Population

Described below are three methods for populating a Sims 3 world:

  1. Populate an empty custom world
  2. Re-populate a world that comes populated with Sims
  3. Populate a world with Sims from another world

Populate an empty custom world

Let’s say you download a custom world from somewhere that does not have any Sims and you want to quickly create a thriving town. I use three NRAAS mods to do this: Mover, MasterController, and Story Progression.

Install the mods and then start a new game with the custom world. Chose to create a new household or add a household from the library. This Sim is probably not going to be able to afford anything other than the cheapest house. So, think of this Sim as only temporary and you can get rid of it later.

Now you want to turn on Free Real Estate by clicking on city hall and selecting NRAAS » Mover » Enable Free Real Estate. With this option you add Sims from the Bin to whatever house that you want. I have about six or seven households that I call my core families that always use when starting a new town. These are families of six (parents, two boys, two girls). You can do something like this or actually skip this step.

The next step is use NRAAS Story Progression to rapidly immigrate as many households as you wish. There are a number of options to rapid immigration. I am going to explain my method here.

In addition to the core families that I mentioned above I have a number of single Sim households in the Bin. I call these Sims my gene pool. I think I have a total of 30 of these Sims (15 males and 15 females). These are Sims with various qualities (traits and looks) that I plucked out of previously played games and they are to become the ancestral parents of new Sims that are immigrated in my town.

To use Story Progression to rapidly immigrate Sims into your town you first need to enable it. From town hall click NRAAS » Story Progression and select “Enable Progression”.

Pause the game. Then to get to the immigration options from town hall click NRAAS » Story Progression » General Options » Options: Lots » Options: Immigration/Emigration.

The first thing that you want to do here is to set the “Immigration Gauge” to something other than zero. The NRAAS wiki suggests using an immigration gauge of 1000 for Rapid Immigration. Setting the “Immigration Gauge” to something other than zero unlocks other options. I usually leave most options at their default. What I want is for the immigrant Sims to be the genetic offspring of my custom Sims, but I don’t want them to have their last names. So I set the following options:

Chance of Bin Offspring 100 Only want to use Sims from the Bin
Chance of Random Offspring 0 Don’t want EA-generated Sims to be used
Equal Chance to All Bin Sims false Setting this to false means that the system will randomly chooses a bin household, and then random chooses a Sim from that household as an immigrant genetic donor. If you want all of the genetic-donor Sims to be considered equally, then set this to true.
Immigrant Name Random Don’t want Sims to end up having the same last names.
Maximum Bin Household Size 1 This limits the immigration system to using only the single Sim households mentioned above.

Then set the “Rapid Immigration” option value to the number of households you want to immigrate. After you un-pause the game, the mod will proceed to immigrate a new family every 10 sim-minutes, up to the number you specified. I usually set “Rapid Immigration” to value between 30 and 50 families. Depending on the number household it may take a Sim-day to populate the town. In theory it should take 8 sim-hours to immigrate 50 households.

You can check the progress of the rapid immigration by clicking on town hall then NRAAS » Story Progression » General Options » Options: Lots » Options: Immigration/Emigration and look at the value of “Rapid Immigration”. When it is done the value will be zero (0).

After the town is populated you can then switch to whichever household you want by clicking on the household or a Sim in that household and then selecting NRAAS » MasterController » Make Active.

To remove the Sim that you started the game with click on that Sim and then select NRAAS » MasterController » Advanced » Total Annihilation.

Re-populate a world that comes populated with Sims

To re-populate the a world that is already populated with Sims such as Sunset Valley or one of the other EA worlds you first need to rid the town of those Sims. To do this use the Total Annihilation feature in the NRAAS MasterController mod.

Start the game as you normally would by choosing a family to play. It is best to choose a single Sim to start with because it is easier to kill off one Sim.

From the town hall select NRAAS » MasterController » Advanced » Total Annihilation. This will wipe out all of the Sims in town except the currently active household.

Now you can re-populate the town using the method described in the previous section or use the Porter method described in the next section.

After the town is populated you can then switch to whichever household you want by clicking on the household or a Sim in that household and then selecting NRAAS » MasterController » Make Active.

To remove the Sim that you started the game with click on that Sim and then select NRAAS » MasterController » Advanced » Total Annihilation. This will remove that Sim as if they never existed.

Populate a world with Sims from another world

To populate a world with Sims from another previously played world you will need the NRAAS Porter mod. This mod allows you pack up the population of one world and move them to another.

The Porter FAQ cautions “Do not attempt to export your entire town in a single family.” The FAQ also says “There is no way to gauge how many sims your machine can export without testing it yourself. It is dependent on how much free memory you have once the save game has loaded, and how large the data packets are for each sim being exported.”

However, I have never had any problems with doing it the way that I describe here. Read the Porter FAQ for more information on this process.

One thing you do want to do is ensure that the world that you are moving to has a sufficient number of un-occupied houses to contain the number of households you are packing up. You can get this information by clicking town hall in both worlds and then NRAAS » MasterController » Demographics » Lots

Here is how I use Porter to move families from world to world:

The first thing that I always do is have my active Sim family sell all real estate property so that they get their money back. Then I use MasterController to do a total reset of the town by clicking the town hall and selecting NRAAS » MasterController » Advanced » Reset Everything.

Next I decide whether I want to take only the Sims in my active household or to include their house. Do this by going to Edit Town, select your active Sims house and then save the household or the house & household to the Bin. If you are only taking the Sims and not their house you will want to move some things to the Sims personal or family inventory such as putting their cars into personal inventory.

Then follow the steps for Porter as outlined on the Porter FAQ page. Basically you pause the game and then click on the map tag or the roof of an occupied lot, and then select the NRaas » Porter » Pack interaction. This brings up a couple of criteria dialogs where you can either use the search criteria to narrow down the selection or just click the check button until you get to a dialog that list all household.

What you want to do here is to select only resident households and not any of the homeless or service households (such as Aliens, Mermaids, etc.).

It is easy to tell which ones are the resident household because they are the ones with house icon next to them and they are listed by surname and first name of the eldest member of the household. The other households have no house icon and name will be something like “Alien Household”

Be sure to include your active household in the export. You will want to include the active household in the export in order to maintain their relationships with the rest of the world. The duplication of the active household will be resolved by Porter during the import process.

Once you have selected the households to pack, click the check button and name your “porter family”. I usually give the file a name that makes it obvious that this is a porter household. Porter families are stored in the game library (Bin) just like EA exports.

It will take a few minutes to pack the families.

Once Porter is finished with the export you should quit the game without saving as Porter performs numerous resets and moves Sims around, and may not place them back in the proper position after the process is complete.

Now start a new game in the world where you want to import your Sims. You will want the starter household to be the active family that you previously saved to the bin.

Once your active family is settled in, pause the game and locate an empty house. Click the map tag or the roof of the unoccupied lot, and use the NRaas » Porter » Unpack interaction. From the dialog select your Porter family. Sometimes it is not easy to see which listing is the porter so make sure you chose carefully from the list. Also as soon as you click on a listing the process will start. So, be careful which one you choose.

Now wait for the unpacking to complete.

At some point during the import you may see a dialog box indicating that porter has found your active family in the exported file, referring to doppelgangers, and asking you if want this resolved. Say yes.

Once the import is done the game is ready for you to play.

One thought on “Population

  1. I’m one of those user abusers, who never comment on anything, just soak it up. But, this I had to comment on: Thank you so much for publishing this article, it has made the process of populating sims so easy to understand. It is something I’ve always been “meaning” to read up on, certainly puts a whole new perspective on the game and opened up some amazing opportunities for gameplay for me.

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