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Original Poster
#1 Old 28th Apr 2023 at 2:46 AM
Default Stop the game generating social class townies
Hi, my game always generates male social class sims (from Apartment Life) that I keep killing off as I don't want them in my neighbourhood. Is there a mod to prevent this from happening? I'd appreciate links to any or all mods that prevents the game from generating new NPCs, such as cashiers (meaning sims the game just randomly generates, not premade NPCs).
Thanks
Instructor
#2 Old 28th Apr 2023 at 5:18 AM
You'll find them all in http://www.moreawesomethanyou.com/ffs/al/hacks/; specifically:
  • antiredundancy (Service NPCs and such)
  • nodormieregen (Dormies, if you have University)
  • nossrespawn (Secret Society members, if you have University)
  • notownieregen (Non-YA townies, including vacation locals if you have Bon Voyage)
If you have Pets, there's also Midge's update to nostrayrespawn for stray/adoptable pets.

Also, just FYI, questions like this go in the WCIF section.

WARNING: Professional Lurker Alert!

Mad Poster
#3 Old 28th Apr 2023 at 7:49 AM
They should not be generated unless they are needed to be apartment neighbors. So in theory you just have to install a mod that uses some other group of sims to be the apartment neighbors.
Forum Resident
#4 Old 28th Apr 2023 at 12:42 PM
This one works pretty good for me where apartment neighbors are concerned: https://modthesims.info/d/511564/no...neighbours.html
Test Subject
Original Poster
#5 Old 28th Apr 2023 at 8:01 PM
Hi, to clarify, these generated social class townies just randomly appear in the neighbourhood or walking by a lot I'm playing, they don't appear as apartment neighbours. Which specific mod will do this?
Lab Assistant
#6 Old 28th Apr 2023 at 8:06 PM
Quote: Originally posted by NeutralWarlock246
Hi, to clarify, these generated social class townies just randomly appear in the neighbourhood or walking by a lot I'm playing, they don't appear as apartment neighbours. Which specific mod will do this?


I believe there's also social group townies in the 'Magic' stealth hood that's added when you make a new 'hood, and you need a clean template to stop that. That's the only other time I think social group townies are generated.
Test Subject
Original Poster
#7 Old 28th Apr 2023 at 10:47 PM
Quote: Originally posted by emeraldzephyr
I believe there's also social group townies in the 'Magic' stealth hood that's added when you make a new 'hood, and you need a clean template to stop that. That's the only other time I think social group townies are generated.

I'm not looking to create a clean neighbourhood with no premade townies/NPCs. I tolerate all the premade townies from Magic. What I do not want is randomly generated townies that belong to different social classes in my neighbourhood, that my game is doing. I shall attempt one of the mods listed above to stop this.
I also want the game to stop creating randomly generated cashiers, that are NOT any of the premade cashiers in each neighbourhood.
Needs Coffee
retired moderator
#8 Old 28th Apr 2023 at 11:46 PM
You need an empty template to stop them breeding. I think they generate from the AL template or maybe the magic template ^ I did mine so long ago I can't remember.
But if you don't want townies you need to use empty templates https://pleasantsims.com/sims-2-cus...fe_Stealth_Hood

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Mad Poster
#9 Old 29th Apr 2023 at 12:06 AM
I am often confused about who's a Pleasantview townie and who's a social group townie, so anyone with better information feel free to correct me. This is how it works to the best of my knowledge.

The standard social group townies - Christian Love, Lyndsey Louie, Sandy Fairchild, etc. - are in the AL stealth hood. The only way to get rid of them is to replace the AL stealth hood with an empty - not a clean; clean means corruption free, empty means empty - template, or rename the folder containing the stealth hood so that the game doesn't perceive it before creating a new neighborhood. If I understand correctly, that stealth neighborhood is also the magic subhood where witches can go to study, so you can have those lots and the townies, or you can have no lots and no social group townies, and those are your choices. This is why you see the social group townies walking around even though you haven't played an apartment - once a sim is in, it's in.

New NPCs and townies are generated as the game thinks they're needed, so you want suppressors. Antiredundancy and There Can Only Be One are the mods that keep NPC bloat down. The no respawn and no regen mods keep new townies of the specified type from generating when an old one moves in and becomes playable; it does not keep them from spawning altogther.

If you have a completely empty neighborhood, the game will generate townies when needed, and if you have suppressed spawning enough will call on NPCs (including ones you shouldn't interact with much, like restaurant chefs) as walk-bys and business customers.

Each EP has its own stealth neighborhoods that must be suppressed/replaced individually. I suggest suppression by renaming, as this doesn't involve any downloads and it's an easy matter to undo a rename if you decide that you need (for instance) the Ottomai in the new hood you're contemplating, as opposed to remembering to make a backup and remembering where you put it.

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Test Subject
Original Poster
#10 Old 29th Apr 2023 at 12:38 AM
Quote: Originally posted by joandsarah77
You need an empty template to stop them breeding. I think they generate from the AL template or maybe the magic template ^ I did mine so long ago I can't remember.
But if you don't want townies you need to use empty templates https://pleasantsims.com/sims-2-cus...fe_Stealth_Hood

So is there no way to stop the game from breeding new social class townies in a neighbourhood like Belladonna Cove? Or is there some kind of mod or alteration I can safely do to stop new ones being generated? Alternatively, if I just use force error then delete on the newly bred townies, will that fully erase them from the game and not be problematic?
I also am fine with pre-existing townies (I do want these in my hood), just not newly bred social class ones.
Mad Poster
#11 Old 29th Apr 2023 at 12:53 AM
Quote: Originally posted by NeutralWarlock246
Hi, to clarify, these generated social class townies just randomly appear in the neighbourhood or walking by a lot I'm playing, they don't appear as apartment neighbours. Which specific mod will do this?


Then those are not social group townies. You will need the standard norespawn hacks to stop them respawning.
Test Subject
Original Poster
#12 Old 29th Apr 2023 at 1:17 AM
Quote: Originally posted by kestrellyn
Then those are not social group townies. You will need the standard norespawn hacks to stop them respawning.

I will look into that mod. However, these NPCs are social class townies, as they each wear an outfit specifically for a social class sim and have a random career which corresponds with their social group (for example, a random jock who works as an adventurer). If could send me the link to that mod you mentioned I'd be thankful.
Mad Poster
#13 Old 29th Apr 2023 at 2:38 AM
Jobs and outfits are randomly assigned for ordinary townies. The way you tell social group sims is their love of doing specific greeting gestures autonomously - earthy hug for Bohemians, Kiss Kiss Darling for socialites, etc.

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Mad Poster
#14 Old 29th Apr 2023 at 4:20 AM
Quote: Originally posted by NeutralWarlock246
I will look into that mod. However, these NPCs are social class townies, as they each wear an outfit specifically for a social class sim and have a random career which corresponds with their social group (for example, a random jock who works as an adventurer). If could send me the link to that mod you mentioned I'd be thankful.


All of the no respawn mods have already been linked in this thread.
Needs Coffee
retired moderator
#15 Old 29th Apr 2023 at 10:14 AM
Quote: Originally posted by NeutralWarlock246
So is there no way to stop the game from breeding new social class townies in a neighbourhood like Belladonna Cove? Or is there some kind of mod or alteration I can safely do to stop new ones being generated? Alternatively, if I just use force error then delete on the newly bred townies, will that fully erase them from the game and not be problematic?
I also am fine with pre-existing townies (I do want these in my hood), just not newly bred social class ones.


Use the no respawn mods to prevent new townies of any type being made. Pretty sure they were already linked to.

Force error resets a sim it doesn't get rid of it. You can remove pre-existing sims from walking around by killing them, so they are then contained as a grave. You can't actually get rid of them as deleting character files causes corruption.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Theorist
#16 Old 29th Apr 2023 at 11:11 AM
Quote: Originally posted by joandsarah77
You can't actually get rid of them as deleting character files causes corruption.
Deleting an actual .package file from the Characters folder will corrupt the neighborhood data, but deleting a grave of a dead Sim (especially without nounlinkondelete) will simply unlink the Sim which was recently discovered to have been safe all this long, yet providing virtually the same functionality as "hard deleting" the character file as a way of getting rid of a Sim.

Jonain päivänä mä toivon, että pääsen käymään Suomessa – ja heti perillä unohdan kaiken, mitä oon oppinut suomen kielestä, ja sanon vaan 'kahvia'.
DJ. who?
Test Subject
Original Poster
#17 Old 29th Apr 2023 at 2:06 PM
Quote: Originally posted by joandsarah77
Use the no respawn mods to prevent new townies of any type being made. Pretty sure they were already linked to.

Force error resets a sim it doesn't get rid of it. You can remove pre-existing sims from walking around by killing them, so they are then contained as a grave. You can't actually get rid of them as deleting character files causes corruption.

I downloaded the mod "notownie", but the game still spawns them. It is correctly installed.
Mad Poster
#18 Old 29th Apr 2023 at 3:24 PM
Then either there's a conflict with another mod preventing it from working, or you're mistaking an existing townie whom you don't recognize appearing on a lot for a new spawning.

"Spawn" means "created randomly by the game." There'll be a noticeable pause in the game while a new townie spawns. An existing townie appearing on a lot is not spawning, it's just being called randomly out of the townie pool, and unless the computer is significantly underpowered (or you have a lot of other programs running at the same time) there will be no noticeable lag.

You can check how many townies and NPCs exist in your game already and familiarize yourself with them by opening SimPE, loading the neighborhood, opening the Sim Browser, and choosing the options that show you townies and NPCs.

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Test Subject
Original Poster
#19 Old 29th Apr 2023 at 7:19 PM Last edited by NeutralWarlock246 : 29th Apr 2023 at 8:25 PM.
Quote: Originally posted by Peni Griffin
Then either there's a conflict with another mod preventing it from working, or you're mistaking an existing townie whom you don't recognize appearing on a lot for a new spawning.

"Spawn" means "created randomly by the game." There'll be a noticeable pause in the game while a new townie spawns. An existing townie appearing on a lot is not spawning, it's just being called randomly out of the townie pool, and unless the computer is significantly underpowered (or you have a lot of other programs running at the same time) there will be no noticeable lag.

You can check how many townies and NPCs exist in your game already and familiarize yourself with them by opening SimPE, loading the neighborhood, opening the Sim Browser, and choosing the options that show you townies and NPCs.

I can identify all spawned townies, because I know which ones are premade.
The mods I have are gussy-up, no unsavoury charlatan, a mod which prevents ghost colour loss and no townie spawn.
Also just asking, what's funny?
Mad Poster
#20 Old 29th Apr 2023 at 11:42 PM
Then I guess you need to do the 50/50. Nobody else can troubleshoot your game for you.

Don't worry about the buttons. Sometimes people hit them on accident (touchscreens suck) and sometimes they just have senses of humor you don't get.

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Mad Poster
#21 Old 30th Apr 2023 at 2:23 AM
A townie can be already spawned but not pre-made. What makes you so sure that the game generated this particular townie after you installed the mod?
Test Subject
Original Poster
#22 Old 30th Apr 2023 at 2:49 PM
Quote: Originally posted by kestrellyn
A townie can be already spawned but not pre-made. What makes you so sure that the game generated this particular townie after you installed the mod?

Pre-made social class townies are ones that cone with Magic (Juan Reamon, Shelby Barrett, etc), but my game is creating random ones in my game (all male), say a random jock who works in the oceanography career (a matching career for this social class). I have explained this.
Mad Poster
#23 Old 30th Apr 2023 at 5:09 PM
Yes. Your game created new townies because you did not have any no respawn mods installed. Then you installed no respawn mods, and the game stopped creating townies, but the ones that had already been created before you installed the mods are still there.
Test Subject
Original Poster
#24 Old 30th Apr 2023 at 5:57 PM
Quote: Originally posted by kestrellyn
Yes. Your game created new townies because you did not have any no respawn mods installed. Then you installed no respawn mods, and the game stopped creating townies, but the ones that had already been created before you installed the mods are still there.

From what I have seen the game has not stopped spawning new townies after the mod was installed. Perhaps the only way for it to work is to reinstall the game and download the mod before the game is loaded? Because it has not worked for me or the mod does not cover social class townies. That's really all I can say at this point.
Mad Poster
#25 Old 1st May 2023 at 4:52 AM
I would again question how you know that these particular townies have been generated since you installed the mod. The mod will not work any differently if you reinstall the game.
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