Retuned EA Story Progression

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Description
For many years, EA's Story Progression was notorious for being almost completely broken, so it's no surprise that there were hardly any tuning mods for it. However, thanks to simler90's Gameplay Core Mod, many of its underlying issues have finally been addressed, making it worthy of some fine tuning. In this mod, I have revised all the Demographics XML files that govern how Story Progression works in different worlds to correct unwanted behavior and smooth out EA's questionable design choices.

Mod flavours (use only one):
  • RetunedEASP.package - the base flavour
  • RetunedEASP_NoUL.package - same as the base flavour, except Story Progression will not add academic degrees or increase/decrease social group influence in non-University worlds
  • RetunedEASP_NoEmigrationNoDeaths.package - same as the base flavour, except Story Progression will not emigrate or kill sims
  • RetunedEASP_NoEmigrationNoDeathsNoUL.package - combines the two flavours above

EA's SP starts performing story actions at 1am every sim day. During testing, I found that if you save and exit between midnight and 1am, SP won't activate for that day when you reload the save, so it's best to avoid saving during that hour. And of course, don't save right after 1am, let SP finish performing its actions first.
World Demographics Tweaks (Base Flavour)
  • Story Progression will now actually consider doing something other than just obsessively increasing/decreasing social group influence, adding degrees, and increasing/decreasing celebrity levels at the start of a new game. EA seem to have forgotten to add cooldowns to these actions.
  • Future sims will no longer join social groups.
  • EA made typos in the Appaloosa Plains demographics that prevented Story Progression from increasing/decreasing Socialite and Rebel influence in that world. This is fixed now.
  • Story Progression will no longer aggressively remove sims due to world overpopulation. While emigration and deaths are still enabled in the base flavour, they will now occur mostly randomly rather than being forced. Additionally, the delays for these actions have been increased, ensuring at least 7 days between emigrations and at least 5 days between deaths.
  • Story Progression will no longer kill sims in WA vacation worlds, as it seems to primarily target children there.
  • The Kill Roommate story action is now only active in the University world.
  • Story Progression will no longer create new homeless households.
  • Housed families will no longer be pushed into homelessness as a result of lot density reduction measures. Note that a sim can still become homeless if Story Progression moves them in with their homeless partner or when splitting households.
  • Unemployed adults will now be given jobs more actively.
  • Employed adults are now very unlikely to leave their jobs. Elder sims will always retire instead of quitting or being fired.
  • Story Progression will no longer attempt to turn more than one sim into an occult per day.
  • Story Progression will no longer strip sims of their occult states.
  • The Have Baby action has now been disabled in WA vacation worlds to prevent the game from creating crazy numbers of children during the travel loading screen. Instead, offspring in these worlds will now only be created through the Generate Offspring action, which adds descendants to dying locals, and simler90's pregnancy generation feature if you have their mod.

General Tuning Tweaks
  • Resource: StoryProgressionService_0x757aab328732bc7f
    (in NRaas Retuner: Sims3.Gameplay.StoryProgression > StoryProgressionService)
    • kActionsMin value="4" > 8 (base flavour) / 6 ("NoUL" flavours)
      Minimum story progression actions in a day. Note: Low priority actions may be skipped, so the actual number of actions performed may be less than the minimum.
    • kActionsMax value="10" > 15 (base flavour) / 13 ("NoUL" flavours)
      Maximum story progression actions in a day.
    • kTravellingMaxActions value="60" > 40
      Max actions to do during travelling fixup. Note: Set this to "0" to completely prevent the game from performing story actions during the travel loading screen.
  • Resource: Demographics_0x0915b951121e2690
    (in NRaas Retuner: Sims3.Gameplay.StoryProgression > Demographics)
    • kNumDemographicDraws value="10" > 15
      The number of times we select a demographic to improve.
    • kDemographicChoiceTemperature value="5" > 150
      Higher values increase the randomness when choosing which demographic to improve.
    • kSelectedDemographicAttenuation value="0.5" > 0.25
      A multiplier applied to the error of a demographic each time it is selected, to encourage attempting to solve multiple demographics.
    • kActionsScoreFriction value="0.004,0.01" > 0.004,0.004
      Range of the friction that an action must overcome to be considered. Note: Set this to "0,0" if you don't want low priority story actions to be skipped (but don't do this for worlds with small populations).
    • kActionScoreTemperature value="1" > 5
      Higher values increase the randomness when choosing which action to perform

Compatibility
This mod will conflict with other tuning mods that also replace the following XML resources from GameplayData.package:
  1. Demographics_0x0915b951121e2690
  2. StoryProgressionService_0x757aab328732bc7f
  3. Demographics
  4. DemographicsChina
  5. DemographicsEgypt
  6. DemographicsFrance
  7. DemographicsTwinBrook
  8. DemographicsNewDowntownWorld
  9. DemographicsAppaloosaPlains
  10. DemographicsMoonlightFalls
  11. DemographicsUniversity
  12. DemographicsIslaParadiso
  13. DemographicsFutureWorld
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