hotrack Posted September 30, 2025 Posted September 30, 2025 So after trying out MCCC Population settings to get my #mccc_include tray Sims to populate my world, but somewhat unhappy with the problem of the aspiration/traits being overwritten by the filters. more so with the problem for Sims with NPC jobs (whose age, traits and skill levels are tied to the jobs), plus with some physical changes still slipping through, AND having not that much control on who gets what job, I've tested Zero's Assign NPC Jobs mod which works for non-community jobs but doesn't work when the Sims with appropriate traits/age are assigned to community lot jobs. So, I'm now using a somewhat more old-school but with a more direct approach for specific NPCs, based on this EgonVM's Ultimate NPC Making Guide 2.0 , and I read that a Sim that is added a skill, trait and career for NPC jobs (I only tested the service jobs) and saved to the library, retains their job (hidden) trait/career as long as the usual do-not-play-again rule is satisfied, thus can be re-inserted if a new game is started from scratch. Which I tested and can say that it works, and should simplify and satisfy my needs. However, while manually making this I realise that some jobs may require more than one Sim, and community lot jobs have shifts (which is why I'm going to try the MCCC copy/paste route with some trait edits to match their original aspirations/traits), and I tested the firemen since they generally come in twos. So, the big question is does any one know what jobs need a minimum number of Sims, based on EgonVM's list, and I'll settle for basegame since that's all I have at the moment.
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