Hey, this mod seems super cool! I was just wondering if there was perhaps any way to make it only affect randomly generated NPCs and not the NPCs already there? I made my own save file and gave the unplayed families skills and degrees already so I would want those want to stay, but it would be cool to have the mod work for newly generated sims with no skills or anything! Thanks :)
I don't think there is a value for "randomly generated", but if you don't want a npc to have their stats changed, just set as played, goes in the map, theres a buttom that show all families in the save, click the family you changed and press the heart buttom thing (the family will have a lightgreen plumbob in the map) and the mod shouldn't affect them.
If you want just some specific sims, you can use this code, it will set the sim as "already randomized" and will be ignored by the mod Teen~Adult: traits.equip_trait FakePikachu_NPCSkills_AdultSkillsSet Child: traits.equip_trait FakePikachu_NPCSkills_ChildSkillsSet Toddler: traits.equip_trait FakePikachu_NPCSkills_ToddlerSkills Horse: traits.equip_trait FakePikachu_NPCSkills_HorseSkillSet (You can add the trait with mccc, it's named something like "Adult Skills Set")
Ah, I see. I think I unfortunately have too many families to add them all to My Households as it makes the game kind of laggy, but thank you for the reply nevertheless! :)
Yeah, pressing the heart/favourite button (if that is what you are talking about!) moves them to 'My Households'. Even if they aren't marked as played, it still seems to slow down my game... Thank you regardless!
I downloaded the folders and i opened up the merged one and just put the package and script in my mods folder idk it was working fine then one day i started getting that error
Here I think... or discord: stoopidperson. (idk if this is right, I dont use much discord)
Edit: I got a last exception in a new save (I usually use a very old one) that revealed an error with spellcaster levels regressing because of the randomization and not knowing what to do... I will try making a fix but it's nothing gamebreaking.
hey! loveee the mod description! i noticed that you're working on adding careers (yay!) i wanted to ask if this mod is compatible with KS - Life decider mod? She hasn't updated it in a while, but I still use it for things like career, starter money, relationships etc... it would be neat if they both worked together :)
The career thing is stuck for quite a while, maybe I will do it at some point... But anyway, the way that this mod works probably makes it compatible with everything, but if you have a mod that changes some stuff in the npc, this mod will just add even more. Idk how life decider works but this mod only affect npcs (households without that plumbob in the map that marks it as "played") so it may not even affect it
Love this mod! Would it be possible to also add randomized careers that correlate with the degree later on? Life Decider does a pretty good job of this but its manual, If you could it would be awesome if npcs just autogenerated their careers.
Sounds amazing! I tried looking into the MCC option you were talking about but I think it only applies to NPC careers, like mixologist, vendor, etc. If you're able to expand it to all careers that would be super cool, I'm tired of every townie being jobless lmao.
That option does effect all carrers, all my npcs have random carrers and even receive promotions.
Also, I'm not sure if this degree thing will be possible since it seems to have no way to choose what carrer side the npc will choose and it will have a 50/50 chance of it going to the right way? seems to break the whole point of the mod
Really? I'll have to investigate it more because most of my townies are jobless. They definitely do not have to correlate with the degree, and tbh it would be pretty limiting, even in real life people don't necessarily get into the same field as what they graduated in.
I think the most complicated thing you could do is make all sims that are randomized with a degree have access to careers that sims randomized without a degree wouldn't have access to. So for example a sim randomized with any degree could have a career as a doctor but a sim randomized without a degree couldn't. Of course that's pretty extra, and I think simply having a sim would a job would be super cool.
I'm very interested in this mod, however, it seems to be incomplete. I only have one folder shown while the notes say, "There's two folders, one with separated files, so you can delete something you don't want to randomize and one with everything merged in one file." Definitely looking to use this, so if that can be remedied, that'd be fantastic!
Hi! Thank you for your wonderful work! Yet I found there might be some bugs. The first one is that you inserted incorrectly in Instsnce in Key for Simplified Chinese (you typed 107A83AA44DFF42C instead of 017A83AA44DFF42C). Second, I found your mod will not show in the game (there was only blank), and I got such suggestion from Better Exceptions Patch Day Results:FakePikachu_NPCSkills_Trait/1480384166 | Error in tunable interval: 0 > -81580, in instance Instance: 13393172461746270812 (FakePikachu_NPCSkills_Trait/1480384166), Types.ACTION
Thank you very much, it is all fixed now. You don't really see the mod doing anything, only if you open the sim traits with mccc. If you are adding an npc with cheats to look at their stats, there's a chance that you are adding it too soon, try giving it a minute OR that sim is marked as played and couldn't receive the skills(look at it in the map if it have the green plumbob) OR if you looked at their traits and there is some gameplay traits there, just wait a bit, the skills will appear soon. If you know that the mod affected that sim(it will have a hidden trait called "npc skills set"), maybe it's some mod (like mccc) that cleaned that sim and removed his skills. (I know you can configure mccc to clean items, not sure if he can do this too)
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If you want just some specific sims, you can use this code, it will set the sim as "already randomized" and will be ignored by the mod
Teen~Adult: traits.equip_trait FakePikachu_NPCSkills_AdultSkillsSet
Child: traits.equip_trait FakePikachu_NPCSkills_ChildSkillsSet
Toddler: traits.equip_trait FakePikachu_NPCSkills_ToddlerSkills
Horse: traits.equip_trait FakePikachu_NPCSkills_HorseSkillSet
(You can add the trait with mccc, it's named something like "Adult Skills Set")
Edit: I got a last exception in a new save (I usually use a very old one) that revealed an error with spellcaster levels regressing because of the randomization and not knowing what to do... I will try making a fix but it's nothing gamebreaking.
But anyway, the way that this mod works probably makes it compatible with everything, but if you have a mod that changes some stuff in the npc, this mod will just add even more.
Idk how life decider works but this mod only affect npcs (households without that plumbob in the map that marks it as "played") so it may not even affect it
Something tells me it will be quite buggy but I will give it a look
Edit: It don't seems buggy at all, I will need to take some time separating all jobs based on their degree but seems possible
Also, I'm not sure if this degree thing will be possible since it seems to have no way to choose what carrer side the npc will choose and it will have a 50/50 chance of it going to the right way? seems to break the whole point of the mod
I think the most complicated thing you could do is make all sims that are randomized with a degree have access to careers that sims randomized without a degree wouldn't have access to. So for example a sim randomized with any degree could have a career as a doctor but a sim randomized without a degree couldn't. Of course that's pretty extra, and I think simply having a sim would a job would be super cool.
I'm very interested in this mod, however, it seems to be incomplete. I only have one folder shown while the notes say, "There's two folders, one with separated files, so you can delete something you don't want to randomize and one with everything merged in one file." Definitely looking to use this, so if that can be remedied, that'd be fantastic!
Edit: Done
FakePikachu_NPCSkills_Trait/1480384166 | Error in tunable interval: 0 > -81580, in instance Instance: 13393172461746270812 (FakePikachu_NPCSkills_Trait/1480384166), Types.ACTION
You don't really see the mod doing anything, only if you open the sim traits with mccc. If you are adding an npc with cheats to look at their stats, there's a chance that you are adding it too soon, try giving it a minute OR that sim is marked as played and couldn't receive the skills(look at it in the map if it have the green plumbob) OR if you looked at their traits and there is some gameplay traits there, just wait a bit, the skills will appear soon.
If you know that the mod affected that sim(it will have a hidden trait called "npc skills set"), maybe it's some mod (like mccc) that cleaned that sim and removed his skills. (I know you can configure mccc to clean items, not sure if he can do this too)