Sorry to hear you are no longer unable to maintain this mod any more. I know how that feels, my present job leaves me mentally exhausted every day. Hopefully well both find jobs that leave more time & mental space soon.
I myself do. Tho you would have to play with Neighborhood Stories turned off (specifically pregnancy and adoption) in order for this mod to work. Also don't expect that Sims with custom pronouns would be gendered correctly with it. If you're one of those who prefer MCCC's story progression over EA's and can get over your Sims being misgendered, you're good. For now at least, future updates may change it easily.
I used to love this Mod so much and hope that you will set it up for adoption, so some equal talented Modder can continue with the work you already have done with riv-rel. Seriously, it was awesome.
Hi! Wanted to let you know that the mod is throwing last exceptions with the addition of the new Neighbourhood Stories patch. Specifically when NPC households are adopting children.
Hey! I don't want to offend you, but will this mod be updated? The thing is that because of this mod, the game began to run endlessly for me. After poking around in the Mods folder, I found that this mod was to blame for such a long launch.
Hello! (I posted something here a week ago and then deleted it because it ended up resolving itself,, but I have something new now!)
I believe I may have found a conflict with this mod (or I am somehow not seeing things correctly)? Or, at least, when I play with riv_rel out of the game and try to play, the other mod pops up, unlike when riv_rel is in the game. The mod is First Love by LMS.
Basically, I can see that First Love is in the game when riv_rel is also in by clicking on my household child sim and seeing the new "First Love" category created for it--however, I am unable to see this category on other children when I target them with my original child sim, which is a part of the First Love mod that is needed to use it. When I take riv_rel out, the category pops up on the target sim as it is intended to.
I just wanted to know if this was something that could be fixed, like with the WW conflict mentioned further up? Or should I decide that I have to take out one or the other?
Hi there! I think I see the problem here - I wanted to save time on the eligible couple check (which runs when two sims interact for the first time in a session, so all of these times add up), so instead of taking the time to calculate their relationship it'll just ban romance if at least one is a child or younger. That wouldn't be possible in the vanilla game, and I didn't consider mods allowing romance between children, so mine will conflict there... if you do want to remove it for the time being, make sure you keep any .cfg (settings) and .json (relation storage) files so you don't lose data and won't need to do any setup to re-add the mod in your game.
I've been working on making the eligible couple check faster, so I'll hopefully be able to remove this limitation in the next update without lagging everyone's game - I can't guarantee when it'll be out sadly, hoping within the next month or when it breaks and I have to fix it, whichever's first
Ah, I see you've updated it to include the mod compatibility....! Thank you so much! And yeah, it makes sense why it worked like that. I'm excited to use both now!
Hey, I just started testing your mod out and wanted to mention that there is one more thing/known issue that might be worth adding in, so that people are aware in case they encounter something similar.
I couldn't add one specific sim as a founder (it worked for others). The messages I got in the console: Firstname is now the founder of family A! adding to family... making heir... Firstname Lastname is not in, or included in, family A you need to add either famX or incX before you can add heirX Of course, adding him to famA as per the suggestion didn't help at all.
I figured out it was because his name was identical to a sim who passed away and got culled a few generations back and it seems the mod attempted to set the culled ghost as the founder instead of the alive sim. I decided to run the command using sim's id, and learned that sims.get_sim_id_by_name (First Name) (Last Name) cheat also returns only the id of the culled ghost. I got the correct id from mccc logs and then it finally ran successfully :) edit: On second thought, temporarily renaming the sim might have been much faster xD
Just wanted to double check, I've been taking a break from the sims so needed to update my mods. Does this one need updating or is gen 6 still fine?
I ran a quick check in a fresh save and its seems OK & is not causing anything in the last exception log, but I wanted to be sure before touching my legacy save.
Ah so first cousins can't actually be romantic in the vanilla game, and my mod only adds restrictions (it doesn't take any away) - you'll need to get wicked whims for that and then use the incest features in there. First cousins have 12.5% consanguinity so you'll need to set consang_limit to something bigger than 0.125 in addition to using WW.
Hello, can I make a suggestion? The title of the relative in red under the name of the Sim. Like the nannies and butlers... Sometimes it's difficult to identify who is your cousin, aunt, ancestor, descendant...
Hi! I have looked into this, but I'm really not sure if I can implement it... I'd have to figure out how to deal with roles, inject variable text into a role name, and make sure it doesn't override other roles like nanny/butler.
If I manage to wrangle the tuning for that then I'll work on it, but the only step I have towards it so far is being able to limit it to the most relevant relation, which is probably needed for that text (so "mother, 18th cousin, and 19th cousin twice removed" would just show up as "mother").
I love this mod so much! I can't wait to see where it goes in the future. Just a question though: is there a way to remove a family trait from a sim without them being removed from the family? I have one sim as my founder, but recently, the mod also made her 16th child (don't ask) a founder for the same family as well? And she's still a toddler too, which makes it even more confusing to me. The toddler founder already has the famA trait too. Is there a way to delete the founderA? Sorry if this is a dumb question ^^'
Thank you! The easiest way to remove traits is by using MCCC (when you get to searching, just enter riv or founder, either of those will get it to show up) - that's how I've been doing it
Not sure how they got the founder trait though - I have nothing that'd automatically set them as a founder and the interaction doesn't work with toddlers, all I can think of that would've caused it is the riv_make_founder command.
It's not a dumb question at all! All I have within the mod itself for removing traits are the commands to clear an entire family / all families / add excA and none of those work in your case
I went to the itch.io download page and it said that downloads are blocked in some regions, and there's an alternative mode for when this happens.
I copied some text from the Italian version of this site in case the above doesn't translate: the text I clicked said "Non parte il download?" and that showed the text "Alcuni paesi hanno bloccato il CDN di itch.io. Se il download non parte, prova ad abilitare il download alternato e poi riprova.", with an option to enable "Abilita modalità di download alternativa". Hope that helps, though I'm happy MTS worked!
..I'm absolutely stunned, I prepared the tuples up to centuple (100) for the hell of it but I didn't think anyone would have a messy enough family tree to actually get past quadruple! I use MCCC too but the most I've managed to get is a double. Glad you like the mod!
Hi! As someone who is the keeper of genealogical records in my RL family, when I learned about your mod for S4 I became excited. Recently--why I don't know--my game culled and released a lot of ghosts in spite of the settings in MCCC to never cull. I suppose it's either because I updated MCCC to the latest 7.5.0.3 patch from Patreon OR I reached the sim max and the game culled for better performance. I ensured to never delete or modify the cfg files to maintain my preferences. Anyway, I digress. My biggest fear has happened: some of my sims have greyed out family members in their trees. I cannot for the life of me recall when it happened but I have been trying to recover that info. Keep in mind that this happened numerous saves ago. My questions are: 1)Would your mod help to recover the missing data (names? relation? careers? cause of death?) in the trees with the greyed out members anyway? I see possibilities with the "riv_get_parents sim_x" and "riv_get_ancestors sim_x" commands! 2)Will your mod ensure that I don't have greyed out sims in family trees going forward? 3) What happens to the family trees should I delete your mod? Your response would be greatly appreciated. Thank you.
Hello, and thank you for the interest! You probably hit the sim max; there's a point where sims will start getting culled just to make sure the game runs well, and then the sims are effectively deleted from the save. I know that setting some sims to never be culled with MCCC works since I've done that with like.. 100 sims from my legacy? But if you try that for every single sim in the save I think things start going wrong above 800 or so, and they'll get culled anyway. To answer your questions (...might be a little disappointing, sorry):
1) The .json files part of my mod is basically a preventative measure to keep a bit of sim info and parent relations before sims get culled - so the only way to get the information back is by going to a previous save, writing these sims/relations to the .json file, and then loading these in your current save. I had previous versions sitting around from the times that I've backed up my saves+mods before big patches, so I just used those. It only keeps a little bit of info (for sims it keeps their ID, name, gender, whether they have been culled, and the time they were saved; for relations it just keeps parents) since I was just thinking about what would be needed to keep track of relationships. The commands for getting parents/ancestors just get information that is available (iterating up with the parent relbit if using ingame rels or parent lists if using .json files) rather than recovering lost info.
2) Sadly, you will still get greyed out sims if they get culled. I have no idea how to have those sims and connections still show up in the family tree UI if the sims have been deleted. I've been looking into the code and it's fairly confusing - sometimes relations show up that no longer exist in the game?? So I'm guessing it's a completely separate system from relationship bits, and I can't find any documentation for working with it. I'd like to make the backed up family info more visual at some point, but atm connections from the .json files only really work for giving the relation between two sims ingame.
3) You can safely delete the mod with no difference to your family tree in the game - it just means that any family info you've saved outside of the game (using the mod) won't be usable, and you can't find distant family relations without clicking through the family tree and working it out yourself.
I hope that helps! But yeah, that feature is more of a workaround to keep relations even if sims are culled later, rather than preventing culling (which destroys performance) or un-culling sims (which afaik is impossible).
I really appreciate your thorough response. Thank you! I look forward to installing your mod...once the dust settles from today's pre-patch and the subsequent patch for snowy escape.
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Sorry to hear you are no longer unable to maintain this mod any more. I know how that feels, my present job leaves me mentally exhausted every day. Hopefully well both find jobs that leave more time & mental space soon.
Are people who use this mod for just the how-they're-related bits finding it to work?
I myself do. Tho you would have to play with Neighborhood Stories turned off (specifically pregnancy and adoption) in order for this mod to work. Also don't expect that Sims with custom pronouns would be gendered correctly with it. If you're one of those who prefer MCCC's story progression over EA's and can get over your Sims being misgendered, you're good. For now at least, future updates may change it easily.
I used to love this Mod so much and hope that you will set it up for adoption, so some equal talented Modder can continue with the work you already have done with riv-rel. Seriously, it was awesome.
Hi! Wanted to let you know that the mod is throwing last exceptions with the addition of the new Neighbourhood Stories patch. Specifically when NPC households are adopting children.
Hey! I don't want to offend you, but will this mod be updated? The thing is that because of this mod, the game began to run endlessly for me. After poking around in the Mods folder, I found that this mod was to blame for such a long launch.
Hello! (I posted something here a week ago and then deleted it because it ended up resolving itself,, but I have something new now!)
I believe I may have found a conflict with this mod (or I am somehow not seeing things correctly)? Or, at least, when I play with riv_rel out of the game and try to play, the other mod pops up, unlike when riv_rel is in the game. The mod is First Love by LMS.
Basically, I can see that First Love is in the game when riv_rel is also in by clicking on my household child sim and seeing the new "First Love" category created for it--however, I am unable to see this category on other children when I target them with my original child sim, which is a part of the First Love mod that is needed to use it. When I take riv_rel out, the category pops up on the target sim as it is intended to.
I just wanted to know if this was something that could be fixed, like with the WW conflict mentioned further up? Or should I decide that I have to take out one or the other?
Thank you for your assistance!
Hi there! I think I see the problem here - I wanted to save time on the eligible couple check (which runs when two sims interact for the first time in a session, so all of these times add up), so instead of taking the time to calculate their relationship it'll just ban romance if at least one is a child or younger. That wouldn't be possible in the vanilla game, and I didn't consider mods allowing romance between children, so mine will conflict there... if you do want to remove it for the time being, make sure you keep any .cfg (settings) and .json (relation storage) files so you don't lose data and won't need to do any setup to re-add the mod in your game.
I've been working on making the eligible couple check faster, so I'll hopefully be able to remove this limitation in the next update without lagging everyone's game - I can't guarantee when it'll be out sadly, hoping within the next month or when it breaks and I have to fix it, whichever's first
Ah, I see you've updated it to include the mod compatibility....! Thank you so much! And yeah, it makes sense why it worked like that. I'm excited to use both now!
Hey, I just started testing your mod out and wanted to mention that there is one more thing/known issue that might be worth adding in, so that people are aware in case they encounter something similar.
I couldn't add one specific sim as a founder (it worked for others).
The messages I got in the console:
Firstname is now the founder of family A!
adding to family...
making heir...
Firstname Lastname is not in, or included in, family A
you need to add either famX or incX before you can add heirX
Of course, adding him to famA as per the suggestion didn't help at all.
I figured out it was because his name was identical to a sim who passed away and got culled a few generations back and it seems the mod attempted to set the culled ghost as the founder instead of the alive sim.
I decided to run the command using sim's id, and learned that sims.get_sim_id_by_name (First Name) (Last Name) cheat also returns only the id of the culled ghost. I got the correct id from mccc logs and then it finally ran successfully :)
edit: On second thought, temporarily renaming the sim might have been much faster xD
Just wanted to double check, I've been taking a break from the sims so needed to update my mods. Does this one need updating or is gen 6 still fine?
I ran a quick check in a fresh save and its seems OK & is not causing anything in the last exception log, but I wanted to be sure before touching my legacy save.
No worries - I haven't had much time to play or mod lately but it is still working!
How can I possibility a romance with first cousins? Which number?
Ah so first cousins can't actually be romantic in the vanilla game, and my mod only adds restrictions (it doesn't take any away) - you'll need to get wicked whims for that and then use the incest features in there. First cousins have 12.5% consanguinity so you'll need to set consang_limit to something bigger than 0.125 in addition to using WW.
Now I can prevent my vampires going all Lazarus Long, thanks!
Hello, can I make a suggestion? The title of the relative in red under the name of the Sim. Like the nannies and butlers... Sometimes it's difficult to identify who is your cousin, aunt, ancestor, descendant...
Hi! I have looked into this, but I'm really not sure if I can implement it... I'd have to figure out how to deal with roles, inject variable text into a role name, and make sure it doesn't override other roles like nanny/butler.
If I manage to wrangle the tuning for that then I'll work on it, but the only step I have towards it so far is being able to limit it to the most relevant relation, which is probably needed for that text (so "mother, 18th cousin, and 19th cousin twice removed" would just show up as "mother").
Just "cousin"...
I love this mod so much! I can't wait to see where it goes in the future. Just a question though: is there a way to remove a family trait from a sim without them being removed from the family? I have one sim as my founder, but recently, the mod also made her 16th child (don't ask) a founder for the same family as well? And she's still a toddler too, which makes it even more confusing to me. The toddler founder already has the famA trait too. Is there a way to delete the founderA? Sorry if this is a dumb question ^^'
Thank you! The easiest way to remove traits is by using MCCC (when you get to searching, just enter riv or founder, either of those will get it to show up) - that's how I've been doing it
Not sure how they got the founder trait though - I have nothing that'd automatically set them as a founder and the interaction doesn't work with toddlers, all I can think of that would've caused it is the riv_make_founder command.
It's not a dumb question at all! All I have within the mod itself for removing traits are the commands to clear an entire family / all families / add excA and none of those work in your case
Ciao, sfortunatamente non posso scaricare la tua mod .. Ho disabilitato l'antivirus ma niente .. hai un altro sito per scaricarlo?
L'ho scaricato da MTS
I went to the itch.io download page and it said that downloads are blocked in some regions, and there's an alternative mode for when this happens.
I copied some text from the Italian version of this site in case the above doesn't translate: the text I clicked said "Non parte il download?" and that showed the text "Alcuni paesi hanno bloccato il CDN di itch.io. Se il download non parte, prova ad abilitare il download alternato e poi riprova.", with an option to enable "Abilita modalità di download alternativa". Hope that helps, though I'm happy MTS worked!
I play the sims for fun and use the MCCC to really fly through the generations, and lemme tell you this is an amazing mod
..I'm absolutely stunned, I prepared the tuples up to centuple (100) for the hell of it but I didn't think anyone would have a messy enough family tree to actually get past quadruple! I use MCCC too but the most I've managed to get is a double. Glad you like the mod!
Hi! As someone who is the keeper of genealogical records in my RL family, when I learned about your mod for S4 I became excited. Recently--why I don't know--my game culled and released a lot of ghosts in spite of the settings in MCCC to never cull. I suppose it's either because I updated MCCC to the latest 7.5.0.3 patch from Patreon OR I reached the sim max and the game culled for better performance. I ensured to never delete or modify the cfg files to maintain my preferences. Anyway, I digress. My biggest fear has happened: some of my sims have greyed out family members in their trees. I cannot for the life of me recall when it happened but I have been trying to recover that info. Keep in mind that this happened numerous saves ago. My questions are: 1)Would your mod help to recover the missing data (names? relation? careers? cause of death?) in the trees with the greyed out members anyway? I see possibilities with the "riv_get_parents sim_x" and "riv_get_ancestors sim_x" commands! 2)Will your mod ensure that I don't have greyed out sims in family trees going forward? 3) What happens to the family trees should I delete your mod? Your response would be greatly appreciated. Thank you.
Hello, and thank you for the interest! You probably hit the sim max; there's a point where sims will start getting culled just to make sure the game runs well, and then the sims are effectively deleted from the save. I know that setting some sims to never be culled with MCCC works since I've done that with like.. 100 sims from my legacy? But if you try that for every single sim in the save I think things start going wrong above 800 or so, and they'll get culled anyway. To answer your questions (...might be a little disappointing, sorry):
1) The .json files part of my mod is basically a preventative measure to keep a bit of sim info and parent relations before sims get culled - so the only way to get the information back is by going to a previous save, writing these sims/relations to the .json file, and then loading these in your current save. I had previous versions sitting around from the times that I've backed up my saves+mods before big patches, so I just used those. It only keeps a little bit of info (for sims it keeps their ID, name, gender, whether they have been culled, and the time they were saved; for relations it just keeps parents) since I was just thinking about what would be needed to keep track of relationships. The commands for getting parents/ancestors just get information that is available (iterating up with the parent relbit if using ingame rels or parent lists if using .json files) rather than recovering lost info.
2) Sadly, you will still get greyed out sims if they get culled. I have no idea how to have those sims and connections still show up in the family tree UI if the sims have been deleted. I've been looking into the code and it's fairly confusing - sometimes relations show up that no longer exist in the game?? So I'm guessing it's a completely separate system from relationship bits, and I can't find any documentation for working with it. I'd like to make the backed up family info more visual at some point, but atm connections from the .json files only really work for giving the relation between two sims ingame.
3) You can safely delete the mod with no difference to your family tree in the game - it just means that any family info you've saved outside of the game (using the mod) won't be usable, and you can't find distant family relations without clicking through the family tree and working it out yourself.
I hope that helps! But yeah, that feature is more of a workaround to keep relations even if sims are culled later, rather than preventing culling (which destroys performance) or un-culling sims (which afaik is impossible).
I really appreciate your thorough response. Thank you! I look forward to installing your mod...once the dust settles from today's pre-patch and the subsequent patch for snowy escape.