Title: House Hoppers Post by: MistyBlue on 2010 June 22, 14:43:29 I just installed the Ambitions AM and this is something that is happening in my game that is pretty annoying. Everyone in the neighborhood moves into a new house at night. They are playing musical houses and I can't find where they go unless I look at each house. I had this problem with a previous/pre-ambitions AM, but it was not happening with the vanilla game I had been playing before AM was updated. Now, it is back. Is there any way to get the sims to stop moving around so much? I checked the config and I don't see any setting that has to do with them moving out of their assigned houses. Is it a requirement that I mark them as sacred? I never really took too much of an interest in that because I like for them to move on with their lives without me, just not constantly move out of their house. There are more than enough beds in the houses that they are moving out of and occasionally, they move into houses without enough beds.
Title: Re: House Hoppers Post by: spaceface on 2010 June 22, 17:57:49 Name the house with the family name and the game will not move them out.
Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 23, 02:36:54 I haven't seen this. If they're moving into a house at NIGHT only, this sounds like an EA storymode problem. Do you get any story dialogs indicating what is going on, from InformOnStoryAction? Awesomestory runs throughout the day and does not have a night-only mode. In fact, it is less active at night.
Title: Re: House Hoppers Post by: myskaal on 2010 June 23, 03:02:36 I can echo the families moving around at night thing. It may be happening during the day as well but it is more noticeable at night (in high speed) because of the brief freezes it causes. The next day, families will be living in new abodes when there seems to have been no logical reason for them to move (# of beds/cribs + cost of house vs. familyfunds).
Title: Re: House Hoppers Post by: Claeric on 2010 June 23, 03:08:43 Same here, sims are moving at night to random houses (just after a day of a new twinbrook file, the poorest family was living in one of the mansions, and a rich family moved into a 1.5 bedroom home.).
It's not the whole town, but a lot of the sims are doing it. Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 23, 03:12:03 How peculiar. I have never seen this. This is with AwesomeStory? Because EAstory does random crap like that, but a poor fambly shouldn't even be able to afford to move into a large house.
Title: Re: House Hoppers Post by: Claeric on 2010 June 23, 03:23:48 According to my config file, awesome drivers are on, yes.
Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 23, 03:41:07 AwesomeStory only fires events one at a time, normally: Are you seeing these events appear, one at a time, or are they occurring in twos, indicating someone is moving to breed and displacing someone else?
Title: Re: House Hoppers Post by: myskaal on 2010 June 23, 05:04:30 I haven't been playing with notifications on but will turn them on and check things out next chance I get to play.
Title: Re: House Hoppers Post by: Sablesasha on 2010 June 23, 05:36:39 I thought this was an EA problem. But, because we are running AM (big sloppy kiss to Pescado, again - I love you!), our sims just move into a new house instead of scramming out of town as fast as their little feet can scamper.
Title: Re: House Hoppers Post by: witch on 2010 June 23, 06:20:14 Name the house with the family name and the game will not move them out. HOW DOES THIS WORK FOR YOU AND NOT FOR ME?!? Since the beginning of Awesomemod I've named houses after the famblies, I've put the name in every damn text field I can find, I've done it alone and as part of a string,I've tried the name at the end, middle and beginning part of the housename string, and still the sims move. The only way I can make the sods stay still is if I make them sacred. Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 23, 06:36:55 Weird. Send me Witchy-Poofs land and I'll take a look. Also, MOAR WITCHY POOFS.
Title: Re: House Hoppers Post by: witch on 2010 June 23, 07:06:51 I haven't tried it for a while now. Because it didn't work. I will try it again. It had better work. Or I will be having words with you.
Title: Re: House Hoppers Post by: wizard_merlin on 2010 June 23, 07:22:12 Does the ancestral home set-up move sims back into the home to keep it in the family?
In one game, Mortimer Goth married kaylynn Langerak (Spelling might be wrong) and moved in with her and her family, but she had the Goth surname, suggesting he proposed. That left Gunther and Cornelia in the Goth mansion on their own. When they died the house became listed as empty. Should the ancestral home have moved Mortimer back in to keep the house in the family, or is this normal behaviour? Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 23, 10:52:37 Normal behavior. Children often move out of the fambly, otherwise the ancestral home would clog to death. No mechanism currently exists to handle cross-lot inheritance on death, so if an entire household dies off, the lot becomes vacant and all associated resources are lost. Methods of addressing this peculiarity are being considered.
Title: Re: House Hoppers Post by: sevrine on 2010 June 23, 11:08:29 AwesomeStory only fires events one at a time, normally: Are you seeing these events appear, one at a time, or are they occurring in twos, indicating someone is moving to breed and displacing someone else? Yes. In my game these moves are definitely happening in pairs. The families are moving at night. Displacing one another. AwesomeStory is not announcing the moves during the day. Some marriages are dissolving (but I also have Twallan's "woohooer" installed, and figured that was why). I am enjoying the show, and have not been paying close attention. AwesomeMod is working perfectly for moves - for example, "listhomeless" showed a four-member Elmore household with $20K. I build a new $19.5K house with four beds in it, and the next time I checked, they had moved in. The move did not happen at night, but a short time after the house was completed. I do not use Supreme Commander and none of the families are marked "sacred". I have not renamed any houses, and have added several unnamed houses I've built myself. I am currently using the 6/16 version of AwesomeMod, and had earlier versions since June 5th on the same Twinbrook game with no problems. Title: Re: House Hoppers Post by: MistyBlue on 2010 June 23, 14:13:33 Awesome Story is definitely enabled. I only noticed this happening because I had just followed the grown up daughter sim out of the house. She moved in right across the street and at night, about 3 sim days later, her family moved out of their expensive house into a tiny house. Then as I began watching, someone was moving out every single night. In my game it is not happening in 2's, just random. I don't have inform on story change enabled so there are no dialogs, but there are no new marriages or babies around the neighborhood because I checked every single lot to see who lives where. The only other thing I noticed is that a few new families have moved into the town.
The only reason I know this is an AM issue is because I was playing a vanilla game while I was waiting for AM to get out of testing. I didn't have this problem until I installed AM. Tell me what to do to help troubleshoot and I got it covered. Edit: I just enabled the inform on story changes setting. I will report back with my findings. Title: Re: House Hoppers Post by: Kyna on 2010 June 23, 15:16:51 I play a custom hood and I have seen some musical houses, mostly concerning the 2 lots that have 2 cribs.
I'll get a message that Family A has moved out, and that Family B has moved in for breeding room. A day or two later I'll get a message that Family B has moved out, and that Family C has moved in for breeding room. Another day or so later, and Family C move out and Family A move back in. I noticed it (before Ambitions was released) while playing a custom hood that had quite a few houses with cribs and plenty of single beds, but only the two lots with two cribs, so the only pressure for breeding space was from households that had already had a baby or toddler. I wonder how many of the people with this issue are playing Twinbrook? Twinbrook doesn't have many single beds (21 spread between the 40 furnished lots*), so ASM would have a tough time finding homes for families when their 0s turn into 6s. There are 5 cribs in Twinbrook, but I don't know how many of them are in houses with single beds. If you're getting too many moves under ASM, try reducing the pressure for breeding space by adding cribs and single beds to some of the lots. * For a comparison, SV has 7 cribs and 41 single beds in its 42 furnished lots. RV has 6 cribs and 32 single beds in its 43 furnished lots. Title: Re: House Hoppers Post by: MistyBlue on 2010 June 23, 17:22:36 I am playing a custom hood, as well. There are approximately 35 houses and at least half have more than 1 crib and several single beds. Every house that had someone living inside had enough beds and cribs to begin with.
---Anyway. Here is what I found to possibly be the issue. While I had the dialogs coming up to tell me what is going on, I noticed an abundance of Romantic happenings going on. It appears that everyone, even those in relationships/married are intersexing all over the place. I haven't had any babies out of it, only 1 actual marriage and 1 pollination. From what I see, when 2 sims that are married trigger something romantic with someone else, they will be the ones to move out of the house. The only problem is, they don't move out to be with their new love, but just relocate the whole family. I would also like to note that I have no other game changing mods in my game. The only other mods I have are the easel that can be placed in an inventory and a book that acts like a bookcase, both from MTS. Title: Re: House Hoppers Post by: myskaal on 2010 June 24, 01:05:27 Playing with notifications on confirms the moves are happening because of "breeding space" but it should not be so. The families that are moving have enough beds and cribs on the lots they originally occupy. Moving actually prevents a lesser familyfunded homeless family or newly wed couple from moving into the more affordable breeding abodes. The moving families have more than enough funds to handle incoming bills as well. It's really like they're just deciding they want a smaller, less attractive house in order to spawn.
Making the homes ancestral has, so far, stopped them from taking over the low income residentials. Title: Re: House Hoppers Post by: MistyBlue on 2010 June 24, 01:23:13 I just had a new sim created for breeding even though there are more than enough singles in the hood. She was hideous, too!
Title: Re: House Hoppers Post by: redwards on 2010 June 24, 02:03:07 Playing in Sunset Valley and I'm suddenly seeing this as well. Almost every family in the game appears to have up and moved all at once.
AMB+AM using Awesome story driver. Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 24, 03:31:44 I just had a new sim created for breeding even though there are more than enough singles in the hood. She was hideous, too! AwesomeStory never creates sims. If you are getting sims created, it is not because of AwesomeStory.Title: Re: House Hoppers Post by: MistyBlue on 2010 June 24, 12:24:16 Tell me what to do to fix this rubbish happening in game. I have had several families created and moved into the hood over the past sim week. I know AM is working and turned on. Are there any settings in the Game options that I should be wary of? I turned off Story Mode, turned it on...it doesn't change anything other than the sims stand around like zombies.
I posted a copy of my AM config file. Maybe you can check and see if I should set something or turn something else off. Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 24, 12:56:24 Tell me what to do to fix this rubbish happening in game. I have had several families created and moved into the hood over the past sim week. I think the Role Engine is spawning them to fill in the cashiers and other crap for your NOT-RABBITHOLE-ANYMORE places like the Consignment Store and other crap. THIS IS THE PRICE YOU PAY FOR COMPLAINING ABOUT RABBITHOLES, PEASANTS. ENJOY YOUR CRAPPY VANILLA PUDDINGS.Title: Re: House Hoppers Post by: The_Goddess on 2010 June 24, 15:30:58 Tell me what to do to fix this rubbish happening in game. I have had several families created and moved into the hood over the past sim week. I think the Role Engine is spawning them to fill in the cashiers and other crap for your NOT-RABBITHOLE-ANYMORE places like the Consignment Store and other crap. THIS IS THE PRICE YOU PAY FOR COMPLAINING ABOUT RABBITHOLES, PEASANTS. ENJOY YOUR CRAPPY VANILLA PUDDINGS.It helps if you populate your town with several households of unemployed Sims, specifically for these roles. I tested this extensively when I created my world with a liquor store, book store, and market. The game will grab your unemployed Sims to fill these roles. Now with the fire station, consignment store and salon, also needing to be filled with workers the need for more unemployed Sims is greater. I added the new households before adding the new buildings and have had no EA creations spawning. Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 24, 15:58:20 Yes, if the game generates sims to fill some role in the game, AwesomeStory will then attempt to move them in so they can be non-homeless. EAstory was always somewhat more haphazard about doing this, often doing exactly the opposite and kicking out sims you put IN, but AwesomeStory attempts to push everyone into the neighborhood if possible.
Title: Re: House Hoppers Post by: Anach on 2010 June 25, 03:54:52 I've filled all my registers, tattoo and salon stations in town (except those on residential lots), yet I still get 10 homeless created each day. I would assume they are being created for some role in one of the professions I haven't tried yet. However, they are all unemployed until AM assigns them a job, which then creates more homeless to create more unemployed. At least one of them is being used as Mayor for those reward ceremonies, instead of using a town sim that is already Mayor or above.
Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 25, 04:20:47 Roles don't count as an employment, which is why they are unemployed. Additionally, Employed sims cannot be Roled, which can perhaps produce a vacuum cycle in which the game spams out unemployed sims, then dragoons them into jobs, then spams out more unemployed sims to replace them, rinse, repeat. Examination of this problem is underway. I need to actually get my own playing hood where I recognize all of the inhabitants to a point where this happens and I can evaluate the causes based on my actual knowledge of what is going on in the neighborhood.
Fortunately, this isn't quite the problem it was in TS2: It's pretty easy to exterminate unwanted puddings en-masse in-game with no lingering side effects, so we can always nuke them later. Title: Re: House Hoppers Post by: myskaal on 2010 June 25, 05:05:44 Maybe something to note is that in Twinbrook as it comes (that is without killing anyone off) I am not having any influx of unemployed homeless sims, even when joining professions. All "roles" are already filled and even with AM moving the homeless that were homeless at the start into available houses, no new homeless are being created but it is staying steady with the 3 original homeless families (minus the NPC household) - even though 2 of those families are no longer homeless. Just saying, this might help you speed up recognition and get them to a point when this happens.
Title: Re: House Hoppers Post by: vorpal on 2010 June 26, 08:40:30 There are some observations I made with regard to these roles. Perhaps they are useful: The stylist stage and the consignment cashier have so far always been manned by local townies while the tattoo chair will draw a homeless sim. When ctrl-shift switching to the stylist or consignment pro they will immediately drop their job and go home, the stylist will remain a stylist but immediately be promoted to level 8 and the consignment pro will become unemployed. When replacing these, the game will choose another townie for the stylist career in any case (as the other one is still a stylist but not working in the salon anymore until they take up another job) but the consignment cashier might redraw the same sim again (I tried it three times and the game always chose that Paris Hilton aka Carlton chick in Twinbrook). As I said, the tattoo chair is different as it enrolls a homeless sim. With AM installed this can produce an immigration effect as AM tries to move that Sim in, thus making it selectable for family switching. And if you switch to that Sim it will leave its job and go home and never return to that chair, which, in turn, will enroll another homeless Sim that AM will try to move into the neighbourhood again.
I found most of this out the first time by accident in Egypt when one Sim was stuck behind the snake basket, charming herself and the snake into starvation. I switched to her and sent her home, but as her husband was one of the merchants he went home, too, and got replaced by another local. This came in quite handy as they were one of those dwellers above a tomb and so the chances of them being at home when I came by raiding were considerably higher. The question I have with regard to this: Is this a safe and viable way to reassign roles in-game or can this produce unwanted consequences and if you say "nuke them later", will deleting them in Edit Town be enough or are other actions required? Title: Re: House Hoppers Post by: J. M. Pescado on 2010 June 26, 09:31:40 The game should able to cope with role assignment cancellation due to becoming selectable just fine, and nuking in Edit in Town WITH AWESOMEMOD should work.
Title: Re: House Hoppers Post by: Resender on 2010 July 14, 00:17:35 So far in my vanilla game I have seen a lot of families moving out of their houses but not at the rate described.
What I found more annoying is that families like Landgraab or Alto (the so called big families) leave their villas pretty fast. (But that has something todo more with these sims not finding jobs) My big concern in my games so far (with only 1 family disproving this) is that families seem to die after 2 generations, sometimes kids are born 4th or 5th generation but a lot of the times the families just end. Usually with 2-5 siblings and none of them producing offspring, and if offspring is 'produced' the game does not marry the parent sims, hence making it very difficult to track family connections. For instance the wife of my current male heir wife is the daughter of the son of the brother of my male heirs grandmother (or something like that) Title: Re: House Hoppers Post by: J. M. Pescado on 2010 July 14, 00:29:00 My big concern in my games so far (with only 1 family disproving this) is that families seem to die after 2 generations, sometimes kids are born 4th or 5th generation but a lot of the times the families just end. Sounds like your neighborhood just isn't well-equipped for extended breeding. Maybe the cost of living is too high, or maybe you're just unlucky.Usually with 2-5 siblings and none of them producing offspring, and if offspring is 'produced' the game does not marry the parent sims, hence making it very difficult to track family connections. That doesn't sound like the work of AwesomeMod. Sims generally marry as part of the process of producing spawn, although they may have split up afterwards. If so, your neighborhood seems to have an exceptionally high divorce rate. |