Autonomy is still there but it only fixes response in a sense. The autonomy is still lagging and doesn't catch up. The mod fixes only half of the problem. The dumpster fire situation manager EA set up and believe me its a piece of shit is broken. I'm working on sorting this out since I have no choice really. What I'm doing requires a working situation manager that cancels out stuck situations so that sims can actually DO something instead of being in 50 fucking situations that never get cleared out. The scripting has resets and remove situation commands but nothing in the code I can see uses any of it so I have to write my ownHowever, this mod kills autonomy for NPC Sims. You will say goodbye to played Sims simulation lag, but at the cost of NPC's autonomy. At least, that was my experience.
You must be registered to see the linksmod is the best simulation fix I've used so far.
Basemental Drugs 6.13.154 (18.10.2020)
You must be registered to see the links
You must be registered to see the links
You don't have permission to view the spoiler content. Log in or register now.
Well unless you have a copy of his mod dated August 9 of 2020 or later, I'm afraid it doesn't work at all. He admitted as much in a post that he made an error with a value which resulted in basically a non functional mod. I have the newer one, and I can't say it's any better than the one that doesn't work.However, this mod kills autonomy for NPC Sims. You will say goodbye to played Sims simulation lag, but at the cost of NPC's autonomy. At least, that was my experience.
You must be registered to see the linksmod is the best simulation fix I've used so far.
This is what I use to set the internal timeout. It works to reduce the cooldown time is about all. There are interaction cooldowns too that can be set but I found none of that seemed to matter much even setting them to 0. Even setting this to 0 makes little difference to 8 since thats basically a blink of an eye but gives enough pause for the game engine to process the next task. Setting it to 0 will lead to synch issues is my guess which cause even more problems. Coolspear also stated that it depends on your machine. Some peeps work better with a 24 millisecond timeout or even 32. You can play with the code below & attached to see if anything works for you in particular.Well unless you have a copy of his mod dated August 9 of 2020 or later, I'm afraid it doesn't work at all. He admitted as much in a post that he made an error with a value which resulted in basically a non functional mod. I have the newer one, and I can't say it's any better than the one that doesn't work.
import services, scheduling, time, injector, elements, element_utils, time_service, autonomy.autonomy_modes
time_service.TimeService.MAX_TIME_SLICE_MILLISECONDS = 8
@injector.inject_to(autonomy.autonomy_service.AutonomyService, '_register')
def _register(original, self, autonomy_request):
if self._processor is None:
autonomy_timeline = services.time_service().autonomy_timeline
self._processor = autonomy_timeline.schedule(elements.GeneratorElement(self._process_gen))
sleep_element = element_utils.soft_sleep_forever()
autonomy_request.sleep_element = sleep_element
self.queue.append(autonomy_request)
return sleep_element
@injector.inject_to(time_service.TimeService, 'start')
def start(original, self):
original(self)
self.autonomy_timeline = scheduling.Timeline((services.game_clock_service().now()), exception_reporter=(self._on_exception))
@injector.inject_to(time_service.TimeService, 'update')
def update(original, self, time_slice=True):
time3 = time.monotonic()
original(self, time_slice)
time4 = time.monotonic()
max_time_ms = self.MAX_TIME_SLICE_MILLISECONDS
if time4 - time3 < 0.008:
time1 = time.monotonic()
result = self.autonomy_timeline.simulate((services.game_clock_service().now()), max_time_ms=max_time_ms)
time2 = time.monotonic()
Priority 1000
PackedFile Overrides\*.package
PackedFile Overrides\*\*.package
PackedFile Overrides\*\*\*.package
PackedFile Overrides\*\*\*\*.package
PackedFile Overrides\*\*\*\*\*.package
I'm having the same issue, and unfortunately it seems to be a problem with MCC. In a clean new game with ONLY MCC 7.5.0.1 I get an exception whenever I finish any freelance gig. Without MCC, it works fine. No idea if or when a fix will be found.I can't believe I'm still getting this fucking error. Everytime I think I have it squashed it shows back up again. I've had this cocksucker since Eco. Some days I never see it and others I get four popups in a row
Exception during call to test method on <class 'sims4.tuning.instances.objectInHouseholdInventoryPickerInteraction_Freelancer_Maker_Send_For_Approval_sofa'> (TypeError: 'ObjectList' object is not iterable)
The game is a broken piece of shit is all I know
I found the tuning files for these errors and extracted them out of the game, saved and going to put them in the overrides folder and see what that does. I sure wish there was a program that could search inside package files for particular xml text. The hunt would be over at that point. Imma look for something but in the meantime hopefully this shuts the game up about it
Yeah my fix won't help you if you use the freelance gig. I disabled it, well a portion of it. Here's the fix, you can try it out and see if it breaks your shit or not.I'm having the same issue, and unfortunately it seems to be a problem with MCC. In a clean new game with ONLY MCC 7.5.0.1 I get an exception whenever I finish any freelance gig. Without MCC, it works fine. No idea if or when a fix will be found.
Yeah, genetics is one thing that EA/Maxis did surprisingly well considering how bad they botched it's release and packs after. I've been playing with this Sim I created from scratch about a month or two ago and now he has had 10 kids so far with his wife I found on the EA Gallery. They all resemble the one or both of the parents in some way.Playing with Sims 4 genetics system i made 1 sim from 0 today. I used Becca Clarke as sim base (not the main character just the genetics system) doing Becca having a girl (no father just with her character using MCCC for it). After that baby got all her genetics proportions also i set the same traits as her to get her overpowered active/gym gen too. Made a CAS here and there with CCs and ... this is the new girl after a photo session (blonde one - Diamond Clarke i called her). The other girl is another genetic i did some weeks ago:
I never used the sims 4 genetics system and its pretty good in my opinion so if you didn't too try it (im pretty new on Sims started to play 4 months ago ). I hope you like it
I actually fine tuned the mod a little and it worked for me, maybe I fixed what Coolspear did wrong and I didn't even notice.Well unless you have a copy of his mod dated August 9 of 2020 or later, I'm afraid it doesn't work at all. He admitted as much in a post that he made an error with a value which resulted in basically a non functional mod. I have the newer one, and I can't say it's any better than the one that doesn't work.
I put your script in. and things seem to be noticeably better. The queue seem to be more responsive. Things get executed somewhat quicker. It appears to actually work. I haven't really tested it under load, but so far so good. Also, for what it's worth, I do have a zip of Coolspear's last version of his "Quicker Sim Autonomy" from August of this year. As I said, it really didn't make a noticeable difference for me, but I have it if you or anyone else wants it. ThanksThis is what I use to set the internal timeout. It works to reduce the cooldown time is about all. There are interaction cooldowns too that can be set but I found none of that seemed to matter much even setting them to 0. Even setting this to 0 makes little difference to 8 since thats basically a blink of an eye but gives enough pause for the game engine to process the next task. Setting it to 0 will lead to synch issues is my guess which cause even more problems. Coolspear also stated that it depends on your machine. Some peeps work better with a 24 millisecond timeout or even 32. You can play with the code below & attached to see if anything works for you in particular.
Put this script in your overrides folder and add this to Resource.cfgPython:import services, scheduling, time, injector, elements, element_utils, time_service, autonomy.autonomy_modes time_service.TimeService.MAX_TIME_SLICE_MILLISECONDS = 8 @injector.inject_to(autonomy.autonomy_service.AutonomyService, '_register') def _register(original, self, autonomy_request): if self._processor is None: autonomy_timeline = services.time_service().autonomy_timeline self._processor = autonomy_timeline.schedule(elements.GeneratorElement(self._process_gen)) sleep_element = element_utils.soft_sleep_forever() autonomy_request.sleep_element = sleep_element self.queue.append(autonomy_request) return sleep_element @injector.inject_to(time_service.TimeService, 'start') def start(original, self): original(self) self.autonomy_timeline = scheduling.Timeline((services.game_clock_service().now()), exception_reporter=(self._on_exception)) @injector.inject_to(time_service.TimeService, 'update') def update(original, self, time_slice=True): time3 = time.monotonic() original(self, time_slice) time4 = time.monotonic() max_time_ms = self.MAX_TIME_SLICE_MILLISECONDS if time4 - time3 < 0.008: time1 = time.monotonic() result = self.autonomy_timeline.simulate((services.game_clock_service().now()), max_time_ms=max_time_ms) time2 = time.monotonic()
This will never break because it doesnt use shitty tuning files that always break. Python > XML Tuning lolCode:Priority 1000 PackedFile Overrides\*.package PackedFile Overrides\*\*.package PackedFile Overrides\*\*\*.package PackedFile Overrides\*\*\*\*.package PackedFile Overrides\*\*\*\*\*.package
Sometime later I'll post a solution in python to shorten all interaction cooldowns. I haven't got to it yet
I really can't recall where I got the copy. I was looking part of the day and couldn't locate it. But I still have the original rar since he packed them all together. Give me a few and I will pop in up on Sims File Share.I actually fine tuned the mod a little and it worked for me, maybe I fixed what Coolspear did wrong and I didn't even notice.
Where did you get that copy? The original post still has the "broken" version.
If you have that and pancakes script both in yeah things do get better. Much better on my end anyways. I used to have a 10 to 15 second delay on the pie menu sometimes and interactions getting stuck bad. I still get a slight lag on large lots but not anything really bad & since I fixed the Freelancer error I was getting lag was reduced even further. Glad it's working out for youI put your script in. and things seem to be noticeably better. The queue seem to be more responsive. Things get executed somewhat quicker. It appears to actually work. I haven't really tested it under load, but so far so good. Also, for what it's worth, I do have a zip of Coolspear's last version of his "Quicker Sim Autonomy" from August of this year. As I said, it really didn't make a noticeable difference for me, but I have it if you or anyone else wants it. Thanks
Thank you sooo much for this. Makes a huge difference in my game.Well it looks like I was able to shut MC the fuck up about that Freelancer career error on funiture for now by emptying those tuning files, which breaks the already broken Freelancer career. Not like I use it. Also situations are broken as shit which hugely explains why sims stand around for hours doing nothing. The fixes out there are shortening the cooldowns for interactions but they do not tackle the real problem. Every NPC sim is put in a situation which has NO WAY to reset on an individual basis. None that work so far. Nor does pulling them out of a situation work. You have to reset situations globally then they can be pushed to do other things. That breaks events, careers running, holidays running currently etc. Not a solution. Sometime I'm going to try some fixes on that and see if I can come up with a better solution to get sims to respond better. Like write an actual stop simulation per sim script. Lag is still there but MUCH better with the attached file. It priotitizes player sims to respond and unclogs the pipeline far better than any of the other simulation lag fixes. TURBO's fix helps too but the timeout deal SrslySims made only patches the problem for those players who only use the default clock settings. I set mine way slower. It helps when you set it down to 8 milliseconds but not much. And again since the ball was dropped off a 1000 story building by EA on practically everything this game runs with, the only real solution is to write better code... I'll keep you posted