To MOD or not?
Posted: 07 Nov 2013, 15:04
I asked myself this question with every series and now I've settled on some MODs I feel are safe to use.
I consider MODs those packages that change or enhance "the stuff in the background".
I consider CC (Custom Content) those items that have been created and are visible in the game. There is official CC and unofficial (aka user-created) CC.
My favourite MODs for the Sims 3 have been several of NRAAS. While some MODs achieve the same, using only one "system" seems to cause the least amount of problems.
From NRAAS I use:
- Overwatch: "This mod's purview is the correction of persistent or recurring errors produced by the Core game or other mods." (stated on the website) It sounds simple, but it actually does loads if you want to. For the full features and options see: http://nraas.wikispaces.com/Overwatch+FAQ I use this mod with the default settings/options.
- Master Controller: "The mod contains interactions for managing the entire population of your town. However, unlike other mods in my suite, there is no automated component to this mod. All changes must be performed manually by selecting the appropriate interaction. This ensures that the mod does not interfere with any aspect of the game without your explicit direction." Use this in combination with the Story Progression mod with the immigrant balance to fill your town optimally with NPCs. You can also use this MOD to switch households in your town! See also: http://nraas.wikispaces.com/MasterController
- Story Progression: "Unlike The Sims 2, where a single household was simulated at any one time. The Sims 3 simulates an entire town of sims all at the same time. However since only one household can be actively controlled by you at any one time, something needs to control the rest of the sims in town. This is where Story Progression comes into play. It pushes the inactive sims to get jobs, make friends, get married, have children, and generally get on with their virtual lives." This does the job a lot better than EA and has several modules to enhance it to your liking. I use this together with the Master Controller to see other households progress or mine (after switching back and forth). See also: http://nraas.wikispaces.com/StoryProgression
- Relativity: This allows you to change the in-game time speed. That is, the speed of the clock. I've set mine a little slower, so my in-game days take longer Real Time to finish. http://nraas.wikispaces.com/Relativity
- Traveler: This mod ensures correction of several potentially lost details about your Sim and their inventory at transition when travelling to either other lands, university or the future. No need to configure it. See: http://nraas.wikispaces.com/Traveler+FAQ
One of these MODs (I guess Overwatch or Master Controller) also unsticks townies (both Sims and Animals) and cleans up vehicles, turns off left on TVs (from Townies) and checks a whole bunch of other things at 3am IGT (In-Game Time). They both have loads of things you can tweak if desired to make the game different.
I consider MODs those packages that change or enhance "the stuff in the background".
I consider CC (Custom Content) those items that have been created and are visible in the game. There is official CC and unofficial (aka user-created) CC.
My favourite MODs for the Sims 3 have been several of NRAAS. While some MODs achieve the same, using only one "system" seems to cause the least amount of problems.
From NRAAS I use:
- Overwatch: "This mod's purview is the correction of persistent or recurring errors produced by the Core game or other mods." (stated on the website) It sounds simple, but it actually does loads if you want to. For the full features and options see: http://nraas.wikispaces.com/Overwatch+FAQ I use this mod with the default settings/options.
- Master Controller: "The mod contains interactions for managing the entire population of your town. However, unlike other mods in my suite, there is no automated component to this mod. All changes must be performed manually by selecting the appropriate interaction. This ensures that the mod does not interfere with any aspect of the game without your explicit direction." Use this in combination with the Story Progression mod with the immigrant balance to fill your town optimally with NPCs. You can also use this MOD to switch households in your town! See also: http://nraas.wikispaces.com/MasterController
- Story Progression: "Unlike The Sims 2, where a single household was simulated at any one time. The Sims 3 simulates an entire town of sims all at the same time. However since only one household can be actively controlled by you at any one time, something needs to control the rest of the sims in town. This is where Story Progression comes into play. It pushes the inactive sims to get jobs, make friends, get married, have children, and generally get on with their virtual lives." This does the job a lot better than EA and has several modules to enhance it to your liking. I use this together with the Master Controller to see other households progress or mine (after switching back and forth). See also: http://nraas.wikispaces.com/StoryProgression
- Relativity: This allows you to change the in-game time speed. That is, the speed of the clock. I've set mine a little slower, so my in-game days take longer Real Time to finish. http://nraas.wikispaces.com/Relativity
- Traveler: This mod ensures correction of several potentially lost details about your Sim and their inventory at transition when travelling to either other lands, university or the future. No need to configure it. See: http://nraas.wikispaces.com/Traveler+FAQ
One of these MODs (I guess Overwatch or Master Controller) also unsticks townies (both Sims and Animals) and cleans up vehicles, turns off left on TVs (from Townies) and checks a whole bunch of other things at 3am IGT (In-Game Time). They both have loads of things you can tweak if desired to make the game different.