabled, empty library shelves are restocked with their appropriate book type
      • Default: True
      • Module: Extra StoryProgression
    • Show Colored Tags
      • Whether to different colors to signify the type of relationship with the lot
      • Default: All
      • Hidden by "Show Map Tags" = False
      • Module: Extra StoryProgression
    • Show Map Tags
      • Specifies which households to display the lot tag while in the Map View
      • Default: All
      • Module: Extra StoryProgression
    • Show Menu Interactions
      • When disabled, the "Story Progression" menu on each lot is hidden
      • Default: True
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Stories
      • Determines for which sims you will hear about new home purchases
      • Default: All
    • Options: Immigration/Emigration

      • Allow Alien Household NEW
        • Whether to allow the use of the Alien Service Household when choosing genetic parents from the town
        • Default: False
        • Hidden By: "Immigration Gauge" <= 0
      • Chance of Bin Offspring
        • Determines the percent chance the genetic parent of a new immigrant will be a sim from the "Edit Town" Family Library
        • Note that importing library files is a performance intensive operation. Be aware that the game may lag when an immigration occurs.
        • Default: 50
        • Hidden By: "Immigration Gauge" <= 0
      • Chance of Hybrid Offspring NEW
        • Defines the percent chance of an immigrant receiving additional occult states over and above the one normally defined by the parents
        • Default: 0
        • Hidden By: "Immigration Gauge" <= 0
      • Chance Of Immigrant Friends
        • Determines the percent chance of a pair of non-romantic friends being immigrated into town
        • Default: 10
        • Hidden By: "Immigration Gauge" <= 0
      • Chance of Occult NEW
        • Defines the percent chance of an immigrant being occult
        • Default: 0
        • Hidden By: "Immigration Gauge" <= 0
      • Chance Of Partner Immigrant
        • Determines the percent chance of a non-married, but steady, couple being immigrated into town
        • Default: 10
        • Hidden By: "Immigration Gauge" <= 0
      • Chance of Random Offspring
        • Determines the percent chance the genetic parent of a new immigrant will be a sim created via EA random generation
        • Default: 10
        • Hidden By: "Immigration Gauge" <= 0
      • Chance Of Single Parent Immigrant
        • Determines the percent chance of a single parent household being immigrated into town
        • Default: 10
      • Chance of Teen Immigrant
        • Determines the chance that a new immigrant family will be headed by a teenager
        • Default: 10
        • Hidden By: "Immigration Gauge" <= 0
      • Check Active Relationship Before Emigration
        • Whether to check to see whether the active household has a significant relationship with a family before allowing them to emigrate.
        • Default: False
        • Module: Population StoryProgression
      • Emigration Ratio
        • Specifies the necessary Debt to Asset ratio to attempt an "Emigration" scenario. "0" can be set to disable the scenario entirely
        • This value is a percent ratio of debt over assets, ranging from 0 to 100
        • Default: 0
        • Module: Population StoryProgression
      • Equal Chance to All Bin Sims
        • When disabled, the system randomly chooses a bin household, and then random chooses a sim from that household as a immigrant genetic donor
        • Default: True
        • Hidden By: "Immigration Gauge" <= 0
      • Facial Blend Mutation: Random Sims NEW
        • Specifies the minimum and maximum range the mod is allowed to alter each facial blend for randomly generated genetic parents (aka Pudding Faces)
        • Default: -0.4 : 0.4
        • Hidden by: "Immigration Gauge" <= 0
      • Facial Blend Mutation: Unset Blends NEW
        • Specifies the minimum and maximum range the mod is allowed to alter facial blends which are set to "0"
        • This is useful for assigning values to custom sliders which did not exist when the genetic parents were originally saved
        • Default: -0.1 : 0.1
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant Cash Range
        • Defines the amount of family funds a new immigrant family will receive
        • Default: 10000 to 50000
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant Gender
        • Defines the gender of new immigrants
        • Default: Balanced
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant Lot Cost Range
        • Defines the range of lot prices available for new immigrant families
        • Default: 0 to 10000000
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant Maximum Celebrity Level
        • Determine the maximum starting celebrity level for a new immigrant to the town
        • Default: 0
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant Name
        • Determines how the last name of new immigrants will be assigned
        • Default: Mother-Father
        • Hidden By: "Immigration Gauge" <= 0
      • Immigrant Occult NEW
        • Defines the list of possible occults that can be applied to new immigrants
        • Default: <None>
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrant World NEW
        • Defines the set of possible worlds that can be applied to new immigrants
        • This defines the default genetic facial blend preferences for genetic parents
        • If unset, the homeworld is used.
        • Default: <None>
        • Hidden by: "Immigration Gauge" <= 0
      • Immigrate Single Sim Chance
        • The chance that a single sim household will be immigrated while the "Whole Family" option is active
        • Default: 25
        • Hidden by: "Immigration Gauge" <= 0
      • Immigration Disallow Bin By House
        • Allows the user to define which households in the bin are eligible for immigration.
        • Default: <all houses are valid>
        • Hidden by: "Immigration Gauge" <= 0
      • Immigration Gauge
        • The amount of pressure that must be reached to force a new immigrant to appear in town
        • Default: 0
      • Immigration Pet Chance
        • The chance of an eligible family receiving pets during immigration
        • Note that not all families want pets, so even at "100", not all immigrants will receive them
        • Default: 25
        • Hidden by: "Immigration Gauge" <= 0
      • Immigration Pet Maximum
        • The maximum number of pets alloted to each immigrant household that successfully rolls to receive pets.
        • Default: 2
        • Hidden by: "Immigration Gauge" <= 0
      • Maximum Additional Occult Types NEW
        • Defines the maximum number of hybrid occult states an immigrant is allowed to receive.
        • Used in conjunction with "Chance of Hybrid Offspring"*
        • Default: 0
        • Hidden by: "Immigration Gauge" <= 0
      • Maximum Bin Household Size
        • Limits the immigration system to using library files that have fewer or equal occupants than the value provided
        • Since importing large library files is time-consuming this option is available to provide an upper bound when immigrating
        • This is a means of stopping StoryProgression from using large Porter families as genetic sources
        • Default: 25
        • Hidden by: "Immigration Gauge" <= 0
      • Minimum Empty Homes
        • Determines the minimum number of empty homes that must be available in town prior to an immigration occurring
        • Default: 0
      • Random Immigration Pressure
        • Specifies a random value added to the immigration pressure once each cycle
        • Default: 0
        • Hidden By: "Immigration Gauge" <= 0
      • Random Sim Bust Range
        • The range a "EA Random Sim", used for immigrant genetics, is allowed to have for bust range
        • This option is only applicable to females
        • Default: "-0.5 : 0.5"
        • Hidden By: "Immigration Gauge" <= 0
      • Random Sim Fitness Range
        • The range a "EA Random Sim"", used for immigrant genetics, is allowed to have for fitness
        • Default: "0 : 1"
        • Hidden By: "Immigration Gauge" <= 0
      • Random Sim Muscle Range
        • The range a "EA Random Sim", used for immigrant genetics, is allowed to have for muscle definition range
        • This option is only applicable to males
        • Default: "0 : 1"
        • Hidden By: "Immigration Gauge" <= 0
      • Random Sim Weight Range
        • The range a "EA Random Sim"", used for immigrant genetics, is allowed to have for weight
        • Default: "-1 : 1"
        • Hidden By: "Immigration Gauge" <= 0
      • Rapid Immigration
        • When enabled, the progression will immigrate in the specified number of family in rapid succession
        • Once complete, the value will be reset to 0
        • Default: 0
        • Hidden By: "Immigration Gauge" <= 0
      • Use Custom Names Only NEW
        • When enabled, only names loaded from the NameList Tuning package are used for new immigrants
        • Default: False
        • Hidden By: "Immigration Gauge" <= 0
      • Whole Family Immigration Size
        • Defines the maximum number of sims allowable in an immigrant family
        • Default: 8
        • Hidden By: "Immigration Gauge" <= 0
    • Options: Inspection

      • Home Inspection Career Objects
        • When enabled, the new home must have the objects necessary to perform a sim's self-employed career before they will move
        • Default: True
        • Hidden By: "Rigorous Home Inspection" = False
      • Home Inspection Crib Count
        • When enabled, "Rigorous Home Inspection" checks whether there are sufficient cribs to hold all babies/toddlers in the family
        • Default: True
        • Hidden By: "Rigorous Home Inspection" = False
      • Home Inspection Double Bed Count
        • When enabled, "Rigorous Home Inspection" checks whether are sufficient double beds for the number of partners living in the house
        • Default: True
        • Hidden By: "Rigorous Home Inspection" = False
      • Home Inspection Pet Beds
        • When enabled, "Rigorous Home Inspection" checks whether are sufficient pet beds on the lot to satisfy all the pets in the family
        • Default: True
        • Hidden By: "Rigorous Home Inspection" = False
      • Prompt On Inspection Fail
        • When enabled, the mod will inform the user whenever a household fails home inspection, allowing them time to correct the issue before the family moves.
        • Default: False
      • Rigorous Home Inspection
        • When enabled, the progression will not move a family into a house with not enough beds
        • Default: True

  • Options: Money

    • Handle Inactive Deeds
      • When enabled, the manager will collect money on deeds assigned to inactive households
      • Default: True
      • Module: Money StoryProgression
    • Harvest Crops
      • When enabled, properly scoring sims are pushed to harvest any crops on their home-lot
      • Default: True
      • Module: Money StoryProgression
    • Rich Threshold
      • Defines the monetary value at which a household is considered to be "Rich"
      • Default: <EA tuning default>
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Stories
      • Determines for which sims you will hear about new home purchases
      • Default: All
    • Wealth Move Ratio
      • Specifies the Cash to Net Worth ratio required to initiate a "Wealth Move" scenario
      • Set the option to "0" to disable the scenario
      • Default: 50
    • Options: Debt and Taxes

      • Active Debt Paydown
        • The amount of money added to each bill, if the active household has a town debt
        • Default: 1000
        • Module: Money StoryProgression
        • Hidden by: "Active Debt Percent Paydown" > 0
      • Active Debt Percent Paydown
        • Defines a percent amount of the household debt that is added to each tax bill.
        • Default: 0
        • Module: Money StoryProgression
      • Automatic Active Billing
        • When enabled, the active household works the same as the inactive and have their bills paid automatically
        • Default: False
        • Module: Money StoryProgression
      • Bank Loan Rate
        • Determines the percentage added to any loan requested by the active household
        • Default: 10
        • Hidden By: "Unified Billing" = False
        • Module: Money StoryProgression
      • Bank Loan Rate: High Risk
        • Determines the percentage added when the active household requests a loan which exceeds the families net worth
        • Default: 25
        • Hidden By: "Unified Billing" = False
        • Module: Money StoryProgression
      • Debt Mooch Ratio
        • Specifies the minimum Debt to Asset ratio required to initiate a "Debt Mooch" scenario
        • Default: 25
        • Module: Money StoryProgression
      • Debt Move Ratio
        • Specifies the minimum Debt to Asset ratio required to initiate a "Debt Move" scenario
        • Default: 50
        • Module: Money StoryProgression
      • Debt Sale Ratio
        • Specifies the minimum Debt to Asset ratio required to initiate a "Debt Sale" scenario
        • Default: 35
        • Module: Money StoryProgression
      • Debt Split Ratio
        • Specifies the minimum Debt to Asset ratio required to initiate a "Debt Split" scenario
        • Default: 100
        • Module: Money StoryProgression
      • Debt Transfer Deed Ratio NEW
        • Specifies the minimum Debt to Asset ratio required to initiate a "Transfer Deed" scenario
        • Default: 30
        • Module: Money StoryProgression
      • Debt Transfer Surcharge Rate NEW
        • Defines a percent surcharge added to the transfer of any deeds during a debt scenario, due to the urgency of the transfer.
        • Default: 10
        • Module: Money StoryProgression
      • Tax Days
      • Unified Billing
        • When enabled, the manager will bill all inactive households, incurring debt if they are unable to pay
        • Default: True
        • Module: Money StoryProgression
    • Options: Fees and Support

      • Child Support for Adopted Children
        • Whether to contribute child support when the child is not living with either biological parent.
        • Default: True
        • Module: Money StoryProgression
      • Child Support for Teenagers
        • When enabled, the manager pays out child support for teenage children
        • Default: True
        • Hidden By: "Child Support Payment" <= 0
        • Module: Money StoryProgression
      • Child Support Payment
      • Child Support Rich Multiple
        • Specifies the multiple to increase child support when the sim is considered to be "Rich"
        • Default: 5
        • Hidden By: "Child Support Payment" <= 0
        • Module: Money StoryProgression
      • Daily Fee Per Household Sim
        • Since inactives do not need to pay for food, this fee provides a simulation of that effect
        • Default: 25
        • Module: Money StoryProgression
      • Daily Fee: Allow Active
        • Whether to force the active household to pay the "Daily Fee Per Household Sim" value
        • Default: False
        • Module: Money StoryProgression
      • Daily Vacation Fee
        • Specifies an amount withdrawn from the active households funds whilst on vacation
        • Default: 0
        • Module: Money StoryProgression
      • Elder Support Payment
        • The amount paid by positive trait-scoring sims to support any elder parents living on other lots
        • Default: 100
        • Module: Money StoryProgression
      • Jail-Time Court Costs
        • Determines the base fee that a sim pays after being thrown in jail. Different types of violations will increase this value
        • Default: 500
      • Minimum Debt To Be Poor Household
        • Defines the the minimum amount of debt a household must have to be considered for "Social Security" or "Welfare".
        • Default: 10000
        • Module: Money StoryProgression
      • Show All Child Support Stories
        • When enabled, the manager fires a story for each sim paying child support
        • Default: True
        • Module: Money StoryProgression
      • Social Security Per Elder
        • Defines the amount of money granted per elder to each household deemed to be "poor".
        • Default: 0
        • Module: Money StoryProgression
      • Welfare Per Child
        • Defines the amount of money granted per child to each household deemed to be "poor".
        • Default: 0
        • Module: Money StoryProgression
    • Options: Purchases

      • Cars and Motorbikes Minimum Funds
        • The minimum amount of family funds required for a sim to consider purchasing a motor vehicle
        • Default: 25000
        • Module: Money StoryProgression
      • Cars and Motorbikes Minimum Price
      • Inactive Purchase Deeds
        • Determines the family funds over and above the cost of a deed required for a family to autonomously buy into a rabbithole
        • Default: 100000
        • Module: Money StoryProgression
      • Purchase Bicycles Minimum
        • The minimum amount of family funds required for a sim to consider purchasing a bicycle
        • Default: 2500
        • Module: Money StoryProgression
      • Purchase Canes
        • Whether to purchase canes for inactive elders, and add them to their inventory
        • Default: True
        • Module: Money StoryProgression
      • Purchase Rental Lot Minimum
        • Minimum amount of family funds required for a family to consider purchasing a rental lot
        • Default: 100000
        • Default: True
        • Module: Money StoryProgression
      • Purchase Strollers
        • Whether to purchase strollers for inactive parents, and add them to their inventory
        • Default: True
        • Module: Money StoryProgression
      • Purchase Umbrellas
        • Whether to purchase umbrellas for inactive sims, and add them to their inventory
        • Default: True
        • Module: Money StoryProgression
    • Options: Sales

      • Sell Collectables
        • Whether to sell collectable stuff in the sim's inventory, such as gems, metal, insects
        • Default: True
        • Module: Money StoryProgression
      • Sell Crafts: Family Inventory
      • Sell Crafts: Personal Inventory
      • Sell Drafts
        • Whether to sell drafts created via the drafting table
        • Default: True
      • Sell Duplicate Inventory Items
        • When enabled, various duplicate items from sim inventory will be automatically sold
        • Default: True
        • Module: Money StoryProgression
      • Sell Duplicate Residential Books
        • When enabled, duplicate books on residential which have value are automatically sold
        • Default: False
        • Module: Money StoryProgression
      • Sell Fishing Junk
        • When enabled, the progression will sell junk normally collected during fish, found in the sim's personal inventory
        • Default: True
        • Module: Money StoryProgression
      • Sell Inventory Fish
        • When enabled, the progression will sell fish found in the sim's personal inventory
        • Default: True
        • Module: Money StoryProgression
      • Sell Inventory Fruits and Vegetables
        • When enabled, the progression will sell fruits and vegetables found in the sim's personal inventory
        • Default: True
        • Module: Money StoryProgression
      • Sell Inventory Nectar
        • When enabled, the progression will sell nectar bottles found in the sim's inventory
        • Default: True
        • Module: Money StoryProgression
      • Sell Spirit Jars
        • Whether to automatically sell any spirit jars in a sim's inventory
        • Default: True

  • Options: Personalities

    • Allow Active Target Prank
      • Whether to allow personalities to target the active household with Generations pranks.
      • Default: True
    • Allow Cure Occult RENAMED
      • Whether to allow the mod to cure occult during the Slay scenario.
      • Default: True
    • Allow Male on Female Antagonism
      • Whether to allow violent personality scenarios where the male antagonizes a female
      • Default: False
    • Breakup Opposing Clans
      • Whether to force a breakup when two sims are in opposing clans.
      • Default: True
    • Increased Chance Per Cycle
      • Reset all Personalities to operate at the given random chance per cycle.
      • Default: 15
    • Minimum Celebrity Per Scenario
      • The default amount of celebrity to provide sims that engage in a personality scenario
      • Note that some personality scenarios will override this setting with a higher value
      • Default: 25
    • Show Map Tags
      • Whether to display Town Personalities using a special map tag icon
      • Default: True
    • Speed
      • Determines how often the manager performs a cycle in Sim-minutes
      • Default: 1000
    • Stories
      • Determines for which sims you will hear about the antics of the local town personalities
      • Default: All

  • Options: Pregnancy

    • Advanced Genetics
      • When enabled, a series of advanced blending options are activated
      • Default: True
      • Module: Population StoryProgression
      • Hidden by: "Genetic Skin Blending" = False
    • Near Elder Limit NEW
      • Defines how close, in sim-days, to the age-up point a sim is allowed to be and still become pregnant
      • Default: 10
    • Always Marry Unexpected Parents
      • Whether to force parents of unexpected pregnancies to marry each other
      • If disabled, trait-scoring determines whether the two sims are married
      • Default: False
    • Blend Mutation Chance
      • Defines the chance that a mutation will occur during facial inheritance blending
      • Default: 5
      • Module: Population StoryProgression
      • Hidden by: "Advanced Genetics" = False
    • Blend Mutation Travel
      • Defines the maximum travel allowed from the inherited value when a mutation occurs
      • Default: -0.1 : 0.1
      • Module: Population StoryProgression
      • Hidden by: "Blend Mutation Chance" = 0
    • Chance of Attempt
      • Determines the random chance each cycle of a married couple trying for a baby.
      • This value automatically increases if the town is in danger of depopulating
      • Default: 30
    • Chance of Attempt: Pets
      • Determines the random chance each cycle of a pet couple trying for a baby.
      • Default: 30
    • Chance of Hybrid Offspring NEW
      • The percent chance that the offspring of a mixed occult couple will multiple occult states
      • Note that occult states can be inherited from grandparents when this option is enabled, which can produce occult children even when both parents are no longer occult themselves
      • Default: 0
    • Chance of Identical Twins
      • The percent chance of a twin or triple pregnancy produces genetically identical sims
      • Default: 10
      • Module: Extra StoryProgression
      • Hidden by "Advanced Genetics" = False
    • Chance of Part Inheritance NEW
      • The percent chance of an inheritable CAS Part being passed on to the sim from its parents
      • Parts include : Birth Marks, Freckles
      • Default: 25
    • Cooldown: Between Pregnancies
      • The number of days to wait before a sim is eligible for another expected pregnancy
      • Default: 3
    • Cooldown: Marriage to Pregnancy
      • The number of days to wait after marriage before a sim is eligible for an expected pregnancy
      • Default: 3
    • Fairy Wings Blend Rate NEW
      • Defines the percent chance of a newborns wings being the blending of the colors of its parents
      • Default: 10
    • Fairy Wings Mutate Rate NEW
      • Defines the percent rate of travel wing color will be adjusted when both parents have the same wing color
      • Default: 10
    • Genetic Skin Blending
      • As seen in Awesome, this will enable an improved approach to inherited skin tones, over the EAxian approach
      • Default: True
      • Module: Population StoryProgression
    • Immigration Pressure
      • The amount of pressure incurred when the manager is unable to find a pregnancy choice
      • Default: 10
    • Increased Chance of Attempt NEW
      • Defines the percent chance increase in the "Chance of Attempt" roll value whenever the roll fails
      • Default: 10
    • Increased Chance of Attempt: Pets NEW
      • Defines the percent chance increase in the "Chance of Attempt: Pets" roll value whenever the roll fails
      • Default: 10
    • Inherit Grandparent Blend Chance
      • Determines the chance that a facial section will be inherited from a grandparent.
        • Note that the genetics for the grandparents must exist in uncompressed form within the town to be usable
      • Default: 15
      • Module: Population StoryProgression
      • Hidden by: "Advanced Genetics" = False
    • Maximum Maternity Leave NEW
    • Maximum Newborn Occult Types NEW
      • Specifies the maximum number of occult states a newborn is allowed to inherit from its parents
      • Used in conjunction with "Chance of Hybrid Offspring"
      • Default: 2
    • Meet All Family At Birth
    • Meet All Family: Level NEW
      • Defines which types of relatives are informed of a new birth
      • Default: "Parents", "Siblings", "Grandparents", "Other"
      • Module: Relationship StoryProgression
    • Newborn Gender
      • Specifies what gender the first child of a pregnancy will be. The second or third gender will be random.
      • Choosing "Balanced" will attempt to maintain an equal number of males and females in the town
      • Default: Balanced
    • Normal Baby Aging
      • When enabled, the manager sets all newborn ages to 0, and bypasses the EA method of setting inactive babies to grow up in a single day
      • Default: True
    • One Of Each Gender
      • When enabled, the system selects the gender of the next pregnancy based to give each couple at least one of each gender
      • Default: False
    • Paternity Leave
    • Pregnancy: Maternity Leave
    • Prompt To Move Newborn NEW
      • Whenever an inactive sim gives birth to a newborn which an active sim fathered, the mod will prompt the user as to whether to add the newborn to the active family.
      • Note that newborns will not be automatically moved to the household, you will need to go retrieve them from the mother
      • Default: False
      • Module: Population StoryProgression
    • Red Haired Baby
      • When enabled, the mod runs a scenario whenever a sim gives birth to a newborn whose father is not the mother's partner
      • Default : True
    • Same Sex Same Gender
      • When enabled, newborns born to same sex couples will have the same sex as the parents (not applicable to twin/triplets)
      • Default: False
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 500
    • Stories
      • Determines which sims you receive notification of new births
      • Default: All
    • Options: Adoption

      • Adoption
        • When enabled, elder sims, with no children of their own, will adopt. Requires Immigration to be enabled.
        • In addition, same-sex couples, where the pregnancy options deny natural conception, will also adopt
        • Default: True
        • Hidden By: "Lots \ Immigration Gauge" <= 0
        • Module: Population StoryProgression
      • Allow Pet Immigration
        • Whether to allow families to immigrate new pets from out-of-town and add them to their household
        • Default: True
      • Chance of Adoption NEW
      • Chance of Another Pet
        • The percent chance that a household is willing to adopt a brand new pet, when they already have one in their family
        • Default: 25
      • Cooldown: Between Pet Adoptions
        • The minimum number of sim-days to wait before the household is allowed to adopt again
        • Default: 3
      • Increased Chance of Adoption NEW
      • Near Death Limit NEW
        • Defines how near to the maximum age-length a sim can be and still participate in an adoption
        • Default: 20
      • Rapid Pet Immigration
        • Sets the number of rapidly fired "Pet Immigration" scenarios to perform back-to-back.
        • This option is useful for populating towns that have pre-made families, but which lack pets.
        • Default: 0
      • Require Pet Inspection
        • Whether to only allow adoptions by families that have sufficient pet beds/houses on the lot
        • Note that disabling this option does not affect Horse adoption, which always requires at least one Stall to be available.
        • Default: False
      • Use Pet Pool
        • Whether to use the EA Standard Pet Pool when choosing a new adopted pet
        • When disabled, the mod will create a brand new animal from scratch
        • Default: True

  • Options: Romance

    • Allow Teen Only On Pregnancy
      • When enabled, teens are only allowed to get married when one of them is pregnant
      • Default: False
    • Arranged Marriage: Dowry Only To Poorer Family NEW
      • When enabled, dowries from arranged marriages only flow to the poorer family
      • Default: True
    • Cooldown: Breakup to Partner
      • The number of days to wait before partners with a new sim, after breaking up with someone else
      • Default: 2
    • Cooldown: Engagement to Marriage
      • The number of days to wait after becoming engaged before the sims are married
      • Default: 2
    • Cooldown: Partner to Breakup
      • The number of days to wait before a steady couple have the risk of breaking up
      • Default: 2
    • Cooldown: Partner to Engagement
      • The number of days to wait after becomes steady to propose marriage
      • Default: 2
    • Drop Old Flirts: Base Chance NEW
      • Defines the percent base chance that a sim choose to drop all their previous romantic interests when they go steady
      • Default: 0
    • Handle Stranded Pregnancy Partners
      • Whether to attempt to move non-married partnered sims into the same home after one get pregnant
      • Default: True
    • Marriage Liking Gate (Expected Only)
      • The minimum long-term relationship a couple requires before contemplating marriage
      • Default: 75
    • Maximum Relationship to Force Breakup
      • Determines the absolute maximum allowable long-term relationship between two partnered sims
      • Once the couple drops below this threshold, they become fodder for the "Breakup" scenario
      • Default: -90
    • Partnership Liking Gate
      • Determines the minimum required relationship level to initiate a partnership
      • Default: 40
    • Rename Children on Marriage
      • Whether to rename any inactive children living with the mother, when the mother gets married.
      • When disabled, the last names for the children are unaffected.
      • Default: True
    • Rename Only Mutual Children On Marriage NEW
      • When enabled, only children blood related to both parents will be renamed to the new "Marriage Name"
      • Default: False
    • Rename Sims After Divorce
      • Whether to prompt to rename any sims that are divorced. This allows you to switch the last-name back to its previous value.
      • Default: False
      • Module: Relationship StoryProgression
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 300
    • Stories
      • Determines which sims you will receive notice regarding marriage
      • Default: All

  • Options: Scenario

    • (There are no end-user options for this manager)

  • Options: Sims

    • Elder Emigration
      • When enabled, elder sims, in full houses, will emigrate
      • Default: True
      • Hidden By: "Lots \ Emigration Ratio" <= 0
      • Module: Population StoryProgression
    • Immigration Pressure
      • Specifies the amount of pressure to apply for when the generational demographics of the town are unbalanced
      • Default: 10
    • Inherit Voice
    • Maximum Residents
      • Specifies a cap on the number of residents in town. Once reached, progression will no long push new pregnancies
      • This option can now be set individual for each of the major species
      • Default: 150 for Humans, 25 for each other species
    • Progress NPCs in Active Household
      • When enabled, the system is allowed to progress active sims marked as "Unselectable"
      • Default: True
    • Push Actives To Visit Lots
      • Defines the percent chance of an active sim being pushed to visit a community lot of their choosing
      • Default: 0
      • Module: Extra StoryProgression
    • Put Away Books: Allow Active
      • Whether to allow the "Put Away Inventory Books" scenario to run against active sims
      • Default: False
      • Module: Extra StoryProgression
    • Put Away Inventory Books
      • When enabled, sims put away books in their inventory
      • Default: True
      • Hidden by: "Put Away Inventory Books" = False
      • Module: Extra StoryProgression
    • Remove Starting Dreams
      • Sets the number of dreams to automatically remove upon switching to a new household
      • Default: 0
    • Show Color By Age Tags
      • Whether to use different colors to signify the ages of each sim
      • If this option is enabled, the relationship coloring is disabled by default.
      • Default: False
      • Hidden by "Show Map Tags" = False
      • Module: Extra StoryProgression
    • Show Colored Tags
      • Whether to use different colors to signify the type of relationship with the sim
      • Default: All
      • Hidden by "Show Map Tags" = False
      • Module: Extra StoryProgression
    • Show Map Tags
      • When enabled, the town view will display map tags for all sims matching the specified criteria
      • Default: All
      • Module: Extra StoryProgression
    • Show Menu Interactions
      • When enabled, the "Story Progression" menu is added to each Sim
      • Default: True
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 500
    • Stories
      • Determines which sims you will receive aging notifications
      • Default: All
    • Town Occult Ratio
      • Defines the ratio of occult sims to all residents in your town.
      • When the value is exceeded, the mod stops generating immigrants and newborns that have that particular occult status
      • This option does not force the mod to randomly create occults in town if ratio is lacking. It simply stops new ones from appearing if it is exceeded.
      • Default: 50
    • Too Crowded Emigration Threshold
      • Determines the maximum number of household a family must be related to in order avoid being emigrated when the town is at maximum residency
      • Default: 1
      • Hidden By: "Lots \ Immigration Gauge" <= 0
      • Module: Population StoryProgression
    • Options: Immigration/Emigration

      • Allow Alien Household NEW
        • Whether to allow the use of the Alien Service Household when choosing genetic parents from the town
        • Default: False
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Chance of Bin Offspring
        • Determines the percent chance the genetic parent of a service sim will be a sim from the "Edit Town" Family Library
        • Note that importing library files is a performance intensive operation. Be aware that the game may lag when an immigration occurs.
        • Default: 50
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Chance of Hybrid Offspring NEW
        • Defines the percent chance of an immigrant receiving additional occult states over and above the one normally defined by the parents
        • Default: 0
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Chance of Random Offspring
        • Determines the percent chance the genetic parent of a service sim will be a sim created via EA random generation
        • Default: 10
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Chance of Occult NEW
        • Defines the percent chance of an immigrant being occult
        • Default: 0
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Facial Blend Mutation: Random Sims NEW
        • Specifies the minimum and maximum range the mod is allowed to alter each facial blend for randomly generated genetic parents (aka Pudding Faces)
        • Default: -0.4 : 0.4
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Facial Blend Mutation: Unset Blends NEW
        • Specifies the minimum and maximum range the mod is allowed to alter facial blends which are set to "0"
        • This is useful for assigning values to custom sliders which did not exist when the genetic parents were originally saved
        • Default: -0.1 : 0.1
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Immigrant Name
        • Determines how the last name of new immigrants will be assigned
        • Default: Mother-Father
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Immigrant Occult NEW
        • Defines the list of possible occults that can be applied to new immigrants
        • Default: <None>
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Immigrant World NEW
        • Defines the set of possible worlds that can be applied to new immigrants
        • This defines the default genetic facial blend preferences for genetic parents
        • If unset, the homeworld is used.
        • Default: <None>
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Immigration Disallow Bin By House
        • Allows the user to define which households in the bin are eligible for immigration.
        • Default: <all houses are valid>
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Maximum Additional Occult Types NEW
        • Defines the maximum number of hybrid occult states an immigrant is allowed to receive.
        • Used in conjunction with "Chance of Hybrid Offspring"*
        • Default: 0
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Maximum Bin Household Size
        • Limits the immigration system to using library files that have fewer or equal occupants than the value provided
        • Since importing large library files is time-consuming this option is available to provide an upper bound when immigrating
        • This is a means of stopping StoryProgression from using large Porter families as genetic sources
        • Default: 25
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Random Sim Bust Range
        • The range a "EA Random Sim", used for immigrant genetics, is allowed to have for bust range
        • This option is only applicable to females
        • Default: "-0.5 : 0.5"
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Random Sim Fitness Range
        • The range a "EA Random Sim"", used for immigrant genetics, is allowed to have for fitness
        • Default: "0 : 1"
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Random Sim Muscle Range
        • The range a "EA Random Sim", used for immigrant genetics, is allowed to have for muscle definition range
        • This option is only applicable to males
        • Default: "0 : 1"
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Random Sim Weight Range
        • The range a "EA Random Sim"", used for immigrant genetics, is allowed to have for weight
        • Default: "-1 : 1"
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Replace Service Sims With Immigrants
      • Service Immigration Disallow Bin By House
        • Defines which households are allowed to be used while immigrating new service sims
        • Default: <all houses are valid>
        • Module: Population StoryProgression
        • Hidden by "Replace Service Sims With Immigrants" = False
      • Service Immigrant Gender
        • Defines the gender which is choosen for newly immigrated service sims
        • Default: Balanced
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Skin Tone Range NEW
        • Defines the minimum and maximum range for the skin-tone ramp of a new immigrant
        • Default: 0.0 : 1.0
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
      • Use Custom Names Only NEW
        • When enabled, only names loaded from the NameList Tuning package are used for new immigrants
        • Default: False
        • Hidden by "Replace Service Sims With Immigrants" = False
        • Module: Population StoryProgression
    • Options: Traits / Lifetime Wants

      • Add Missing Traits
        • Whether to check all sims and ensure they have the proper number of traits for their age
        • Default: False
      • Choose Lifetime Want for Teen
        • Whether to select the lifetime want when a sim ages to teenager, or wait until adulthood
        • Default: True
      • Choose Traits on Age-up
        • When enabled, the user will be displayed the trait selection window whenever a sim ages in town
        • Default: False
        • Module: Population StoryProgression
      • Disallow Inactive Lifetime Want
        • Determines which lifetime wants the mod is NOT allowed to give to inactive sims.
        • Note that this option has no effect on the selection available for the user
        • Default: <none>
      • Prompt For Inactive Lifetime Want
        • When enabled, the user will be prompted to select the lifetime wants for sims that match the "Stories" filter
        • Default: False
      • Set Inactive LTW on Age Up
        • When enabled, inactive sims will automatically be provided a lifetime want
        • Default: True

  • Options: Situations

    • Allow Fight Injury
      • When enabled, the loser of a Fight social interaction may head to the hospital
      • Default: True
      • Module: Extra StoryProgression
    • Allow Ghosthunter Investigation on Active Lot
      • Whether inactive ghosthunters can engage in ghost-hunting jobs on the active lot
      • Default: False
    • Allow Inactive to Maintain Firefighter Equipment
      • Whether to allow inactive firefighters to improve in performance by maintaining objects on the fire-hall lot.
      • This option is only applicable if there is an active sim with the career. Otherwise inactives will always maintain objects by default.
      • Default: True
    • Allow Push Ghosthunter Rabbithole Investigation
      • When enabled, inactive Ghosthunters are allowed to perform rabbithole investigations
      • Default: True
    • Allow Spar Injury
      • When enabled, the loser of a Spar social interaction may head to the hospital
      • Default: False
      • Module: Extra StoryProgression
    • Estranged Visitor Chance
    • Family Gathering Chance
    • Family Visitor Chance
    • Friendly Outing Chance
    • Friendly Visitor Chance
    • Push Play Concert
      • When enabled, inactive sims which require to play concerts for work are pushed to do so
      • Default: True
      • Module: Career StoryProgression
    • Push Occults To Lot
      • When enabled, the mod will periodically push occults to visit occult related lots.
      • Default: True
      • Module: Extra StoryProgression
    • Show Fight Story NEW
      • When enabled, a story notice is created whenever a "Fight!" social interaction occurs in town
      • Default: False
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 1000
    • Steady Visitor Chance
    • Stories
      • Determines which sims you will receive aging notifications
      • Default: All
    • Work Push
      • When enabled, the progression checks every hour and pushes inactive sims to work if they are dilly dallying
      • Default: True
    • Work Push Active Careers
      • Whether to push sims to perform interactions required to progress in active careers
      • Default: True
    • Work Push: Pregnant Sims
      • Whether to push pregnant inactive sims to go to work
      • Default: True
    • Options: Gatherings

      • Allow Birthday Gathering
      • Allow Baby Shower
      • Allow Engagement Gathering
        • When enabled, the progression may choose to fire an engagement party when a couple proposes marriage
        • Default: True
        • Module: Relationship StoryProgression
      • Allow Funeral Gathering
      • Allow Marriage Gathering
      • Baby Show Maximum Gift
        • Determines the maximum amount of family funds a guest to a baby shower is allowed to contribute to the mother
        • Default: 100
        • Module: Population StoryProgression
      • Campaign Gathering Chance
      • Engagement Maximum Gift
        • Determines the maximum amount of family funds a guest to an engagement party is allowed to contribute to the host
        • Default: 100
        • Module: Relationship StoryProgression
      • Family Gathering Chance
      • Maximum Gather Size
        • Specifies the maximum number of sims to call for a gathering scenario
        • Default: 10 (controlled by Party Size XML tuning)
    • Options: Grads/Proms/Curfew

      • Allow Graduation
      • Allow Inactive Graduation
        • Whether to allow inactives to graduate using the City Hall interaction when their is no active available.
        • Default: True
        • Module: Career StoryProgression
      • Allow Prom
      • Curfew Based On Work Days
        • Whether to enforce curfew by whether a sim has work or school on the next sim-day
        • Default: True
        • Module: Extra StoryProgression
      • Curfew Enforcement Days
      • Graduation Valid Days
        • The days of the week that the mod is allowed to initiate a graduation
        • Note that any sims that have recently aged to Young Adults, and have not graduated will wait until a valid day to do so.
        • Default: F,S,U
        • Module: Career StoryProgression
      • Prom Chance Per Day
        • The percent chance of a prom being called on any of the days marked as valid
        • Default: <EA Default>
        • Module: Career StoryProgression
      • Prom Cooldown
      • Prom Day Off From Work
        • Whether to grant a paid day off for each sim attending the prom, provided they normally work during that time.
        • Default: True
        • Module: Career StoryProgression
      • Prom Valid Days
        • The days of the week that the mod is allowed to call a prom.
        • Note that this is the day the prom actually occurs, not the day it is announced.
        • Default: F,S,U
        • Module: Career StoryProgression
      • Provide Day off For Graduation
        • Whether to grant a paid day off for each sim attending a graduation.
        • Note that only sims that work on that day will receive a day off.
        • Default: Trye
        • Module: Career StoryProgression
      • Witness Base Chance of Tattling
        • The percent base chance of a witness to a curfew breaker reporting the sims to the cops.
        • This value is altered positively and negatively by trait-scoring.
        • Default: 0
        • Module: Extra StoryProgression

  • Options: Skills

    • Add Written Books To Library
      • Whether to add books written by inactives sims to the Library bookshelves.
      • Since each bookshelf receives its own copy, you could end up with a lot of books being generated.
      • Default: False
      • Module: Skill StoryProgression
    • Allow Party Instrument
      • When disabled, the system will stop sims from playing instruments at parties
      • Default: False
      • Module: Skill StoryProgression
    • Busker Time Limit
      • The maximum amount of time a busker is allowed to "Play For Tips" after being pushed by this mod
      • Default: 3
      • Module: Skill StoryProgression
    • Busker Valid Hours
      • The range of time within which the mod is allowed to push a Busker to "Play For Tips" at a community lot
      • Default: 8 to 20 (8am to 8pm)
      • Module: Skill StoryProgression
    • Celebrity Per Skill Level NEW
      • Defines the celebrity gain incurred whenever a sim increases in a visible skill
      • Default: 50
    • Prompt to Name Great Nectar
      • When enabled, the user will be prompted for a name, whenever an inactive sim brews a new Great or better nectar
      • Default: True
      • Module: Skill StoryProgression
    • Push Attend Course
    • Push Busker
    • Push Ranked Chess
    • Push Cat Hunting
      • Whether to push cats to hunt and increase their skill
      • Objects located during inactive pushes will be added to their owner's inventory for sale.
      • Default: True
      • Module: Skill StoryProgression
    • Push Collecting
    • Push Dog Hunting
      • Whether to push dogs to hunt and increase their skill
      • Objects located during inactive pushes will be added to their owner's inventory for sale.
      • Default: True
      • Module: Skill StoryProgression
    • Push Hacking
    • Push Inventing
    • Push Martial Arts
    • Push Nectar Making
      • When enabled, sims are pushed to brew nectar, provided they have a nectar maker on their lot, and have fruits in their inventory
      • Default: True
      • Module: Skill StoryProgression
    • Push Painting
    • Push Photography
      • When enabled, sims are pushed to take and sell photos, provided they have a camera in their inventory
      • Default: True
      • Module: Skill StoryProgression
    • Push Read Skill books
      • When enabled, sims are pushed to read skill books available on their lot
      • Default: True
      • Module: Skill StoryProgression
    • Push Riding
      • Whether to push trait-scored sims to ride horses, train in jumping and racing, and compete at the Equestrain Center
      • Default: True
      • Module: Skill StoryProgression
    • Push Sculpting
    • Push Training
    • Push Writing
    • Prompt For Written Book Genre
      • Whether to prompt to choose the genre for an inactive about to start a new book
      • Default: False
      • Module: Skill StoryProgression
    • Prompt To Title Written Books
    • Push Only Professional Writers NEW
      • When enabled, only sims with life-time wants or rabbithole career requirements are pushed to write novels
      • Default: False
      • Module: Skill StoryProgression
    • Randomize Bass Guitar Songs NEW
      • When enabled, the system will randomly choose a song from the sims play list, rather than playing the top-level song every time.
      • Default: True
      • Module: Skill StoryProgression
    • Randomize Guitar Songs NEW
      • When enabled, the system will randomly choose a song from the sims play list, rather than playing the top-level song every time.
      • Default: True
      • Module: Skill StoryProgression
    • Randomize Drum Songs NEW
      • When enabled, the system will randomly choose a song from the sims play list, rather than playing the top-level song every time.
      • Default: True
      • Module: Skill StoryProgression
    • Randomize Piano Songs NEW
      • When enabled, the system will randomly choose a song from the sims play list, rather than playing the top-level song every time.
      • Default: True
      • Module: Skill StoryProgression
    • Repair Push
      • Determines the increased chance per cycle of a sim being pushed to repair a broken item
      • Default: 10
      • Module: Skill StoryProgression
    • Stories
      • Determines which sims you will receive skill improvement notifications
      • Default: All
    • Use Refine Writing Only NEW
      • When enabled, the "Write Novel" scenario is only allowed to push "Practice Writing" interactions, rather than actual book creation
      • Default: False
      • Module: Skill StoryProgression

  • Options: Stories

    • Clear Story Log
      • Clears out all stored story history
      • Default: <none>
    • Disallow Story
      • Allows the user to choose which story sets to stop reporting
      • Default: <All stories are active>
    • Dump Story Log
      • Dumps the acculumated story history for the town to a file located in your "My Documents" folder.
      • Default: (Shows total stories in history)
    • Log All Stories
      • Whether to log all stories regardless of "Stories" setting
      • Logged stories can be exported to file using the "Dump Story Log" option
      • Default: True
    • Maximum Story Logs
      • Determines the maximum number of stories to retain. Older stories are dropped to make room for new ones.
      • Default: 10000
    • Show Non-Pushable Stories NEW
      • When enabled, stories for sims that could not be pushed by the mod are still displayed to the user, rather than suppressed.
      • These scenarios are still logged in the "Dump Story Log" and the relationship changes and other effects are still enacted, even though the story is never displayed.
      • Default: False
    • Show Story Summary
      • Specifies the number of stories to summarize and display as a single notification
      • Default: 20
    • Show Whole Household
      • When enabled, stories are displayed for all sims in a household if one sim matches the criteria
      • Default: False
    • Speed
      • Determines how often the manager performs a cycle in sim-minutes
      • Default: 10