The Sims™ 3

The Sims™ 3

A must have mod. Overwatch.
This mod helps keep the Sims 3 running smooth. Make sure to read all the install instructions and make backups before you try to use the mods.

You can get it here...

http://nraas.wikispaces.com/home


The following operations are performed when you start the game (these are in no particular order) :
• The "Fish" tuning is altered to re-add the "Box" data removed with the Pets Patch
• The Fortune Teller "Help Investigation" opportunity is properly restricted to that career only
• Pet Fatigue rates are reloaded from EA tuning if they are missing
• The "TestBarBrawl" and "TestFight" social checks are replaced with custom versions to correct a genealogy error

The following operations are performed when you load a save (these are in no particular order) :
• All orphaned aging alarms are dropped
• The aging is disabled on the Grim Reaper, Deer, and Raccoon sims
• Any missing Autonomy managers are reinitiated, and any missing PreferredVenues lists are recreated
• Sims in recursive postures are reset
• Newspaper articles that reference a lot that no longer exists in the game are removed
• Bonehilda coffins that reference a sim that no longer exists are repaired
• Sims with corrupt skill lists are repaired
• Broom Riding skills that reference a lot that no longer exists in the game are repaired
• Sims who reference a missing career outfit index are repaired
• Careers with corrupt coworker lists are repaired
• Careers referencing a career location that no longer exists in the game are repaired or ended
• Sims exceeding the maximum celebrity level are corrected
• Sims missing their cell phone, or have multiple cell phones in their inventory are corrected
• Collecting skills that are missing GlowBugData, MushroomData, HarvestData fields are repaired
• Collecting skills are reconciled with the Gardening skill to ensure that the information displayed in the Collection Journal is complete
• A listener is enacted to correct an error when cutting gems
• Locked doors who are missing valid owners are unlocked
• If a sim has an active opportunity which has already been completed by the household, the completion flag will be removed from the household's data to allow successful recompletion
• Sims with DnPExportData will have the useless (and extremely memory intensive) information purged
• Deleted sims still attached to the Hot Beverage Machine recipe list are purged
• Sims being held in the FakeMetaAutonomy "to be deleted" list are purged
• Any sim lacking a valid genealogy is removed from the FakeMetaAutonomy pool
• All gems that have a corrupt "CutName" field are corrected
• Generic Performance Objects stored in sim inventories which lack proper Owner fields are corrected
• Steady gigs attached to proprietors/venues that no longer exist in the game are purged
• Non-mushroom plants that are currently set to Mycelium are immediately promoted to Sprout
• Sims with multiple homework objects in their inventory will have the excess deleted
• Cooking skills which contain references to recipes that no longer exist in the game are repaired
• Lots with corrupt SavedData entries are repaired
• Occult sims which do not have the proper hidden traits or occult states are repaired
• Corrupt opportunity histories are repaired
• The CAS pattern list is reprocessed, and any unreadable patterns are logged to file
• Reaction broadcasters which no longer reference a valid broadcasting object are removed
• Long-term relationships assigned to sims that no longer exist in the game are purged
• Service pools which no longer exist in the game (due to an injection mod being uninstalled) are purged
• ShapeDeltaMultiplier fields that exceed "10" are forced back to "1"
• ShortTermContext entries that have no size are purged
• Show stages with corrupt objects assigned to them are repaired
• Show stages are forced to redisplay their contents if currently not in use
• Corrupt "Watch The Show" interactions are dropped from all show stages
• Sims whose "Household" field does not match the household they are actually assigned to are repaired
• Delegate Listeners still processing situations which have since been completed are ended
• Sims processing interactions associated with situations which have since been completed are reset
• Situations whose leader is no longer in-game are ended
• Sims attached to situations which no longer exist in the master situations list are repaired
• Alarm timers attached to sims that no longer exist in the game are removed
• Duplicate alarms assigned to process the exact same task, at the exact same time, are purged
• Zombie Spawn alarms found running on load-up after ended
• Sims who have traits assigned that no longer exist in the game are repaired
• The ThumbnailHelper "OnPrepareObject" routine is replaced with a custom version that does not partner sims during the Photo Booth interaction
• The Consignment system is cleared of "negative day" objects and sales objects that cannot be properly listed
• Counters lacking proper PetSurfaceComponent entries are repaired
• The Lunar Cycle system is replaced with a custom version
• Imaginary Dolls lacking their associated service sim are repaired
• The AgingManager "DayPassedAlarm" routine is replaced with one that properly catches MidlifeCrisis errors
• Fix for cumulative skill gain issues caused by positive moods
• Fixes for corruption in the sAcademicSims system
• Corrections to detach sims who are attached to seasonal lot markers
• Clean up for charred plumbbob objects
• Fix for corrupt rock band skills
• Fix for broken mounted fish objects
• Code to end corrupt University Mascot requests

Every one sim-hour, the mod checks any sim not currently processing an interaction, and ends any skill gain process that was left running.

Every four sim-hours, the mod checks whether any sim in the game has active aging alarms assigned to them, and drops them if the sim is not actually old enough to age.
________________________________________
< >
Showing 1-9 of 9 comments
slovenian89 Sep 4, 2013 @ 3:45pm 
Been using this mod for a very long time, very useful and it does make the game smoother.

I do have an annoyance with the mod though, the notifications are annoying and there is no way to turn them off completely.

I do find it funny that a mod is basically NEEDED for a smooth experience in the game.
Issac Brock Sep 4, 2013 @ 3:54pm 
Originally posted by slovenian89:
... the notifications are annoying and there is no way to turn them off completely.

I do find it funny that a mod is basically NEEDED for a smooth experience in the game.

I think Master Controller has even more notifications. I thought Overwatch only notified you twice a day or something. It's been a month or so since I sparked up the Sims 3 so I can't quite remember.

Ya, it's bad that you need a mod just to make the game run smooth, usually mods make the game longer or more interesting or have new gameplay rules but having one to just clean up the AI mess is unusual but definately appreciated.
slovenian89 Sep 4, 2013 @ 3:59pm 
Originally posted by Issac Brock:
Originally posted by slovenian89:
... the notifications are annoying and there is no way to turn them off completely.

I do find it funny that a mod is basically NEEDED for a smooth experience in the game.

I think Master Controller has even more notifications. I thought Overwatch only notified you twice a day or something. It's been a month or so since I sparked up the Sims 3 so I can't quite remember.

Ya, it's bad that you need a mod just to make the game run smooth, usually mods make the game longer or more interesting or have new gameplay rules but having one to just clean up the AI mess is unusual but definately appreciated.
The notifications that I'm referring to are from the nightly cleanups, you can turn off some of them, but when it resets/unstucks sims during that time I get around 50 notifications, one for each Sim it fixed. It is even more notifications if I have the Pets features turned on...

This certainly isn't the place to suggest things for the mod but, it would be nice to have NO notifications, I just want the mod to do all its work without telling me what it's doing...as I know what it's doing cause I set the options of what to do.
Issac Brock Sep 4, 2013 @ 4:55pm 
[quote=slovenian89;846963710889359184... I get around 50 notifications, one for each Sim it fixed. It is even more notifications if I have the Pets features turned on...

. [/quote]

I'm wondering in Overwatch settings do you have logging set to false? I do and I'm wondering if that's why I don't seem to get as many notifications.
Makk Jan 17, 2016 @ 9:18am 
this mod works with the steam version? If not how do i get it work with steam?
slovenian89 Jan 17, 2016 @ 10:09am 
Originally posted by Makk:
this mod works with the steam version? If not how do i get it work with steam?
Works fine with the Steam version.
Kiya Jan 17, 2016 @ 10:12am 
Yes this works with steam Makk - for all of the NRaas mods you need to double check your version of the game - they tell you which version of the games each version of their mods supports.

Steam versions of the sims 3 are on version 1.67.2 - if you want to check this yourself the game version is shown at the bottom left of the Sims 3 launcher.

Edited to add - I would also recommend Mastercontroller and Storyprogression. Also if you have Late Night + Showtime + Island Paradise and want to use them all or a combination of those, I would recommend using the NRaas Traffic mod and setting it to always use taxis for inactives lacking vehicles.
Last edited by Kiya; Jan 17, 2016 @ 10:16am
GeekyGek Jan 17, 2016 @ 12:41pm 
careful with using the imediate cleanup options on overwatch, it can end up removing things from your own lot that you placed.
marstinson Jan 17, 2016 @ 4:11pm 
To clarify Kiya's comment, most Nraas mods are version insensitive at this point with the last major patch being a couple of years ago. Error Trap, though, is the notable exception. It's a Core Mod (affects/changes the core game) and IS version sensitive, so you absolutely MUST grab the 1.67 version for that one. For the rest of the Nraas mods, which are essentially script mods, as long as your game is AT LEAST 1.67, you're good. It's doubtful that EA will be releasing any more patches, but all things are possibile in an infinite universe, so all of that is subject to the whims of EA.
Last edited by marstinson; Jan 17, 2016 @ 4:12pm
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Sep 4, 2013 @ 3:40pm
Posts: 9