The Sims™ 3

The Sims™ 3

ModerNertum Apr 21, 2021 @ 11:17am
Bridgeport routing issues
How bad is the problem with or without the subway stations?
I know removing subway stations works at some level but what else is causing them anyway?
It is just these subway stations or there is more I am unaware of?

Thanks if anyone can help me figure this out
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Showing 1-12 of 12 comments
Royal Raven Apr 21, 2021 @ 3:06pm 
Are you using any Nraas mods? I think Nraas MoveHere might help. I have not added in that mod yet, but should help routing. I think even just some core Nraas mod should help.
https://www.nraas.net/community/Mods-List
ModerNertum Apr 22, 2021 @ 8:31am 
Originally posted by Royal Raven:
Are you using any Nraas mods? I think Nraas MoveHere might help. I have not added in that mod yet, but should help routing. I think even just some core Nraas mod should help.
https://www.nraas.net/community/Mods-List

Yes, I am using mods but I still have the issues. I wanted to know first what kind of impact do they have while active or removed (does not make that much sense for Bridgeport anyway). And because the city itself has elevators too so its hard to tell what kind of impact subway stations actually have if removed from the world. I am using Nraas Traveler and Nraas GoHere (both help with removing the infinite Big Lemon and Salopy Jalopy inactive townies glitch). I am also wondering because I am still suffering the ghost fire station bug (the only one I have at the moment as I recently confirmed I can indeed receive all rewards from the profession itself (like I was surprised extinguisher can be upgraded but its not a inventory item, its just a item you have that can be upgraded if you are a level 5 and above firefighter). I still only found it to be a slight edge while fighting fires as firefighters already put out fires much faster than regular Sims. I do not know still what causes this particular bug (routing issues with the world for townies or otherwise). This is what I am trying to find out also what kind of impact subway stations do have with routing
Last edited by ModerNertum; Apr 22, 2021 @ 8:32am
igazor Apr 23, 2021 @ 7:02am 
Originally posted by Royal Raven:
Are you using any Nraas mods? I think Nraas MoveHere might help. I have not added in that mod yet, but should help routing. I think even just some core Nraas mod should help.
https://www.nraas.net/community/Mods-List
I think you mean NRaas GoHere. Mover is a different mod of ours and its purview is not routing.

The main problem in Bridgeport, besides a small number of flaws on the world map, is the elevators. Sims we cannot see often get stuck trying to use them and that is horrible for game performance as they keep trying to reroute but can't. Subways as they come don't create lag because, unless you have a mod or have used NRaas Retuner to change this, sims other than the actively played household never or only very rarely use them.

The second problem is with the homeless NPC-only units in many LN style apartment buildings being on the ground floor. The concept of NPC-only units is fine, but when those are on the ground floor of a multi-story building, the resident sims who live in the one usable unit will sometimes (or often) materialize in there when coming out of hibernation and get stuck. The player doesn't always see this right away unless mods report the stuck sims or those who are failing to show up for work/school because we can't look into all of those not actively being played buildings at the same time. I took the time to move all those NPC-only units to upper floors and that helped performance a lot.

In my own game, I do have the subways modded so that inactive residents and others use them but it takes a lot of time to set that up properly so that sims don't use subways when doing so would lengthen their trip rather than shorten it. In that case the only issue to worry about is overcrowding down there, depending on how heavily populated the world becomes.

Another option is to play an urban world designed by others that might be set up a bit more efficiently than Bridgeport is.
Last edited by igazor; Apr 23, 2021 @ 7:04am
ModerNertum Apr 23, 2021 @ 7:56am 
Originally posted by igazor:
Originally posted by Royal Raven:
Are you using any Nraas mods? I think Nraas MoveHere might help. I have not added in that mod yet, but should help routing. I think even just some core Nraas mod should help.
https://www.nraas.net/community/Mods-List
I think you mean NRaas GoHere. Mover is a different mod of ours and its purview is not routing.

The main problem in Bridgeport, besides a small number of flaws on the world map, is the elevators. Sims we cannot see often get stuck trying to use them and that is horrible for game performance as they keep trying to reroute but can't. Subways as they come don't create lag because, unless you have a mod or have used NRaas Retuner to change this, sims other than the actively played household never or only very rarely use them.

The second problem is with the homeless NPC-only units in many LN style apartment buildings being on the ground floor. The concept of NPC-only units is fine, but when those are on the ground floor of a multi-story building, the resident sims who live in the one usable unit will sometimes (or often) materialize in there when coming out of hibernation and get stuck. The player doesn't always see this right away unless mods report the stuck sims or those who are failing to show up for work/school because we can't look into all of those not actively being played buildings at the same time. I took the time to move all those NPC-only units to upper floors and that helped performance a lot.

In my own game, I do have the subways modded so that inactive residents and others use them but it takes a lot of time to set that up properly so that sims don't use subways when doing so would lengthen their trip rather than shorten it. In that case the only issue to worry about is overcrowding down there, depending on how heavily populated the world becomes.

Another option is to play an urban world designed by others that might be set up a bit more efficiently than Bridgeport is.

Thanks for the reply. I was wondering about this as deleting subway stations does help improve performance even with mods (Sims get less confused if they should take a taxi or take the subway in an active household if they do not own cars or any other vehicle). So the core issue are elevators where Sims can still get stuck (even if you reset the whole town regularly or use mods that check for stuck states). It seems that playing in a world like Sunset Valley or Twinbrook is more enjoyable and has less issues (although Bridgeport is still enjoyable with those issues). I am wondering if the no firefighter coworkers not showing bug is related to this? Everything works fine with that profession on my game except...deleting subway stations did not make my coworkers show up at the fire station still (and also are there mods that can push Sim coworkers to work if a requirement metric in the profession is befriend them)?
igazor Apr 23, 2021 @ 8:24am 
NRaas StoryProgression will push inactive sims to work. I do keep reading about firefighters never having co-workers show up as scheduled but I've never seen this in my admittedly heavily modded game and many of my sims, if not firefighters themselves, do interact with the firehouse a lot. So there is apparently a fault there someplace as this is so commonly reported. Not sure if it's with the firehouses themselves or something else.

Yes, suburban and rural worlds are MUCH easier to manage. But some of us like the big city feel and choose to put in the extra time to make at least one urban world work for us. I wouldn't want every world I play to be like that or the game would get far too tedious. For those using the Traveler mod, Bridgeport or some substitute can also make for a nice vacation destination.
ModerNertum Apr 23, 2021 @ 8:36am 
Originally posted by igazor:
NRaas StoryProgression will push inactive sims to work. I do keep reading about firefighters never having co-workers show up as scheduled but I've never seen this in my admittedly heavily modded game and many of my sims, if not firefighters themselves, do interact with the firehouse a lot. So there is apparently a fault there someplace as this is so commonly reported. Not sure if it's with the firehouses themselves or something else.

Yes, suburban and rural worlds are MUCH easier to manage. But some of us like the big city feel and choose to put in the extra time to make at least one urban world work for us. I wouldn't want every world I play to be like that or the game would get far too tedious. For those using the Traveler mod, Bridgeport or some substitute can also make for a nice vacation destination.

As far as I know Nraas SP works with careers for sure but do not know if it can also push coworkers in professions as well to work. This is the only issue I have with firefighter profession. The rest (upgrading extiguisher, respond to emergencies, getting career rewards, etc...all work as intended). Its annoying going on a townie hunt to find out who are supposed to be my coworkers. Do you think maybe is the fact that you have Nraas SP in your game and is pushing your firefighters to work as intended?
I am asking because I have seen reports of EA SP not being able to keep up with employed coworker Sims in professions. And yes I want that feel of a rl Fire Captain, Fire Sergeant, etc...where you train, teach, mentor your fellow firefighters, but they are just not there (still a good profession though)
igazor Apr 23, 2021 @ 10:47am 
Just to be clear, SP doesn't push inactive sims to fight fires. It pushes them to be at work on time when they have a scheduled shift and it can progress inactives through their career paths without necessarily making them act things out on-screen.

What the co-workers (when they bother showing up) do when there actually is a fire or an emergency while your sim is on duty is run back and forth screaming into their walkie-talkies and waving maps around like a bunch of digital fools. Then, when the end of their shift comes even if the disaster is still in progress, they quietly clock out and go home. In other words, absolutely nothing useful. But they are still supposed to be there when scheduled and they should if nothing else help repair and maintain things around the firehouse.

MasterController can be used to find out which sims in town are employed by which careers and then they can be focused on or have commands such as Go To Work issued by way of City Hall or an in-game computer if they need some extra help in remembering where they are supposed to be.
ModerNertum Apr 23, 2021 @ 4:24pm 
Originally posted by igazor:
Just to be clear, SP doesn't push inactive sims to fight fires. It pushes them to be at work on time when they have a scheduled shift and it can progress inactives through their career paths without necessarily making them act things out on-screen.

What the co-workers (when they bother showing up) do when there actually is a fire or an emergency while your sim is on duty is run back and forth screaming into their walkie-talkies and waving maps around like a bunch of digital fools. Then, when the end of their shift comes even if the disaster is still in progress, they quietly clock out and go home. In other words, absolutely nothing useful. But they are still supposed to be there when scheduled and they should if nothing else help repair and maintain things around the firehouse.

MasterController can be used to find out which sims in town are employed by which careers and then they can be focused on or have commands such as Go To Work issued by way of City Hall or an in-game computer if they need some extra help in remembering where they are supposed to be.

Yes, I know. I have plenty of time as a firefighter so I know only 1 Sim (my active one) will respond to emergencies at any given time. The answer I was looking for is if my coworkers are pushed to be on the firehouse on their scheduled work hours (with SP installed)
This is the reason I want them around. To chat with them and help them with skill training, for example (like a Fire Sargeant or Fire Captain would anyway) and maybe see them being promoted as they get better skills (as they cannot get the emergencies requirement unless I play them).

As for MasterController I am a user of it and I know I can use it to search specific townies data information (career, personal traits, etc...). MasterController has no option that I can find to push firefighters to work (option is missing there but available in other professions).

So if indeed SP can help fix my particular issue which modules should I get and what settings should I use to put it as close as possible to vanilla EA SP?
Last edited by ModerNertum; Apr 23, 2021 @ 4:26pm
igazor Apr 23, 2021 @ 5:21pm 
Sorry if I gave you misinformation on the Go To Work command. But then MC > (Sim) > Basic > Invite Over should bring your absent co-workers to the firehouse when your sim is there, at least, unless they are doing something a bit more important like aging up, giving birth, or dying. And on the Intermediate > Career menu you can specify that your fellow firefighters are actually your formal coworkers and one can be designated as Boss, if the game isn't specifying them for you.

There is no answer to the SP question, I'm afraid. If the goal is to make the game's progression run as EA's does, or rather as it's supposed to when things work correctly, then SP is not the right mod to be using.
ModerNertum Apr 24, 2021 @ 11:17am 
Originally posted by igazor:
Sorry if I gave you misinformation on the Go To Work command. But then MC > (Sim) > Basic > Invite Over should bring your absent co-workers to the firehouse when your sim is there, at least, unless they are doing something a bit more important like aging up, giving birth, or dying. And on the Intermediate > Career menu you can specify that your fellow firefighters are actually your formal coworkers and one can be designated as Boss, if the game isn't specifying them for you.

There is no answer to the SP question, I'm afraid. If the goal is to make the game's progression run as EA's does, or rather as it's supposed to when things work correctly, then SP is not the right mod to be using.

I am the top of the career so I should only have coworkers and no boss (think its normal). Right now I have 4 that I am aware of.

I decided to check recommendations online about SP and which modules do what I want for my townies (and it seems the mod defaults are mostly fine tuned to EA SP standards already). I assume the 3. Default speed at which the mod governs my town is the EA SP value, for example right?
So far I only needed to turn off options for Sims to not be pushed to jobs based on their traits or LTW as I do not want journalists in my town being pushed to be writers because the journalism career in my town is already under populated, for example and I also play with iconic families immigrated from other townies (like the Kennedy household, the Landgraabs, etc...).
Mostly the mod itself fixes issues and the most prominent I saw were:
-Finally have coworkers at the fire house (along with some civilians visiting from time to time, which I did not know it was a thing that civilians were able to visit a firestation like any other community lot). My town has 5 townie firefighters (including my Sim) and the most I see in the fire station are 3 firefighter coworkers at a time (I assume its random the coworkers who show up as I seem to always see the same 3 ones and a 4th never shows up so far but I only playtested a few hours to see coworkers on my firestation finally). Which means I finally got to know one of my firefighters was having a bad day and was able to cheer him up
-I had an annoying bug that got fixed and my Power Broker can now have meetings on most community lots again as intended (I know its possible in the game but he seemed to only be able to hold meetings at the Business building before)
-I was also pleased to see my homeless actually being managed and not be just fodder that lags the town and my Sims that man objects in town (paparazzi, mixologists, etc...) not being pushed into careers anymore to fill spots and thus break their role (yes I had Sims previously pushed to be firefighters while they were club bouncers already (EA SP was doing this)

I think I was able to figure this out by myself by fine tunning the settings I do not want enabled because they do not fit with the town I want. I admit I was very younger when I first tried out Nraas SP so I did not know what the heck I was doing (and also only had the base game back in the day). I am still trying to figure out where is the Immigration Gauge if I ever want to manually change the town someday because Sims got to live with their loved ones (in the case Sims decide to indeed move in with their lovers, for example). I also have SP Skill module as I want inactives getting rich with their own skills (as they deserve). Which is good for the architect in my town, for example (he can finally get rich with painting without me having to play him)

I am mostly a manual type of player that likes to micromanage the town sometimes (SimCity style) so I may annihilate and immigrate families from the Bin at will if they fail regularly at keeping jobs or switch to another household to get them together, for example. So having forced household emigration disabled by default is a good option for me and I am also unaware if I should manually find job for my Sims (because I do not know which information the prompt windows is giving when a Sim requests reassigment) so can you help with that question, if possible? Thanks

So far Nraas SP fixed a lot of issues I had in my town and as I get older I really see how good it can do to your town ("fake" careers are also nice if you do not have access to the self-employment menu or simply to protect role specific Sims from getting pushed to jobs)
Last edited by ModerNertum; Apr 24, 2021 @ 11:21am
igazor Apr 24, 2021 @ 3:41pm 
Sounds like you've made a ton of progress there (no pun intended).

You could be getting a lot more information and support from me and other members if this conversation were taking place at NRaas. But keep that in mind for future questions, it's kind of what we are there for. :)


Originally posted by ModerNertum:
I am the top of the career so I should only have coworkers and no boss (think its normal). Right now I have 4 that I am aware of.
Level 10 career sims can still have a boss (at a lower level), even if they own the lot they are working on. It's best to think of them as in charge of HR or payroll, so more of an administrator rather than a manager.

Originally posted by ModerNertum:
I decided to check recommendations online about SP and which modules do what I want for my townies (and it seems the mod defaults are mostly fine tuned to EA SP standards already). I assume the 3. Default speed at which the mod governs my town is the EA SP value, for example right?
No. There is no correlation of NRaas SP to EA SP. In this case, the best value for speed of progression is the one that "feels right." That will be the default value of 3 for many players and that's fine. Quite a few of my worlds feel more natural on 2 though, others need to have 1 if their world is very heavily populated and they play on extremely long lifespans so that things that should take a very long time to happen do so. That value can be changed easily at any given time.

Originally posted by ModerNertum:
I was also pleased to see my homeless actually being managed and not be just fodder that lags the town and my Sims that man objects in town (paparazzi, mixologists, etc...) not being pushed into careers anymore to fill spots and thus break their role (yes I had Sims previously pushed to be firefighters while they were club bouncers already (EA SP was doing this)
SP is programmed to ignore homeless NPC sims that have such assignments, not to progress them. But the important thing is that you have the effects that you want no matter how you got there. If you want Role Sim assignments to be more finely managed, the mod that covers those is NRaas Register.


Originally posted by ModerNertum:
I am still trying to figure out where is the Immigration Gauge
NRaas > SP > General Options > Options: Lots > Options: Immigration/Emigration > Immigration Gauge (value is 0 by default, so the entire immigration engine and all its genetics options are shut down until such time as that is changed; you can see the options appear if you set the gauge value to something absurd that can never be reached like 5000 and that will also not produce any resident immigration)

Originally posted by ModerNertum:
I am also unaware if I should manually find job for my Sims (because I do not know which information the prompt windows is giving when a Sim requests reassigment) so can you help with that question, if possible? Thanks
Not quite understanding this question. You have switched off the ability for all sims to find jobs but want your sims to find their own jobs? No, I must be reading that wrong. Perhaps you could bring this question to us at NRaas? :)
Last edited by igazor; Apr 25, 2021 @ 8:53am
ModerNertum Apr 25, 2021 @ 7:14am 
Originally posted by igazor:
Sounds like you've made a ton of progress there (no pun intended).

You could be getting a ton more information and support from me and other members if this conversation were taking place at NRaas. But keep that in mind for future questions, it's kind of what we are there for. :)


Originally posted by ModerNertum:
I am the top of the career so I should only have coworkers and no boss (think its normal). Right now I have 4 that I am aware of.
Level 10 career sims can still have a boss (at a lower level), even if they own the lot they are working on. It's best to think of them as in charge of HR or payroll, so more of an administrator rather than a manager.

Originally posted by ModerNertum:
I decided to check recommendations online about SP and which modules do what I want for my townies (and it seems the mod defaults are mostly fine tuned to EA SP standards already). I assume the 3. Default speed at which the mod governs my town is the EA SP value, for example right?
No. There is no correlation of NRaas SP to EA SP. In this case, the best value for speed of progression is the one that "feels right." That will be the default value of 3 for many players and that's fine. Quite a few of my worlds feel more natural on 2 though, others need to have 1 if their world is very heavily populated and they play on extremely long lifespans so that things that should take a very long time to happen do so. That value can be changed easily at any given time.

Originally posted by ModerNertum:
I was also pleased to see my homeless actually being managed and not be just fodder that lags the town and my Sims that man objects in town (paparazzi, mixologists, etc...) not being pushed into careers anymore to fill spots and thus break their role (yes I had Sims previously pushed to be firefighters while they were club bouncers already (EA SP was doing this)
SP is programmed to ignore homeless NPC sims that have such assignments, not to progress them. But the important thing is that you have the effects that you want no matter how you got there. If you want Role Sim assignments to be more finely managed, the mod that covers those is NRaas Register.


Originally posted by ModerNertum:
I am still trying to figure out where is the Immigration Gauge
NRaas > SP > General Options > Options: Lots > Options: Immigration/Emigration > Immigration Gauge (value is 0 by default, so the entire immigration engine and all its genetics options are shut down until such time as that is changed; you can see the options appear if you set the gauge value to something absurd that can never be reached like 5000 and that will also not produce any resident immigration)

Originally posted by ModerNertum:
I am also unaware if I should manually find job for my Sims (because I do not know which information the prompt windows is giving when a Sim requests reassigment) so can you help with that question, if possible? Thanks
Not quite understanding this question. You have switched off the ability for all sims to find jobs but want your sims to find their own jobs? No, I must be reading that wrong. Perhaps you could bring this question to us at NRaas? :)

I play tested and yes. Indeed at some point you have to change the setting (in my case lower it from 3 to 2). In the beggining was fine but then baby boom happened and my Sims started moving in and marrying way too fast (some even go as far as after a while mess up their own marriage and/or be perversed, that was fun but I need it to be slow down). So yes it seems indeed a very fine tuned tool in this regard, better than EA SP still.

Still have no boss for my firefighter (which is actually fine as he is a Fire Chief so why would he have a boss anyway)

I will have to research it again (my SP auto translates to the language in my game, like all Nraas mods do and the game language is not english)

No, I have auto find job enabled (what I want to know is what happens if I enable manual find job instead. I only switched off stories (which is a different option, the one that tells people got married, had a baby, etc...)

I also have Nraas Register to mainely limit paparazzi (they can be annoying and lag the game)

PS: I also think I will register over at Nraas now that I am actively using Nraas SP again

Update: It is done, as I suspected I did understand the other Nraas mods I was using before SP well enough (even as a younger self) so I did not have a Wikispaces account and thus had to make a new one at the Nraas website (we can chat more about Nraas SP there if you want)
Last edited by ModerNertum; Apr 25, 2021 @ 8:24am
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Date Posted: Apr 21, 2021 @ 11:17am
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