- Aug 16, 2017
- 16
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Did that for saves on the following game dates (all 2024).For the record, if you have dev mode turned on, you can see the health of every character using the console and typing "attr_val health" (without quotes).
I tend to find this happening after I've just met someone who's spawned in. At least in the current build there's some sort of indication that they're not available due to health reasons.Did that for saves on the following game dates (all 2024).
Jun 14: 68 NPCs, 7 health <0 (3 <-10)
May 12: 55 NPCs, 6 health <0 (5 <-10)
Apr 22: 47 NPCs, 8 health <0 (5 <-10)
I also did it for several 1.0 saves I still have and the proportions were similar.
Not sure what values stop them from working, training, leaving the house, socialising, answering texts etc but I think consistently having over 10% of NPCs sick at any one time probably is excessive.
I'm seeing a lot of that in 1.01 too.I tend to find this happening after I've just met someone who's spawned in. At least in the current build there's some sort of indication that they're not available due to health reasons.
Up until TF gave me the console command (is there a list of those somewhere?) I couldn't check, but I've had several examples in 1.0 and 1.01 of meeting a fresh spawn just after working out when my energy was too low to interact then trying to text them for a job interview the next morning only to get no response then or for weeks or months afterwards. I was assuming they were spawning into locations already injured then going home and staying there and that made me wonder how many new spawns I wasn't even seeing until months later. It would explain the apparent shortage of unemployed NPCs in recent versions.Am curious if they get force-spawned into a location initially, but with a low enough health value that they get stuck in transition.
Yeah, that's an idea. But when TF implements a config file healing rate coefficient it should alleviate that and several other annoying features of the health system (e.g. 'winning' a mobster fight and being out of action for months afterwards only to have the mobsters rock up the following month apparently none the worse for wear).If so, I'm thinking that having them spawn at home first may alleviate the situation. That or just simply not having characters spawn in with extremely low health stats.
I seem to remember someone saying hip size is contributing to that classification.My MC is a fit body male who works out daily but I just met someone with a 3.8 opinion boost towards me because "Is Curvy".
Have my anabolic steroids been cut with estrogen or something?
52 (Average)I seem to remember someone saying hip size is contributing to that classification.
Nah, but I think when your girlfriend tells you someone else wants to join in a threesome and you accept it behaves as if you refused, with no threesome set up and a drop in opinion from the (not) rejected NPC. It's possible I've somehow been accidentally selecting the wrong option, so I've been holding off reporting it until it recurs and I can pay closer attention.Anyone else noticed in 1.01 that sharing the same degree of opinion in conversation with another character is dropping their opinion pretty significantly? ie. 5-10 point drop
Same here, I pretty much run on autopilot through a lot of conversations.Problem is I've been through those selections so many times now I'm inclined to click-and-forget, assuming they'll behave as they always have without checking whether they do.
Thanks for sharing!First pack, more coming, gotta resize some old ones I've made.
LOL I didn't notice I'd named them fu instead of fun. oops. Will fix and re-up in a bitThanks for sharing!
Your "lounging around" poses should be labeled "fun" rather than "fu".
I'd recommend a tighter, face-only crop on the headshots, as the head-and-shoulders view is almost unidentifiable in the contact list.
So I'm confused. I thought the issue was that there were lots of people that were disappeared? But on this save there's was just 3 and all three were within a week of being healthy (less if they got treatment). If the issue is that people are taking to long to heal, I already admitted that there was a bug about that and put a fix out (version 1.01).This save from mid-April has the problem with the gym trainer (Cam Williamson) but from your comment I think what you're looking for is a 1.01 save with a large proportion of people down sick (i.e. higher proportion than 7/224). I've only got four 1.01 saves counting the autosave (which I reset to daily saving) and I'll use the console command to check them out tomorrow. They're all the same play through.
But the sheer proportion down sick at any one time isn't what I was talking about. If that 7 out of 224 (3.1%) are all down sick for over a month that is excessive unless SCW cities are public health disaster areas. For comparison, in Australia the average employee unscheduled absentee rate for all causes is about 8 days per year (about 3% when accounting for holidays and annual leave) but only a tiny proportion of those would be off for over a month at a time.
But I'm talking about how it pans out in the game.
In the attached save there are two unemployed NPCs. Franklin Boone is an all-round loser and Mike Sanders has been too exhausted to meet up since just after he spawned some time in March. My most recent save is well into June and he's still too exhausted to meet up. Shortly after this save he was joined by another unemployed NPC, Noah Morton (opinion 1), who I tried to text the morning after I met him without success. He too is still not answering texts over a month later. From then until after I built my dressing room and seating area in May there were only three unemployed NPCs and two were permanently unreachable and remain so.
So in the save below there are 2 people (Cam and Mike) out of 40 contacts (5%) who I know weren't answering texts for months, but as I've only tried to text a small subset of that 40 it seems reasonable to assume the actual proportion of long term AWOLs is considerably higher than 5%.
I've also posted my modded config and room_types files in case they're contributing to the problem.
That shouldn't happen. There should be several scrubs to choose from in the first 3 months. And you sister should have recommended 5-6 (she should send one every 15 days at first, it slows down later, but initially is that frequent). There's no guarantee that they will be cheap though.I like a good grind, but 11 weeks without some scrub appearing (and accepting) to fill the ranks is a tad excessive. I start a new save per version, so that's a fuckload of time spent waiting and hoping that a viable candidate appears.
The easiest answer is right in front of us in the first sibling, but they never want to even interview and seem hellbent on recommending people who demand $30ph. Being a student, you'd think they'd be more likely to recommend other low-experience candidates and not ignore your bottom line.
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If you were at least able to pry a worker away from another club, that club can hire from the pool too.
Their desired salary is a function of how good they think they are and their own greed.So was I in the first para.
But yeah, the bartender my sib recommended in this game charges $28.31/h and started only 1 skill point better than the unemployed NPC I hired at $20.45/h.
It will only count multiple vacancies in the same room as 1. But if you hire a cook, there's still one vacancy in the room, so it will still count as empty slot in the following month for figuring out how many pool characters there should be. (This is to avoid crated a boat load of characters when all the clubs add a dressing room that has 6 slots!).Was that a misstatement or does a kitchen - with two vacancies - only generate one extra NPC to fill them?
Thanks for the 'following month' qualifier. That explains why it can be weeks after completing a facility before I see an increase in NPCs to fill its vacancies .
Yes, that's a good strategy. You should beat the AI to build a kitchen so you should be able to hire themI usually have a REALLY hard time finding people who are qualified at all to be cook as well. Even if they apply, they have really poor skills. However in my last playthrough that got that far, I had a good relationship with the women who worked at the diner and restaurant, and they both agreed to come work with me.
The AI clubs get a bit of a cheat in the early game to hire their first bartender. Otherwise they could go months without filling those vacancies.That always happens with me too. She's almost immediately hired as a bartender somewhere else.
working requires health of -20 or higher, answering texts -40 or higher, going to non-essential locations and activities (i.e. not work) requires 0 or higher (I'm changing this to -10). The chances of injury scales with population. There's no event that says "hey lets get some random person hurt". So the percent of hurt characters should be about the same at any point in the game.Did that for saves on the following game dates (all 2024).
Jun 14: 68 NPCs, 7 health <0 (3 <-10)
May 12: 55 NPCs, 6 health <0 (5 <-10)
Apr 22: 47 NPCs, 8 health <0 (5 <-10)
I also did it for several 1.0 saves I still have and the proportions were similar.
Not sure what values stop them from working, training, leaving the house, socialising, answering texts etc but I think consistently having over 10% of NPCs sick at any one time probably is excessive.
Edit: Occurs to me you'd get higher proportions of sick NPCs early in the game if the risk of injury isn't scaled to the total number of NPCs. So while 8 sick NPCs might not be excessive during the mid-game when there's several hundred of them it sure is in the early game when there's less than 50.
OK, now this is interesting. NPCs should not spawn hurt. But it looks as if they could be. That's not supposed to happen. Will fix.I tend to find this happening after I've just met someone who's spawned in. At least in the current build there's some sort of indication that they're not available due to health reasons.
Am curious if they get force-spawned into a location initially, but with a low enough health value that they get stuck in transition. I'd have to check the variable data files and logs to see if this theory holds up.
If so, I'm thinking that having them spawn at home first may alleviate the situation. That or just simply not having characters spawn in with extremely low health stats.
You can be fit and curvy. Curvy includes big hips/ass as well as fat, with different values of body shape.My MC is a fit body male who works out daily but I just met someone with a 3.8 opinion boost towards me because "Is Curvy".
Have my anabolic steroids been cut with estrogen or something?
That's doesn't seem right either and I haven't seen it nor know how it can happen. When you exchange opinions, you get a "pleasant conversation" modifier which has a default value of +4 (which can go up or down depending on the other person's sociability and other factors). However, there's no extra credit for agreeing to the same opinion any more. A very early version of the game did that, and it was not fun as you can't change your opinions and that created unwanted negative opinions. So now you get a positive opinion unless the other person is really anti-social. But it will never be that high. So I don't know why you saw that.Anyone else noticed in 1.01 that sharing the same degree of opinion in conversation with another character is dropping their opinion pretty significantly? ie. 5-10 point drop
I just declared I hate complaining to a Commissioner after they made the same declaration. Tanked their opinion by 7 points.
Characters also seem to be asking the same questions all the time. Not in a string of queries, but over a reasonably short period of time. I'm sure I've told my sister I love large breasts about 5 times in the last 3 or 4 weeks.
I checked the log file and it doesn't give any indication of the opinion drop.That's doesn't seem right either and I haven't seen it nor know how it can happen. When you exchange opinions, you get a "pleasant conversation" modifier which has a default value of +4 (which can go up or down depending on the other person's sociability and other factors). However, there's no extra credit for agreeing to the same opinion any more. A very early version of the game did that, and it was not fun as you can't change your opinions and that created unwanted negative opinions. So now you get a positive opinion unless the other person is really anti-social. But it will never be that high. So I don't know why you saw that.