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Nraas Traveler mod + 1.55 / Island Paradise.

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Post by Guest Mon 24 Jun 2013, 12:50

Is there any reason to keep it?

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Post by Guest Mon 24 Jun 2013, 13:43

Why wouldn't you?

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Post by Guest Mon 24 Jun 2013, 13:49

Shamrock wrote:Why wouldn't you?

Cause 1.55 lets you travel to other towns?

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Post by Guest Mon 24 Jun 2013, 13:50

Oh nice! Ok, haven't tried that yet...
What about staying in the town then (like moving the mod way?)

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Post by Phoebe Mon 24 Jun 2013, 14:20

I just decided to delete it, and reduce the amount of mods. As the new expansion pack can do the same thing, besides I never couldn't solve a travel stuck problem with that mod so it is in the garbage now.
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Post by The_gh0stm4n Mon 24 Jun 2013, 18:47

Dear folks,


In my opinion, if the in-game travelling is absolutely bug-free and/or if there are known conflicts with this mod, then yes, you might delete it.

Otherwise, you might still want to keep it for a while, unless you learn otherwise: http://nraas.wikispaces.com/State+of+the+Mod  Wink  (check out that site regularly for updates on NRAAS mods).


When university came out, we had lots of users who couldn't travel to university (a.k.a "the missing user interface-problem"), and the Traveller mod helped in some of these cases, but I don't know how "Island Paradise" handles this problem...

//EDIT

Of course, if anyone is willing to test the travelling with & without the Traveller mod, and then give some feedback in the "In-game problems" section, I would appreciate that. Wink  (I can't do that testing myself, at the moment)
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Post by Guest Mon 24 Jun 2013, 19:23

There are differences. 


 EA's travel ability works like the change hometown option Traveller has. NRAAS lets you retain them so there is a difference between the two.

 The travel that came with IP breaks family relationships. People have been complaining about it on EA's official forums. 

I would keep Traveller, if you want the extra functionality it provides (the ability to use a world as a vacation world, etc).

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Post by ☠ ~ Aɳɳ ~ ☠ Mon 24 Jun 2013, 19:49

Hello,


I'm definetely keeping it, because of the extra features like the ability to lift the travel restrictions for pregnant sims, babies, toddlers and pets.
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Post by Guest Mon 24 Jun 2013, 20:36

Lady ElDi wrote:Hello,


I'm definetely keeping it, because of the extra features like the ability to lift the travel restrictions for pregnant sims, babies, toddlers and pets.

Mmm yeah cause dogs and toddlers love to travel.

I don't know, with the amount of mods I'm using The Sims 3 takes a while to load, so it's not really worth traveling. Getting rid of relationships is actually useful thanks to the stupid attraction system.

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Carlos G. wrote:
In my opinion, if the in-game travelling is absolutely bug-free and/or if there are known conflicts with this mod, then yes, you might delete it.

There is no such thing as bug-free. Especially when it comes to Maxis games. But mods slow down the game like hell, if some aren't necessary I'd rather have the game load with a few bugs than take forever to load... but still have bugs, Traveler ain't bug-free ether.

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Post by The_gh0stm4n Tue 25 Jun 2013, 03:50

TUN3R wrote:
There is no such thing as bug-free (...).

OK, maybe in that case I was a bit indirect. The thing with the "bug-free" was just a hypothetical assumption. Meaning, that if the in-game travelling DOES have bugs, you might want to consider using "Traveller".

And yes, while the "Traveller" itself might have bugs, I can only, again, point to the NRAAS "State of the mod" section, which provides information on the functionality of all NRAAS mods.


"Unused" mods don't necessarily cause trouble per se, it does depend on the version of that one particular mod, but also on the other mods installed.

But OK, I will test that as soon as I get to it.


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