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, names loaded from the NameList Tuning package and names from your Household Game Bin (within Edit Town) are used for new immigrants. To only use the NameList Tuning package, read this.
        • 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, names loaded from the NameList Tuning package and names from your Household Game Bin (within Edit Town) are used for new immigrants. To only use the NameList Tuning package, read this.
        • 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