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Author Topic: The StoryProgression - Phase Five (Version 146 - Translated 24-AUG-2010)  (Read 82945 times)
twallan
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« on: June 02, 2010, 01:03:12 AM »


This mod is intended to be run on any patch-level noted in the "EA-Patch Compatibility" thread, pinned at the top of this forum.

For Installation Instructions, may I direct your attention to here: FAQ


MOD

This mod is a non-core story progression replacement.  The EA story progression will be disabled by this mod, and a new, hopefully better, system is started in its place.

The purpose of the mod is to simulate a life-like balance among the inactive members of town, while providing the user the option to disable functionality they do not want.

It is based heavily on the design of Indie Stone Story Progression Mod available, and I am most grateful for their pioneering work.

-----

The mod adds a new menu called "NRaas \ Story Progression" to all computers in town.  It also adds a "Make Active" and "Household Options" interaction to each sim and occupied home.

If you wish to use the progression, you must enable the "Enable Progression" option under "General Options".

COMPATIBILITY

This mod will conflict with any other story progression mod, namely Awesome Story Mode.  If you are using Awesome, ensure that the Awesome Story Mode is disabled.

WARNINGS

As always, ensure that you backup your save files prior to installation of this mod. This mod is pretty complicated and pokes its fingers into the lives of all your sims, so if something goes wrong, it could go wrong very very badly.

FILES

See Attached.

There are additional OPTIONAL modules available in this thread: StoryProgression Expansion

UPDATES

Version 145
    Added check to see if a sim is actually "in-town" before attempting to Reset them in the "Stuck Check" scenario
    Added code to catch a shutdown script error involving PrintStory()
    Removed the "Cleanup Mini Sim" scenario, whose original purpose has been lost to antiquity
    "Cleanup Genealogy", "Cleanup Concert", "Cleanup Inventory", "Cleanup Laundromat", "Cleanup Vehicles", "Cleanup Unique" scenarios now have a new home in Overwatch
    Consigned objects that fire script errors while determining their "Chance Of Sale" will now be sold immediately
    Added coding to catch a script error in "New Classmate" scenario
    Updated Italian Translation
    Updated German Translation

Version 146
    Option listing system updated to redisplay the listing after an option value is changed
    Added a debugging option for "Sims: WorkedOut" that can be used to disable the firing of the scenario
    Fixed an error in the Map Tag system if there was no active sim available
    Clean up of aging situations is now delayed until the game is unpaused (workaround for conflict with Awesome)
    Potential fix for the Reaper Aging problem
    Fix for script error in the PutAwayBook routine
    Updated English Translation
    Updated German Translation
    24-AUG-2010 Updated Italian Translation
    24-AUG-2010 Fixed the German Translation for the Others module

Have fun. Cheesy

NOTE: If you are running any modules for StoryProgression, you must ensure to download any new versions that are made available when this mod is updated.

* NRaas_StoryProgression Readme.zip (136.45 KB - downloaded 5399 times.)
* NRaas_StoryProgression_V146.zip (2518.31 KB - downloaded 1562 times.)
« Last Edit: August 24, 2010, 06:42:13 PM by twallan » Logged
twallan
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« Reply #1 on: June 02, 2010, 01:06:25 AM »


The menu contains the following interactions:
   General Options
      These options control the progression of your sims.  They are detailed further down.
   Global Options
      Sets the progression options for the entire neighborhood.  Changing these options will change all households in town.
   Household Options
      Sets the progression options for the active household.
   Version
      Displays the active version of this mod

   Global and Household Options
   
[N]   Allow Affair
      Whether affairs are allowed for sims in this household
      Default: True
      Hidden By: Allow Romance = False
      Module: Expanded
   Allow Aging
      Whether the system will age your sims
      Default: True
   Allow Breakup
      Whether the sims in the house are allowed to divorce or breakup
      Default: True
      Hidden By: Allow Romance = False
   Allow Careers
      Whether to allow the progression to find jobs for your sims, or retire them when they reach elder
      Default: True
[N]   Allow Emigration
      Whether the progression is allowed to emigrate this household, provided Emigration scenarios are active
      Default: True
      Hidden by: "Lots: Emigration Ratio" = 0
   Allow Friendship
      Whether to allow the progression to give your sims a helping hand in making friends and enemies
      Default: True
   Allow Inventory Management
      Whether the system can sell items from the sims inventory
      Default: True
   Allow Money
      Whether the house can be involved in monetary transactions, such as debt or mooching
      Default: True
   Allow Move
      Whether sims in this household are allowed to move out to join their partner, or simply because they need space.
      Default: True
   Allow Personality
      Whether the household members can participate in town personality scenarios
      Default: True
   Allow Pregnancy
      Whether the progression is allowed to induce pregnancy in your sims
      Default: True
   Allow Push
      Whether sims in this household can be pushed by the progression.  Work Push is exempted from this option.
      Default: True
[N]   Allow Push Death
      Whether sims can be killed by the progression.  Only applicable if "Deaths: Allow Push Death" is enabled
      Default: True
      Hidden By: "Deaths: Allow Push Death" = False
   Allow Romance
      Whether the progression can flirt your sims around town, and eventually get them married
      Default: True
[N]   Allow Skills
      Whether sims in this household are allowed to gain skills on their own
      Default: True      
[N]   Allow Steady
      Whether sims are allowed to enter into steady relationships
      Default: True
   Ancestral
      When active, the progression will attempt to always keep the house under the reign of the same family
      Default: False
   Debt
      Shows the current debt owed by the household
      Default: 0
[N]   Force Emigration
      When enabled, the progression will target this household for emigration, provided the Emigration scenarios are active
      Default: False
      Hidden By: "Lots: Emigration Ratio" = 0      
   Force Stories
      Forces the system to display any stories involving the given household
      Default: False
   Household Name Change
      Whether the system should change the household name to match that of the current head of tthe family
      Default: True
   Legacy Marriage Name
      When enabled, the last names of sims from this household will be used preferentially during marriage
      Default: False
   Maximum Size
      Defines the maximum number of sims that the progression is allowed to place in this household
      Default: 8
   Retain Dreams And Opportunities
      Whether to save the dreams and opportunities for this household while playing a different family
      Default: False
   Stasis
      Stops all progression action on any member of this household.
      Default: False
   Transfer Amount
      Determines an absolute number of simoelons provided to the transfer house each cycle of the Money Manager
      Default: 0
   Transfer Household
      Specifies the name of another family in town which receives transfer payments from this home
   Transfer Percent
      Determines an relative percent of net worth provided to the transfer house each cycle of the Money Manager
      Default: 0

Note: The following list excludes debugging options, which are only available when "Show Debugging" is "True"

   General Options
   
   Adjust Speed
      Lets you adjust the cycle speeds of certain managers up and down with one simple option
      Default: Default
   Disable Non-Cycle Processes
      Toggles off any processes that run every 10 sim-minutes.  For use on lower end computers.
      Default: False
   Enable EA Testing Cheats
      When enabled, the "testingcheatsenabled" command is automatically turned on on game start-up
      Default: True
   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
   Total Reset
      Completes restarts the StoryProgression mod, reseting all options to their defaults, and deletes all persistent sim data stored by this mod
      Default: False
   Show Debugging
      Enables the debugging options
      Default: False
   Stories
      Use this option to mass change all the other Stories options
      Default: All

   Options: Careers
   
[N]   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 School to Active Sims
      When enabled, sims of the active households are assigned schools
      Default: False
      Hidden By: Auto Assign School = False
      Module: Expanded
   Assign School Minimum Net Worth
      Defines the minimum net worth of the household required to assign a sim to a specialty school
      Default: 100000
      Hidden By: Assign School to Active Sims
      Module: Expanded
   Auto Assign School
      When enabled, all teenagers will be assigned to specialty schools (requires the installation of the Careers Mod)
      Default: True
      Module: Expanded
   Auto Find Job
      When enabled, sims are provided trait or Lifetime want-related careers
      Default: True
   Auto Tones For Active
      When enabled, active sims will choose what they do at work/school based on their traits
      Default: True
      Module: Expanded
   Auto Tones For Inactive
      When enabled, inactive sims will choose what they do at work/school based on their traits
      Default: True
      Module: Expanded
[N]   Balanced Careers
      When enabled, the job selection system will attempt to prefentially select the career with the fewest workers
      A Career Lifetime wish, or the "Family Business" option will take precedence over this option
      Default: False
   Campaign Mooch Maximum
      Specifies the maximum amount of simoleons a politician can mooch from a sim in a single scenario
      Default: 10000
      Module: Expanded
   Chance of Retirement
      Determines the random chance that a sim will retire when they age into an elder
      Default: 50
      Hidden by: Retire Elders At Maximum Level = True
   Change Work Clothes
      Changes the work clothes of inactive sims using trait scoring
      Default: True
      Module: Expanded
[N]   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 Change Work Clothes
      When enabled, all sims are switched out of work clothes, regardless of trait-wise scoring
      Default: False
      Module: Expanded
[N]   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: Expanded
   Homework Completion
      Determines the amount of homework to complete for inactive sims
      Default: 50
   Immigration Pressure
      Specifies the amount of pressure to apply for each job missing a boss
      Default: 1
   Job Difficulty Scale
      When increased, inactive sims will ascend slower in their careers
      Default: 1
   Manage Bosses
      When enabled, the system will reassign bosses based on job level, rather than the random EA approaches
      Default: True
      Module: Expanded
   Manage Coworker
      When enabled, the system will assign coworkers to inactive sims who normally don't receive them
      Default: True
      Module: Expanded
   Meet Coworkers Immediately
      When enabled, coworkers at work at met immediately, bypassing the "Meet Coworkers" tone entirely
      Default: True
      Module: Expanded
   Only Chat Tones for Active
      When enabled, only the "Meet" and "Chat" tones will be used for active sims while at work/school
      Default: True
      Module: Expanded
   Private School Fee
      Applies a fee for all sims attending a non-EA school, paid on each cycle of this manager
      Default: 0
      Module: Expanded
[N]   Private School Formalwear
      When enabled, children attending non-public school will be switched into formalwear upon being pushed to school
      Default: True
      Module: Expanded
   Prompt For Inactive Branching
      When enabled, the user is prompted whenever a story-level sim reaches a branch in their career
      Default: False
      Module: Expanded
   Push Teenage Jobs
      When disabled, the progression will no longer auto-assign teenagers to part-time jobs
      Default: True
[N]   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: Expanded
   Retire Elders At Maximum Level
      When enabled, elders are retired once they reach maximum career level
      Default: False
   Show Carpool Messages
      When enabled, the system will display carpool notifications for the active sims
      Default: True
      Module: Expanded
   Speed
      Determines how often the manager performs a cycle in sim-minutes
      Default: 500
   Stop Raises at Top Career Level
      When enabled, job performance is stopped for sims once they reach their maximum career level
      Default: False
   Stories
      Determines for which sims you will receive career stories, such as new jobs, promotions, demotions, firings
      Default: All

   Options: Deaths

[N]   Allow Push Death
      When enabled, the progression is allowed to kill your adult sims, through various scenarios
      Default: False
[N]   Allow Push Teen Death
      When enabled, the progression is allowed to kill teenagers, in the same manner as adults
      Default: False
      Hidden By: "Allow Push Death" = False
[N]   Ancestral First Choice
      Specifies which descendant is considered firstly, when attempting to ensure an ancestral home
      Default: First Born      
   Cleanup Service NPCs
      When enabled, the system will clear out old and improperly aged who have no relationship with any resident
      Default: True
[N]   Inherit Cash
      When enabled, the last sim on a lot will transfer their final net worth to their children
      Default: True
      Module: Expanded
[N]   Inheritance
      When enabled, a dying sim will transfer their inventory to family and friends
      Default: True
      Module: Expanded
   Mark as EA Protected
      When enabled, all sims that die will leave a gravestone
      Default: False
   Propagate Mourn Moodlet on Death
      When enabled, the mourn moodlet is propagated to all closely related relatives
      Default: True      
      Module: Expanded
[N]   Push Death Chance
      Determines the random chance that a trip to the hospital will prove fatal for a sim
      Default: 5
      Hidden By: "Allow Push Death" = False
   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 Adult with Elder
      When disabled, the progression will no longer match Adult and Elders together
      Default: True
      Hidden By: Allow Flirts = False
   Allow Existing Flirts
      Whether to perform flirts between sims who already know each other
      Default: True
   Allow Flirts
      Whether to allow flirting scenarios between strangers
      Default: True
[N]   Allow Homeless
      Whether to allow flirting with the homeless population
      Default: True
      Hidden By: Allow Flirts = False
[N]   Allow Old Lover
      Whether to allow flirting with former partners and spouses
      Default: True
   Allow Service NPCs
      Whether to allow flirting with the service NPC population
      Default: True
      Hidden By: Allow Flirts = False
[N]   Allow Service Teen
      Whether to allow flirting with the teen service population
      Default: True
      Hidden By: Allow Flirts = False   
   Allow Tourists
      Whether to allow flirting with the tourist population
      Default: False
      Hidden By: Allow Flirts = False
   Allow YA with Elder
      When disabled, the progression will no longer match Young Adult and Elders together
      Default: True
      Hidden By: Allow Flirts = False
   Chance of Gay Sim
      The random chance that a newly aged teenage will choose to be gay
      Default: 1
   Cooldown Between Partners
      Specifies the number of days to wait between breaking up and initiating a new flirt
      Default: 3
   Immigration Pressure
      Determines the amount of pressure incurred for each unsuccessful flirt attempt
      Default: 10
   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
   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 Friend Making
      When enabled, the manager is allowed to positively impact relationships
      Default: True
[N]   Allow Homeless
      Whether to include the Homeless population in the friend/enemy pool
      Default: True
   Allow Service NPCs
      Whether to include the Service population in the friend/enemy pool
      Default: True
[N]   Allow Stalker
      Whether to allow former lovers to stalk their obsessions
      Default: True      
      Module: Expanded
   Allow Tourists
      Whether to allow friendship scenarios with the tourist population
      Default: False
   Allow Unpopularity
      When enabled, the manager is allowed to reduce distant friends relationships
      Default: True
[N]   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: Expanded
   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: Households

   Allow CAS Seed Money
      When disabled, new CAS created household will start with no family funds
      Default: True
      Module: Expanded
   Allow Homeless Move In
      When enabled, sims that end up in the homeless bin will move into town, otherwise they will be run out of town permanently
      Default: False
      Hidden By: Manage Homeless = False
   Allow Teen-Teen Move
      When enabled, teens can move into the same house.  
      This option makes teenagers equivalent with adults in the eyes of Story Progression for various non-romance related scenarios
      Default: False
   Broken Home Move
      When enabled, sims who live with people they dislike 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.
      Default: True
   Maximum Size
      Allows you to specify the maximum number of sims allowed in a household.  When Awesome is installed and "AllowOverstuffedHouses" is enabled, you can specify greater than 8.
      Default: 8
[N]   Move In Preference
      Determines which household gets preference when a couple moves in together
      Default: Either
   Reaper Move In
      Allows the Reaper to move into the neighborhood
      Default: False
[N]   Room To Leave
      Specifies the minimum number of 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
   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
[N]   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
« Last Edit: June 07, 2010, 12:28:56 PM by twallan » Logged
twallan
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« Reply #2 on: June 02, 2010, 01:08:33 AM »



   Options: Lots

[N]   Allow Arson
      Whether to allow arson scenarios during progression
      Default: True
[N]   Allow Break
      Whether to allow the progression to break objects around town
      Default: True
   Automatic Clean
      Performs an automatic cleanup every 15 sim-minutes on the active household
      Default: False
      Module: Expanded
   Chance of Bin Offspring
      Determines the random chance the genetic parent of a new immigrant will be a sim from the Export Bin
      Default: 50
      Hidden By: Immigration Gauge <= 0
   Chance of Random Offspring
      Determines the random chance the genetic parent of a new immigrant will be a sim created via EA random generation      
      Default: 10
      Hidden By: Immigration Gauge <= 0
[N]   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
      Hidden By: "Households: Allow Teen-Teen Move" = False
   Cleanup Duplicate Library Books
      When enabled, the system removes redundant book copies from all commercial lots
      Default: False
      Module: Expanded
   Emigration Ratio
      Specifies the necessary Debt to Asset ratio to attempt an "Emigration" scenario.  "0" can be set to disable the scenario entirely
      Default: 0
      Module: Expanded
   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
   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
[N]   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
   Immigration Gauge
      The amount of pressure that must be reached to force a new immigrant to appear in town
      Default: 0
   Immigrant Name
      Determines how the last name of new immigrants will be assigned
      Default: Mother-Father
      Hidden By: Immigration Gauge <= 0
   Move in Starting Fund Percent
      The percent of the remaining cash from the source households that is gifted to the new household
      Default: 10
   Random Immigration Pressure
      Specifies a random value added to the immigration pressure once each cycle
      Default: 0
      Hidden By: Immigration Gauge <= 0
   Random Sim Fitness Range
      The range a "EA Random Sim" is allowed to have for fitness
      Default: "0 : 1"
      Hidden By: Immigration Gauge <= 0         
   Random Sim Weight Range
      The range a "EA Random Sim" is allowed to have for weight
      Default: "-1 : 1"
      Hidden By: Immigration Gauge <= 0
[N]   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
   Remove Zero Value Books
      When enabled, books of zero value are deleted from the shelves of all residential lots
      Default: False      
      Module: Expanded
   Repopulate Empty Library Shelves
      When enabled, empty library shelves are restocked with their appropriate book type
      Default: True
      Module: Expanded
   Rigorous Home Inspection
      When enabled, the progression will not move a family into a house with not enough beds
      Default: True
   Show Map Tags
      Specifies which households to display the lot tag while in the Map View
      Default: All
      Module: Expanded
   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: Money

   Active Debt Paydown
      The amount of money added to each bill, if the active household has a town debt
      Default: 1000
      Module: Expanded
   Automatic Active Billing
      When enabled, the active household works the same as the inactive and have their bills paid automatically
      Default: False
      Module: Expanded
[N]   Bank Loan Rate
      Determines the percentage added to any loan requested by the active household
      Default: 10      
      Hidden By: "Unified Billing" = False
      Module: Expanded
   Child Support for Teenagers
      When enabled, the manager pays out child support for teenage children
      Default: True
      Hidden By: "Child Support Payment" <= 0
      Module: Expanded
   Child Support Payment
      Specifies the daily amount paid to children not living with a sim
      Default: 100
      Module: Expanded
   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: Expanded
   Daily Vacation Fee
      Specifies an amount withdrawn from the active households funds whilst on vacation
      Default: 0
      Module: Expanded
   Debt Mooch Ratio
      Specifies the minimum Debt to Asset ratio required to initiate a "Debt Mooch" scenario
      Default: 25
      Module: Expanded
   Debt Move Ratio
      Specifies the minimum Debt to Asset ratio required to initiate a "Debt Move" scenario
      Default: 50
      Module: Expanded
   Debt Split Ratio
      Specifies the minimum Debt to Asset ratio required to initiate a "Debt Split" scenario
      Default: 100
      Module: Expanded
   Handle Inactive Deeds
      When enabled, the manager will collect money on deeds left in an inactive sim's inventory
      Default: True
      Module: Expanded
   Harvest Crops
      When enabled, properly scoring sims are pushed to harvest any crops on their home-lot
      Default: True
      Module: Expanded
[N]   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
   Sell Duplicate Residential Books
      When enabled, duplicate books on residential which have value are automatically sold
      Default: False      
      Module: Expanded
   Sell Fishing Junk
      When enabled, the progression will sell junk normally collected during fish, found in the sim's personal inventory
      Default: True
      Module: Expanded
   Sell Inventory Fish
      When enabled, the progression will sell fish found in the sim's personal inventory
      Default: False
      Module: Expanded
   Sell Inventory Fruits and Vegetables
      When enabled, the progression will sell fruits and vegetables found in the sim's personal inventory
      Default: False
      Module: Expanded
[N]   Sell Inventory Nectar
      When enabled, the progression will sell nectar bottles found in the sim's inventory
      Default: False
      Module: Expanded
   Show All Child Support Stories
      When enabled, the manager fires a story for each sim paying child support
      Default: True
      Module: Expanded
   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
   Unified Billing
      When enabled, the manager will bill all inactive households, incurring debt if they are unable to pay
      Default: True
      Module: Expanded
   Wealth Move Ratio
      Specifies the Cash to Net Worth ratio required to initiate a "Wealth Move" scenario
      Default: 50

   Options: Pregnancy
   
[N]   Allow Male Only For Same Sex
      When enabled, only males in same-sex relationships are allowed to get pregnant
      Default: True
      Hidden By: Allow Male Pregnancy = False
   Allow Male Pregnancy
      When enabled, males are included in the pregnancy pool
      Default: False
[N]   Allow Near Elder
      When disabled, any sim that will age to Elder before a newborn can age-up to child will be denied pregnancy
      Default: True
   Allow Same Sex
      When enabled, same sex sims are allowed to impregnate each other
      Default: True
   Allow Steady
      When enabled, pregnancies among non-married, but partnered sims can occur
      Default: True
   Allow Teen
      Enables unexpected teen pregnancy.
      Default: False
   Allow Teen to Adult
      Enables teen pregnancy between a teen and adult couple.
      Default: False
      Hidden By: Allow Teen = False
   Base Number of Children
      Specifies the standard number of children that parents should strive for.  Various sim traits will adjust this value up or down.
      Default: 2
   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 ghosting
      Default: 30
   Chance of Unexpected
      Determines the random chance that a flirt update will spawn a pregnancy
      Default: 5
   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
   Genetic Skin Blending
      As seen in Awesome, this will enable an improved approach to inherited skin tones, over the EAxian approach
      Default: True
      Module: Expanded
   Immigration Pressure
      The amount of pressure incurred when the manager is unable to find a pregnancy choice
      Default: 10
   Maximum Number of Children
      Determines the maximum number of planned children a sim can have.  This does not stop unexpected pregnancies from occurring.
      Default: 0
   Meet All Family At Birth
      When enabled, each newborn immediately opens a relationship with all closely-related relatives in town
      Default: False
      Module: Expanded
   Newborn Gender
      Specifies what gender the first child of a pregnancy will be.  The second or third gender will be random.
[N]      Choosing "Balanced" will attempt to maintain an equal number of males and females in the town
      Default: Balanced
   Newborn Last Name
      Specifies which name to give a newborn
      Default: Mother
      Hidden By: Rename Newborns = False
   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
   Random Genders for Twins/Triplets
      When enabled, the system will automatically lock in the gender of the first twin or triplet, allowing the user to govern the others via Apples or Watermelons.
      Default: True
   Rename Newborns
      When enabled, any newborn matching the pregnancy story level will prompt the user for a new name
      Default: False
   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: Romance
   
   Affair Chance
      Determines the random chance that a sim will hook up with a partnered sim.  This value is adjusted by trait-scoring.
      Default: 10
   Allow Steady Adults
      When disabled, adults will not go steady
      Default: True
   Allow Steady Teens
      When disabled, teenagers will not go steady
      Default: True
   Allow Teen Marriage
      When enabled, the progression can push a Marriage scenario on steady teenagers
      Default: False
[N]   Allow Teen Only On Pregnancy
      When enabled, teens are only allowed to get married when one of them is pregnant
      Default: False
      Hidden by: Allow Teen Marriage = False
   Cheat Discovery Chance
      Determines the random chance that an affair will be discovered.  This value is adjusted by trait-scoring on all involved parties
      Default: 10
[N]   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: Partner to Breakup
      The number of days to wait before a steady couple have the risk of breaking up
      Default: 2
   Cooldown: Partner to Marriage
      The number of days to wait after becomes steady to propose marriage
      Default: 4
[N]   Marriage Liking Gate (Expected Only)
      The minimum long-term relationship a couple requires before contemplating marriage
      Default: 75
   Marriage Name
      Determines the method that newlyweds are named.  Both will create a hyphenated name.
      Default: Female-Male
   Partnership Liking Gate
      Determines the minimum required relationship level to initiate a partnership
      Default: 40
   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

   Add Missing Traits
      Whether to check all sims and ensure they have the proper number of traits for their age
      Default: False
[N]   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: Expanded
[N]   Allow Mummy Anger
      When enabled, there is a chance that playable mummies in town will curse sims
      Default: True
      Module: Expanded
[N]   Choose Lifetime Want for Teen
      Whether to select the lifetime want when a sim ages to teenager, or wait until adulthood
      Default: True
      Module: Expanded
[N]   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: Expanded
[N]   Elder Emigration
      When enabled, elder sims, in full houses, will emigrate
      Default: True
      Hidden By: "Lots: Immigration Gauge" <= 0
      Module: Expanded
   Immigration Pressure
      Specifies the amount of pressure to apply for when the generational demographics of the town are unbalanced
      Default: 10
   Inherit Voice
      Performs a genetic inheritance on the voice of a children
      Default: True
   Maximum Residents
      Specifies a cap on the number of residents in town.  Once reached, progression will no long push new pregnancies
      Default: 150
   Progress NPCs in Active Household
      When enabled, the system is allowed to progress active sims marked as "Unselectable"         
      Default: True
   Put Away Inventory Books
      When enabled, sims put away books in their inventory
      Default: True
      Module: Expanded
   Remove Starting Dreams
      Sets the number of dreams to automatically remove upon switching to a new household
      Default: 0
   Set Inactive LTW on Age Up
      When enabled, inactive sims will automatically be provided a lifetime want
      Default: True
      Module: Expanded
   Show Map Tags
      When enabled, the town view will display map tags for all sims matching the specified criteria
      Default: All
      Module: Expanded
   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
[N]   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: Expanded
   TS2 Style Aging
      When enabled, only the sims in active household will age
      Default: False

   Options: Situations
   
[N]   Allow Birthday Gathering
      When enabled, the progression may choose to fire a birthday party when a sim ages-up
      Default: True
      Module: Expanded
[N]   Allow Fight Injury
      When enabled, the loser of a Fight social interaction may head to the hospital
      Default: True
      Module: Expanded
   Allow Funeral Gathering
      When enabled, the system allowed to call funeral gatherings when a sim passes on
      Default: True
      Module: Expanded
   Allow Go To Jail
      When enabled, the system is allowed to send sims to jail
      Default: True
   Allow Marriage Gathering
      When enabled, the system allowed to call marriage gatherings when two sims are wed
      Default: True
   Allow Push Service Sims
      When enabled, the system is allowed to push service sims during scenarios
      Default: False
[N]   Allow Spar Injury
      When enabled, the loser of a Spar social interaction may head to the hospital
      Default: False
      Module: Expanded
   Campaign Gathering Chance
      Specifies the chance each cycle of a Campaign Gathering scenario firing
      Default: 10
      Module: Expanded
   Family Gathering Chance
      Specifies the chance each cycle of a Family Gathering scenario firing
      Default: 10
      Module: Expanded
   Family Visitor Chance
      Specifies the chance each cycle of a Family Visitor scenario firing
      Default: 20
      Module: Expanded
   Friendly Outing Chance
      Specifies the chance each cycle of a Friendly Outing scenario firing
      Default: 20
      Module: Expanded
   Friendly Visitor Chance
      Specifies the chance each cycle of a Friendly Visitor scenario firing
      Default: 20
      Module: Expanded
[N]   Jail Demotion Chance
      Base chance (before trait-scoring) that a sim will be demoted upon being arrested by progression
      Default: 50
      Module: Expanded
   Maximum Gather Size
      Specifies the maximum number of sims to call for a gathering scenario
      Default: 10         
      Module: Expanded
   Push Play Concert
      When enabled, inactive sims which require to play concerts for work are pushed to do so
      Default: True
      Module: Expanded
   Speed
      Determines how often the manager performs a cycle in sim-minutes
      Default: 1000
   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 Sims
      When enabled, the progression pushes active sims to work if they are being tardy
      Default: False


(edit: updated the "Sims: Show Map Tags" default)
« Last Edit: July 23, 2010, 02:54:17 PM by twallan » Logged
twallan
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« Reply #3 on: June 02, 2010, 01:09:22 AM »


   Options: Skills

   Allow Free
      When disabled, the EAxian system of granting skills with promotions and aging up will be turned off
      Default: False
   Allow Party Guitar
      When disabled, the system will stop sims from playing guitars at parties
      Default: False
      Module: Expanded
[N]   Kleptomania Push Chance
      The increased chance each cycle that a kleptomaniac in town will be pushed to steal something
      Default: 5
      Module: Expanded
[N]   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: Expanded
[N]   Push Attend Course
      When enabled, sims are pushed to attend courses at the rabbitholes
      Default: True
      Module: Expanded
[N]   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: Expanded
[N]   Push Photography
      When enabled, sims are pushed to take and sell photos, provided they have a camera in their inventory
      Default: True
      Module: Expanded
[N]   Pyromaniac Push Chance
      The increased chance each cycle that a pyromaniac in town will be pushed to set something on fire
      Default: 1
      Module: Expanded
   Randomize Guitar Songs
      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: Expanded
[N]   Repair Push
      Determines the increased chance per cycle of a sim being pushed to repair a broken item
      Default: 10
      Module: Expanded
   Stories
      Determines which sims you will receive skill improvement notifications
      Default: All

   Options: Stories
   
   Allow Service NPCs
      Whether to display stories containing service NPCs
      Default: True
[N]   Clear Story Log
      Clears out all stored story history
      Default: <none>
[N]   Dump Story Log
      Dumps the acculumated story history for the town to a script file
      Default: (Shows total stories in history)
   Enable Notifications
      Enables or disables all story notification
      Default: True
[N]   Maximum Story Logs
      Determines the maximum number of stories to retain.  Older stories are dropped to make room for new ones.
      Default: 10000
   Show Active in Summary
      When enabled, stories on active sims are include in the story summary
      Default: True
   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

Available Story-Level Options:
   All
         All residents in the town
   Blood
         Blood related family
   Blood and Related
         Both Blood related and significant friends
   Friends
         Significant friends
   None
         Turns off stories
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twallan
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« Reply #4 on: June 02, 2010, 01:10:00 AM »



   Options: Personalities

   Allow Service NPCs
      Whether to allow service sims to participate during personality scenarios.  This does not allow them to be town personalities themselves
      Default: True
[N]   Increased Chance Per Cycle
      Reset all Personalities to operate at the given random chance per cycle.
      Default: 15
   Stories
      Determines for which sims you will hear about the antics of the local town personalities
      Default: All
   
   Options: Town Bike
   
   Allow All Genders
      when enabled, males are eligible for the position
      Default: False
   Allow Teen
      when enabled, teenagers are eligible for the position
      Default: False
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Bike
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Breakup
      The relative chance that the bike's partner will break up with them
      Default: 10
   Weight: Canoodle
      The relative chance that the bike will initiate a mass flirt spree
      Default: 50
   Weight: Cohesion
      The relative chance that the bike haters will improve relationship with each other
      Default: 30
   Weight: Dislike
      The relative chance that a new bike hater will spontaneously arise
      Default: 30
   Weight: Victimize
      The relative chance that the bike will attempt to break up a partnership
      Default: 10

   Options: Town Brat
   
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Mooch Maximum
      Specifies the maximum amount of simoleons a brat can take during a Mooch scenario
      Default: 20
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
   Steal Maximum
      Specifies the maximum value of the object stolen during a Steal scenario
      Default: 100
[N]   Town Brat
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Arson
      The relative chance of a brat lighting a fire
      Default: 2
[N]   Weight: Break
      The relative chance of a brat breaking something
      Default: 20
   Weight: Cohesion
      The relative chance of parents affected by the brat improving relationship
      Default: 30
   Weight: Derision
      The relative chance of a parent taking offense to the parenting skills behind the brat
      Default: 20
   Weight: Homework
      The relative chance of a brat stealing someone's homework
      Default: 10
   Weight: Mooch
      The relative chance of a brat taking another child's money
      Default: 10
   Weight: Steal
      The relative chance of a brat swiping something from someone's home (the item is returned automatically)
      Default: 10
   Weight: Tease
      The relative chance of a brat teasing another child
      Default: 10

   Options: Town Bully

[N]   Allow All Genders
      when enabled, females are eligible for the position
      Default: False
[N]   Allow Child
      when enabled, children are eligible for the leadership position
      Default: False
[N]   Allow Child Recruit
      when enabled, children are eligible for a follower position
      Default: True
[N]   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
[N]   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
[N]   Mooch Maximum
      Specifies the maximum amount of simoleons a bully can take during a Mooch scenario
      Default: 100
[N]   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Steal Maximum
      Specifies the maximum value of the object stolen during a Steal scenario
      Default: 500
[N]   Town Bully
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Antagonize
      The relative chance of a bully antagonizing a child
      Default: 20
[N]   Weight: Attack
      The relative chance of a bully attacking a nerd
      Default: 30
[N]   Weight: Break
      The relative chance of a bully breaking something
      Default: 20
[N]   Weight: Derision
      The relative chance of someone complaining about the bully
      Default: 20
[N]   Weight: Mooch
      The relative chance of a bully stealing money from a child
      Default: 30
[N]   Weight: Recruit
      The relative chance of a bully recruiting a new follower
      Default: 20
[N]   Weight: Steal
      The relative chance of a bully stealing an item from a house
      Default: 10

   Options: Town Casanova
   
   Allow All Genders
      when enabled, females are eligible for the position
      Default: False
   Allow Teen
      when enabled, teenagers are eligible for the position
      Default: False
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Casanova
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Accost
      The relative chance that the casanova's partner will be attacked by a follower
      Default: 30
[N]   Weight: Arson
      The relative chance that follower of the casanova will torch another follower's house
      Default: 2
[N]   Weight: Attack
      The relative chance that the casanova's followers will attack each other
      Default: 15
[N]   Weight: Break
      The relative chance that follower of the casanova will break something
      Default: 15
[N]   Weight: Breakup
      The relative chance that the casanova's partner will leave them
      Default: 10
   Weight: Canoodle
      The relative chance that the casanova will engage in a flirt spree within his harem
      Default: 10
   Weight: Derision
      The relative chance that the followers of the casanova will engage in jealous rage
      Default: 30
   Weight: Woo
      The relative chance that the casanova will add a new sim to his harem
      Default: 30
   Weight: Worship
      The relative chance that a new sim will spontaneously add themselves to the casanova's harem
      Default: 30

   Options: Town Gigolo

[N]   Allow All Genders
      when enabled, females are eligible for the position
      Default: False
[N]   Allow Teen
      when enabled, teenagers are eligible for the position
      Default: False
[N]   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
[N]   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
[N]   Mooch Maximum
      Specifies the maximum amount of simoleons a gigolo can take during a Date scenario
      Default: 1000
[N]   Mooch Minimum
      Specifies the minimum amount of simoleons a gigolo can take during a Date scenario
      Default: 100
[N]   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Gigolo
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Breakup
      The relative chance of a gigolo's partner leaving them
      Default: 5
[N]   Weight: Canoodle
      The relative chance of a gigolo getting it on with a number of sims
      Default: 10
[N]   Weight: Cohesion
      The relative chance of two gigolo's improving friendship
      Default: 10
[N]   Weight: Date
      The relative chance of a gigolo escorting a sim for payment
      Default: 50
[N]   Weight: Derision
      The relative chance of someone taking offense to the gigolo lifestyle
      Default: 20
[N]   Weight: Recruit
      The relative chance of a new gigolo being recruited
      Default: 30

   Options: Town Loon
   
[N]   Allow Adult Recruit
      Whether to allow adults to be recruited
      Default: True
[N]   Allow Child Recruit
      Whether to allow children to be recruited
      Default: True
   Allow Teen
      When enabled, teenagers are eligible for the position
      Default: True
[N]   Allow Teen Recruit
      Whether to allow teenagers to be recruited
      Default: True
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Give Away Maximum
      The maximum amount of cash on hand that the loon can allowed to spend during a "Give Away" scenario
      Default: 100
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Loon
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
   Weight: Antagonize
      The relative chance that a follower of the loon will do something stupid
      Default: 10
[N]   Weight: Arson
      The relative chance that a loon will accidentally light something on fire
      Default: 2
[N]   Weight: Break
      The relative chance that a loon will accidentally break something
      Default: 20
   Weight: Cohesion
      The relative chance that followers of the loon will improve relationship with each other
      Default: 20
   Weight: Give Away
      The relative chance that a loon will simply hand out free money to someone
      Default: 10
   Weight: Recruit
      The relative chance that a new follower of the loon will spontaneously arise
      Default: 30

   Options: Town Mooch
   
   Allow Teen
      When enabled, teenagers are eligible for the position
      Default: True
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Large Mooch Maximum
      The maximum amount of simoleons a sim can mooch during a "Large Mooch" scenario
      Default: 10000
   Large Mooch Minimum
      The minimum amount of simoleons a sim can mooch during a "Large Mooch" scenario
      Default: 1000
   Small Mooch Maximum
      The maximum amount of simoleons a sim can mooch during a "Small Mooch" scenario
      Default: 200
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Mooch
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
   Weight: Big Mooch
      The relative chance that a mooch will perform a large scale mooch
      Default: 10
   Weight: Cohesion
      The relative chance that two mooch followers will improve in relationship
      Default: 20
   Weight: Derision
      The relative chance that someone will take offense to mooch life-style
      Default: 30
   Weight: Mooch
      The relative chance that a mooch will perform a drive-by mooch
      Default: 30
   Weight: Recruit
      The relative chance that a new follower will start following in the ways of the Mooch
      Default: 30

   Options: Town Nerd

[N]   Allow Child Recruit
      Whether to allow children to be recruited
      Default: True
[N]   Allow Teen
      Whether to allow a teenager to head the herd
      Default: True
[N]   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
[N]   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
[N]   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Nerd
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Attraction
      The relative chance of two nerd swooning for each other
      Default: 10
[N]   Weight: Break
      The relative chance of a nerd seeking revenge for bullying
      Default: 20
[N]   Weight: Cohesion
      The relative chance of two nerds improving friendship
      Default: 20
[N]   Weight: Homework
      The relative chance of a nerd helping someone with their homework
      Default: 20
[N]   Weight: Learn
      The relative chance of a nerd gaining a skill point in something
      Default: 20
[N]   Weight: Recruit
      The relative chance of a new nerd being recruited
      Default: 30
[N]   Weight: Repair
      The relative chance of a nerd fixing something
      Default: 20
[N]   Weight: Teach
      The relative chance of a nerd teaching someone a new skill
      Default: 20

   Options: Town Tart

[N]   Allow Adult
      Whether to allow adults (not young adults) to join or remain in the clan
      Default: False
[N]   Allow All Genders
      Whether to allow males to join
      Default: False
[N]   Allow Elder
      Whether to allow elders to join or remain in the clan
      Default: False
[N]   Allow Teen
      Whether to allow a teenager to head the herd
      Default: True
[N]   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
[N]   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
[N]   Mooch Maximum
      The maximum anount a tart is allowed to mooch from a lover
      Default: 1000
[N]   Mooch Minimum
      The maximum anount a tart is allowed to mooch from a lover
      Default: 100
[N]   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Tart
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
[N]   Weight: Enemy Arson
      The relative chance of a tart lover torching a tart enemy's home
      Default: 2
[N]   Weight: Enemy Break
      The relative chance of a tart lover breaking something at a tart enemy's home
      Default: 15
[N]   Weight: Enemy Fight
      The relative chance of a tart lover attacks a tart enemy
      Default: 15
[N]   Weight: Lover Arson
      The relative chance of a tart lover torching another lover's home
      Default: 2
[N]   Weight: Lover Break
      The relative chance of a tart lover breaking something at another lover's home
      Default: 15
[N]   Weight: Lover Fight
      The relative chance of a tart lover attacks another lover
      Default: 15
[N]   Weight: Mooch
      The relative chance of a tart asking their lover for money
      Default: 30
[N]   Weight: Recruit
      The relative chance of a new tart being recruited
      Default: 20

   Options: Town Thug
   
[N]   Allow Adult Recruit
      Whether to allow adults as followers
      Default: False
[N]   Allow All Genders
      When enabled, females are eligible for the position
      Default: False
   Allow Teen
      When enabled, teenagers are eligible for the position
      Default: False
[N]   Allow Teen Recruit
      Whether to allow teenagers as followers
      Default: True
   Enable Progression
      When enabled, this personality is progressed each cycle
      Default: True
   Increased Chance Per Cycle
      The added chance, each cycle, that an event will occur
      Default: 15
   Mooch Maximum
      The maximum amount a thug is allowed to pocket from another sim during a Mooch scenario
      Default: 1000
   Speed
      The speed at which this personality cycles, in sim-minutes
      Default: 250
[N]   Town Thug
      Provides the ability to set the personality manually
      Default: (Selected by scoring)
   Weight: Antagonize
      The relative chance that a follower of the thug will antagonize someone
      Default: 20
[N]   Weight: Arson
      The relative chance that a thug will set something on fire
      Default: 2
[N]   Weight: Attack
      The relative chance that a thug will attack a nerd
      Default: 30
   Weight: Attraction
      The relative chance that a swooner will flirt with the thug
      Default: 30
[N]   Weight: Break
      The relative chance that a thug will break something
      Default: 15
   Weight: Cohesion
      The relative chance that followers of the thug will improve relationship with each other
      Default: 20
   Weight: Impress
      The relative chance that the thug will change the traits on one of his followers
      Default: 10
   Weight: Mooch
      The relative chance that the thug will shake down another sim for cash
      Default: 30
   Weight: Recruit
      The relative chance that a new follower will be spontaneously added to the gang
      Default: 60
   Weight: Victimize
      The relative chance that the thug will engage in thuggery
      Default: 30
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twallan
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« Reply #5 on: June 02, 2010, 01:10:46 AM »

Phase Five Revision Notes

    Added "Stories: Clear Story Log"
    Added "Stories: Dump Story Log"
    Added "Stories: Max Story Log" default: 10000
    Added story when a new classmate is chosen for a sim
    Added story when two sims, already living together, move to a new home
    Added story when the Thug conceives an unexpected baby
    Added story when the Bike starts flirting with a stranger
    Fixed a problem where families with playable ghosts were unable to move to a new lot
    Fixed a problem where autonomous harvesting was not adding the ingredients to the sims inventory
    Mod split into multiple modules, main retains enough for total progression, all other goodies moved to optional packages
    Added "Romance: Marriage Liking Gate (Expected Only)" default: 80
    Existing personality scenarios have been updated to propagate moodlets and disapproval to friends of the target
    Added stories expressing the dismay of friends of a personality scenario victim
    Expanded "Thug Mooch" to allow clan members to participate as instigators
    Loon Antagonize no longer adds the victim to the loon's clan
    Added "Situations: Go To Jail Demote Chance" default: 50
    Added "Flirts: Allow Elder" default: True
    "Change Work Outfits" scenario no longer checks for an interaction on the queue
    Added "Careers: Balanced Careers" default: False
    Added "Careers: Family Business" default: True
    Added "Romance: Allow Teen Only On Pregnancy" default: True
    Added "Pregnancy: Allow Male Only For Same Sex" default: True
    Added "Sims: Choose Traits On Age Up" default: False
    Added "Friends: Allow Homeless" default: True
    Added "Flirts: Allow Homeless" default: True
    Added "Allow Personality" check to "Loon Give Away" and "Loon Recruit" scenarios
    Removed "Households: Maximum Size"
    Added "Household Options \ Maximum Size" default: 8
    Added "Sims: Choose Lifetime Want For Teen" default: True
    Added handling for Jack of All Trades LTW
    Added "Thug: Allow Teen Recruit" default: True
    Added "Thug: Allow Adult Recruit" default: False
    Added "Loon: Allow Teen Recruit" default: True
    Added "Loon: Allow Adult Recruit" default: True   
    Removed the most likely cause of the "missing coworker" issue
    "Put Away Books" scenario now puts away all specialty books
    "Allow Inventory Management" is now hidden by "Stasis"
    Handy sims, and sims that have a Handiness career metric requirement are now pushed around town to fix things
    Added "Skills: Repair Push" default: True
    The Go Home Push for personal vehicle commuters should now be more reliable
    Adjusted "Settle Down" and "Marriage" scoring to allow for more time in the field
    Purchasing the Full Ownership of a business will now recoup the costs of part-ownership deeds around town
    Added "Money: Inactive Purchase Deeds" default: 100000
    Added "Lots: Home Inspection Double Bed Count" default: True
    Tweaked "Out of Nest" scoring to make married couples more interested in moving out
    Town Personalities choosen by the user will now be retained until the sim no longer matches the criteria
    Town Personality selection option is now available in non-debug mode
    Added "Casanova Steady Tryst", "Casanova Married Tryst", "Casanova Steady Dumped", and "Casanova Married Dumped" stories
    Added additional "Steady Tryst" and "Married Tryst" stories depending on which sim is cheating
    Removed "Household: Out of Nest" option
    Added "Household: Room To Leave" default: 1
    Tweaked the Personality system to make it livelier
    Additional corrective measures added to fix missing partner links, when a spousal long-term relationship exists
    Added "Careers: Allow Standalone Part Time Jobs" default: True
    Added "Careers: Restrict Some Levels To a Single Sim" default: True
    Trait scored Part-time job selection has been fixed
    EA Story Progression will now be re-enabled when "Enable Progression" is turned off
    Added a new interaction to the Business Rabbithole called "Get Loan"
    Added "Money: Bank Loan Rate" default: 10
    Added Household Options \ "Allow Skills" default: True
    "Bike Canoodle" once again allows for affairs
    "Casanova Woo" now allows for married Casanovas
    Added "Casanova \ Weight: Breakup" default: 10
    Added "Casanova \ Weight: Accost" default: 30
    Added "Bike \ Weight: Breakup" default: 10
    Personalities will no longer be dropped if they are on the active lot at the time the manager cycles
    Added "Brat \ Weight: Break" default: 20
    Added "Brat \ Weight: Arson" default: 5
    Fixed the "Visit" push, which was only pushing busy sims
    Rewrote the "Lots: Show Map Tags" for Lots to improve performance and to make it work when "Sims: Show Map Tags" was disabled
    The Filters on the Map View will now filter custom map tags properly
    Random Sims used for immigration purposes will no longer have the given name "NRaas.RandomSim"
    Added "Flirts \ Allow Service Teen" default: True
    Changes made to stop the Pregnancy manager from firing large numbers of pregnancy scenarios at one time
    Alimony Fails will now propagate hate in the child's family
    Added "Thug \ Weight: Break" default: 15
    Added "Thug \ Weight: Arson" default: 2
    Added "Loon \ Weight: Break" default: 20
    Added "Loon \ Weight: Arson" default: 2
    Added The Town Gigolo
    Added "Gigolo \ Allow Teen" default: False
    Added "Gigolo \ Allow All Genders" default: False
    Added "Gigolo \ Weight: Cohesion" default: 10
    Added "Gigolo \ Weight: Derision" default: 20
    Added "Gigolo \ Weight: Date" default: 50
    Added "Gigolo \ Weight: Breakup" default: 10
    Added "Gigolo \ Weight: Recruit" default: 30
    Added "Gigolo \ Weight: Canoodle" default: 10
    Added Fitness scoring to "Fight Back", "Casanova" and "Thug" scoring
    Added "Lots: Allow Arson" default: True
    Inactive sims that fish will once again collect fish
    A sim's own partner is no longer a valid choice for an affair
    Added The Town Tart
    Added "Tart \ Allow Teen" default: True
    Added "Tart \ Allow Adult" default: False
    Added "Tart \ Allow Elder" default: False
    Added "Tart \ Allow All Genders" default: False
    Added "Tart \ Weight: Recruit" default: 20
    Added "Tart \ Weight: Enemy Break" default: 15
    Added "Tart \ Weight: Enemy Fight" default: 15
    Added "Tart \ Weight: Enemy Arson" default: 2
    Added "Tart \ Weight: Lover Break" default: 15
    Added "Tart \ Weight: Lover Fight" default: 15
    Added "Tart \ Weight: Lover Arson" default: 2
    Added "Tart \ Weight: Mooch" default: 30
    Added "Tart \ Min Mooch" default: 100
    Added "Tart \ Max Mooch" default: 1000
    Sims who end up having themselves as their boss will now be automatically reset
    Fixed a problem where a sim's clan leader would not load from file properly
    Added "Lots: Allow Break" default: True
    Added "Deaths: Allow Push Death" default: False
    Added "Household Options \ Allow Push Death" default: True
    Added "Deaths: Push Death Chance" default: 5
    Added "Skills: Kleptomania Push Chance" default: 5
    Added "Skills: Pyromania Push Chance" default: 1
    Added "Maximum Resident" checks to the "Homeless Move In" system
    Added "Lots: Rapid Immigration" default: 0
    Added "Lots: Immigrate Whole Family" default: 0
    Fix for mod exceeding the "Maximum Residents" option in certain cases
    Adjusted "Preferred Baby Count" scoring
    Added "Loon \ Allow Child Recruit" default: True
    Added the "Town Nerd" personality
    Added "Nerd \ Allow Teen" default: True
    Added "Nerd \ Weight: Break" default: 20
    Added "Nerd \ Weight: Recruit" default: 30
    Added "Nerd \ Weight: Cohesion" default: 30
    Removed the "Check Busy" portion the "Scheduled Marriage" scenario
    Added "Nerd \ Weight: Repair" default: 20
    Added "Nerd \ Weight: Learn" default: 20
    Added "Situations \ Allow Birthday Gathering" default: True
    Hosts of Gatherings are now pushed to stock any existing Buffet tables
    "Put Away Books" no longer puts away medical journals
    Added "Nerd \ Weight: Homework" default: 20
    Added "Brat \ Weight: Homework" default: 10
    Added "Nerd \ Weight: Teach" default: 20
    Added "Casanova \ Weight: Break" default: 15
    Added "Casanova \ Weight: Arson" default: 15
    Added "Bully \ Allow All Genders" default: False
    Added "Bully \ Allow Child" default: False
    Added "Bully \ Weight: Antagonize" default: 20
    Added "Bully \ Weight: Attack" default: 30
    Added "Bully \ Weight: Break" default: 20
    Added "Bully \ Weight: Derision" default: 20
    Added "Bully \ Weight: Mooch" default: 30
    Added "Bully \ Max Mooch" default: 100
    Added "Bully \ Weight: Recruit" default: 20
    Added "Bully \ Weight: Steal" default: 10
    Added "Bully \ Max Steal" default: 500
    Teenagers who hold a deed to a business are no longer considered valid bosses for adults
    Sims moving out of their home will no longer choose to merge into another home where they will be considered the Head of the Family
    Added "Household Options \ Allow Affair" default: True
    Added "Household Options \ Allow Steady" default: True
    Fixed the stories for "Out of Nest", "Inspection Move"
    Added a "Going to Work Soon" message when using a personal vehicle
    Added "Deaths: Allow Teen Push Death" default: False
    Added "Friends: Lynch Mob Emigration Threshold" default: 20
    Tweaked scoring used to choose the next expected pregnancy couple
    Added "Household Options \ Allow Emigration" default: True
    Added "Household Options \ Force Emigration" default: False
    Added code to clean all corrupt Moving Situations out on load-up
    Added "Sims: Too Crowded Emigration Threshold" default: 1
    Fixed a problem where the "Better Home" scenario would only run against Ancestral lots (obviously the opposite was intended)
    Changed the "Broken Home" scoring to discourage teens from moving away
    Added "Death: Ancestral First Choice" default: "First Born"
    Added "Balanced" to "Newborn Gender"
    Added scoring to determine which home to move into when a couple comes together
    Added "Households: Move In Preference" default: "Either"
    Added "Sims: Adoption" default: False
    Pregnancies of sims in unaging households are now delayed indefinitely
    Added "Skills: Push Photography" default: 25
    Added "Pregnancy: Elder Emigration" default: True
    Inactives are now pushed to switch out of maternity outfits after birth
    Private school children now switch into formal outfits prior to school
    Having a bad relationship with a child is no longer grounds for a "Broken Home" scenario
    "Party Guitar" scenario now stops guitar playing immediately, rather than delaying for 10 sim-minutes
    Added "Sims: Allow Mummy Anger" default: True
    Added "Situations: Allow Fight Injury" default: True
    Added "Situations: Allow Spar Injury" default: False
    Sims will no longer sell fruits that can be used in the Nectar maker, if a maker exists on the lot
    Added "Skills: Push Nectar Making" default: True
    The Reaper can no longer be used for genetics during immigration
    Added "Flirts: Allow Old Lover" default: True
    Added "Pregnancy: Allow Near Elder" default: True
    Added a warning prompt regarding the usage of "Main: Stories", and how it sets all the managers
    Added "Friends: Allow Stalker" default: True
    Added "Money: Sell Inventory Nectar" default: False
    Birth notifications are now delayed by a sim-hour to give the game-engine time to create the newborn's clothing
    Added universal depreciation/appreciation of all items in the town, rather than just the active house
    Added "Careers: Private School Formalwear" default: True
    Fixed a script error in the "Poor Assign School" scenario
    The Loon is no longer allowed to steal sims from other clans
    Protection added against the loss of inactive inventory during age-up
    Added "Skills: Prompt to Name Great Nectar" default: true
    Expanded the Stuck Sim Check scenario to include bad routing locations, possible in custom worlds
    Wolfrun sims will no longer have their family funds reduced if they exceed 10000 simoleons
    Sims who are not employed in their Career LTW will now quit and get the proper job
    Fixed a problem where the Emigration stories were not appearing
    Added "Tart \ Weight: Attraction" default: 50
    Unified Billing updated to handle the Bill Reducer objects
    "Money: Sell Inventory Fish" will now store perfect fish in available fish tanks on the sim's lot, and retain at least one perfect fish of each type in their inventory
    "School Fee" story now displays the proper value when inflated for the "Rich"
    AgeUpNPC Situations are now automatically dropped for all active sims
    Reduced chance of "Campaign Mooch" story being displayed
    Child-age trade schools are now handled by progression

Have Fun. Cheesy
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Wolfgurl685
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« Reply #6 on: June 02, 2010, 01:13:17 AM »

Love ya for this  Cheesy
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crinrict
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« Reply #7 on: June 02, 2010, 01:22:10 AM »

You are truly amazing.

I will get you my translations files soon. Only the main one is done so far. For the others most of the stories are still in english. Menu is done though.

Since I don't know when I have time for more translation, I want to give you as much as I have.

Just need to spell check Smiley
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Greetings
Crinrict
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« Reply #8 on: June 02, 2010, 01:42:35 AM »

I am overjoyed!  Grin   This was much faster than I thought it would be. Thank you.

So we still need the framework (.dll) set up in Game/Bin for the mods to work? I don't have AMB, but did patch and set up the new Mods folder. Have been too busy with the World Editor to play around and see if any mods work without the framework.
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twallan
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« Reply #9 on: June 02, 2010, 01:46:08 AM »

So we still need the framework (.dll) set up in Game/Bin for the mods to work?

As far as I know, the framework crack is still required.

Cheers. Smiley
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munggom
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« Reply #10 on: June 02, 2010, 03:17:00 AM »

Amazing!  Cheesy
I am working on translation but it would take kind of long time  Wink

Anyway, I wonder that when I put SP at package folder in My Documents, would it work?
I heard that with Ambition EP, people can install package files in My Documents instead of Program Files folder.
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startspring
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« Reply #11 on: June 02, 2010, 03:37:25 AM »

I just installed SP and went into game to config it, but the Story Progression Option have no text. You can click it and the option menu appears but it's blank. I know it's "fresh out of the owen" and all. Just wanted to let you know  Smiley

Edit: Forget what I said. I just noticed the text file. Stupid me for not paying attention *blushing*
« Last Edit: June 02, 2010, 03:49:52 AM by startspring » Logged
laurie
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« Reply #12 on: June 02, 2010, 04:52:36 AM »

so do we put the files in the mod folder in my documents? or in the programfiles section?  because right now i have my mods in the mydocuments folder and am only using the resource.cfg.  at mts they said we dont use the dll anymore so i am confused has to get this to work?
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Figwit
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« Reply #13 on: June 02, 2010, 04:58:12 AM »

Tricky. You snuck this in while I was busy trying to cope without it. You are a champ, Twallan.  Grin

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Branr
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« Reply #14 on: June 02, 2010, 06:15:52 AM »

Erm....

Added all the mods using the new EA system (in the Dos folder) and everything loaded up fine...right up to the point that the Story Progression started.  Immediately all the sims that had any of the new professions (firefighter, etc.) became unemployed.  Since there is no option in Supercomputer for any of the new professions (except Education, I noticed), anyone with Ambitions might want to avoid using SP till the new professions are added...

Edit: Further testing: Had my sim from above rejoin the firefighting profession, saved and exited to main menu.  Reloaded the saved game, and sure enough, he quit his job the second the SP began.  Going to try removing SP next and see if it reoccurs.

Edit 2: Disabled SP using the General Option menu, and the job was retained.  Going to go back and try it now on the original saved game.
« Last Edit: June 02, 2010, 06:30:30 AM by Branr » Logged
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