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coolspear

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Posts posted by coolspear

  1. I wrote it into the Resource.cfg coding to recognize a folder named "Overrides" and to prioritize all files within it during the load. (That's why it's essential not to change the folder name or it renders the process null.) So only by the nature of the edited cfg does the game know what to do with an Overrides Folder and the files within it.

     

    As the original EA cfg file has no mention of it in the coding structure, it would simply ignore it. Or, more to the point, simply load up the mod files within it with no priority clearance and allow the instance of conflicts, as and when identical files meet like two cars about to crash into each other, and it's only then it gets decided which mod files get loaded and which ones don't to prevent the collision just as it was about to happen.

     

    The Overrides folder puts the mod files within it safely on the road to load from the get go, and parks the other mod's identical files at the curbside miles before they get anywhere near any potential collisions.  

  2. Funnily enough, I am now, at this moment as I write, installing TS4 on my older, ten year old Win 7 computer. It was a gaming monster back in the day, but now it's just a spare machine on light duties I've had to do a few hardware transplant surgeries on to keep it going.  My god is this installation going slow! Still on the base game and it's been at it half an hour.

     

    Anyway, the plan is to get my hands on the 1.67 game files, extracting them as soon as it's finished installing - which should be (looks to wristwatch) sometime early next year at this slow download rate. :hehhehheh: 

     

    I'm curious about a few things in game. I want to see the way Maxis reworked personal inventories, that kind of stuff. But also to take a look at the two most important files of this mod, to see if Maxis have, after six years, made any significant changes to the files that would break the 1.62 versions.

     

    The fact you say this mod is now broken for 1.67, yet the game is still presumably riddled with the same simulation lag as ever, tells me Maxis may not have touched these files at all. (Why break a six year habit for no reason?)

     

    I'll know soon enough. (Perhaps saying "soon" is too optimistic - old compy is still downloading base game ffs! Oh, no, wait, it's now just moved to Spooky Stuff. Yay!!! Progress!)

     

    In the interim, please make sure you have placed it into the Overrides Folder. If you have already, then great. Just wait for my 1.67 confirmation in near future. If not in Overrides, please understand it is not a take it or leave it option. I really meant what I said about needing to use it.

     

    BTW, if you downloaded the mod from this thread, there is another version of this set I updated a few things on. You may not be familiar with this site, but shortly after I retired I've been uploading a rar bundle folder with all mods I've been tweaking since. They are still only at 1.62 level, but they have been tweaked a bit. That thread is here - http://simsasylum.com/tfm/index.php?/topic/15317-all-mods-and-lots-in-rar-bundle-folder/ - look down the list of spoiler tabs to find the one for the tweaked simulation lag mods. Perhaps using a version from that set may have better results. (Yay! Get To Work & City Living are done now. Getting there. Although the download info window is now saying it's installing TS4 Legacy version, after having already installed Deluxe Base Game. My old compy is 64bit, so I don't know why it's wasting time and file space with Legacy stuff. Anyhow...)

  3. The more folders you have, the longer the game. - your computer -  takes to read mods and inject them during the initial loading process. And of course, code reading time is increased even more depending on the levels of nesting depth mods are tucked away in.

     

    Not to worry if you only have a manageable few folders to help store your mods more organized and neatly. But, speaking for my own part, over the years I tend to make many folders and sub-folders nested away, to keep things organised. Heck, if you look at the rar folder I uploaded, you'll see what |I mean - and that's just my own mods! By far the biggest accumulation of folders in my game is for organizing Cas CC content - or it was until I retired. After retiring, with no intentions to patch again, I moved all the Cas CC from the - literally - hundreds of individual folders and stuck them all into one folder. And yep, my game was/is indeed loading faster after doing so.

     

    Whatever the manner in which any software program instructs the CPU to read files, be it alphabetically, numerically, or the weird way TS4 does it - reading the XML instance numbers in the mod package file is the best guess folks have deduced -  if the CPU has to jump around from folder to folder to meet that load rule and read the coding in the defined order, that will always take it longer. But if all are in the same folder, then it gets on with the task quicker. If not many mods and CC, your'e only saving on nano-seconds really by placing them in a single folder. But if thousands of mods and CC, (20GB worth!) spread over hundreds of folders and nested sub-folders, it could add ten minutes or so to loading - and that's on an SSD drive! Even longer than that on a disc drive.

     

    Certainly something to consider when you feel you're done collecting mods and CC for any game, and are happy with what you've got, plus the game producers and devs are no longer patching the game, then stick it all in one folder and gain some quicker loading times. But until then, it's probably best to keep it organized in multiple folders for all the moving, testing, deleting and updating of mods and CC you intend to do.

     

    But remember, if using an Overrides Folder, it's best to keep that and all the mods placed in it, in place. if and when placing everything else directly into Mods folder and are no longer using multiple organizational folders,  - (Faster loading at last, yay!) - the game will still need the Overrides Folder in place if you have mods within it that need to follow the extra rules the Overrides Folder provides.

  4. Hi @XXMythLuan

     

    There's a lot of "Ifs and Buts" related to answering that. First off, it's important to mention that I've retired from modding, just before the 1.63 patch hit and Eco Living was released.

     

    So for my part, I cannot say if Maxis have changed the coding for the annoying activities of fans seen when Level 5 Celebrities visit community lots in general. I'd like to say probably not, as I cannot see how fans going crazy for celebs has anything to do with eco lifestyles, knitting or going to Batuu. Maxis do not generally change specific things relating to specific EPs in patches, unless known to be broken or there is a direct connection to newer activities in new packs. But that's no guarantee Maxis don't tinker with the coding anyhow.

     

    For the case of Batuu, Maxis may have introduced new coding on those celeb XMLs, to force that when in Batuu, they are not to be recognized as a celebs, so then no random fan silliness from the local Batuu Star Wars aliens. I can imagine that kind of patch change being done to the files. But as that would have no effect on wedding ceremonies -  cannot have one in Batuu anyway - then I still could not see it having a knock-on effect when having a wedding in any other region.

     

    But in the specific case of a wedding event, I certainly did no such editing of files for those scenarios and celebs, (didn't appear to be any such files making such a connection.) and I would imaging the overzealous throwing of confetti is purely down to it being a wedding ceremony, irregardless of the bride and groom, bride and bride or groom and groom being top tier celebs. That's just what guests do at weddings, go bonkers with confetti, I would suppose.

     

    Also, is it a Maxis wedding event? Or one remade by a modder? If the latter, the overzealous confetti throwing would probably be something the modder has done and would need to work on taming it down, if the majority of users found it on the unbearable side of gameplay and the modder cared that most users felt that way. Maxis weddings, well they're just unbearable chaos all over, aren't they? I haven't done one of them in my game in many years after the utter chaos of the first one I tried. For me it's an in game event I would never do again unless modding it myself first, or trying out a mod from someone else. The default Maxis version, never again.   

  5. If you're patched beyond 1.62, then it very well could be causing an LE. I would not know. Maxis may have tinkered with an older Get Together cheat to make it work with newer elements in Eco pack and beyond.

     

    The good news is, there is only actually one single cheat I gave the treatment to in that Number 5 for Get Together. Travelling to a Rabbit Hole venue - what is it,  an Opera or some such? TBH I've never used that Rabbit Hole ever, not once, so if it has to go because of LEs now spamming, - Batuu Rabbit Hole update malarkey maybe? - then okay, no big shakes. Just have to go to the Opera the default way. Which for me means never anyway :hehhehheh:  - I can't stand Rabbit Holes.  

  6. The main reason for this mod to be broken in a patch would be if Maxis have introduced more kneeling activities. Shimrod made the first version of this mod and posted it on MTS ages ago. It worked fine up until Maxis released Jungle Adventures, and therein they repurposed the kneeling animation, adding to it, for sims excavating dig sites. That's what broke Shimrod's original version, and if they have added any new kneeling animations, or repurposed current ones, it will probably break this version too.

     

    So if Eco EP has sims on their knees to save the planet for any reason, (Praying to God in a last, desperate hope to save the planet as sims - emulating  humans - have likewise fucked up the simulated Mother Earth beyond their pathetic abilities to repair - that kind of thing.) or Nifty Knitting has some new Nifty Kneeling involved :teehee:, then that would spell doom for this mod - most probably.

     

    Could be the Voidcritter Game Console itself needs Power to run, and if so, after the 1.63 reworking of the Off-the-Grid system, this mod will need looking at. But you'll know that instantly in game because you'll get an immediate LE just for clicking on Game Console and its options will be missing. No LE and options still intact means no Power/Off-the-Grid patch changes were done to the Voidcritter game console.

     

    Other than those two specifics, I cannot see Maxis needing to alter the Voidcritter system, given it's just for kids (Default) and so specific unto itself they rarely have need to alter such things in patches. Usually. But one never knows.

     

     

     

    Update - Okay, I've just now looked at this mod, and yep, console needs POWER to run, so yep, 1.63 has definitely broken it.

     

    The fix is downright simple if anyone wants to have a crack at modding. There are five Interaction XMLs in mod file. At the very bottom of four of therm is the code line for POWER usage. (One interaction does not need a source of electricity to function.)

     

    Pre 1.63 looks like this -

     

    <V t="enabled" n="utility_info">

       <L n="enabled">
         <E>POWER</E>
       </L>
    </V>

     

    Post 1.63 looks like this -

     

    <V t="enabled" n="utility_info">
       <L n="enabled">
         <U>
           <E n="key">POWER</E>
         </U>
       </L>
    </V>

     

    You see the two new <U> and </U> added before and after POWER? And the POWER code now with a "key" prefix. Apparently that makes Off-the-Grid work better? I wouldn't know, as I don't use the lousy OTG that first came with Island Living, and can't use the improved version now in a 1.62 game even if I wanted to. I learnt about this little change to the POWER system because I had to recently rollback some computer interaction XMLs for latest versions of Wicked Whims and Basemental Drugs to make them work again in my old game without throwing LEs. So the reverse is true to add the changes for 1.63+ to likewise prevent LEs and missing options. As I am not updating any mods for 1.63+, I'll leave this little change for someone else to do to make this mod 1.63+ compatible. And remember, have S4S, will do tweaking. An Easy-Peasy, child's play change to make. For a child's play (adult's play) console in game. :hehehe: 

     

    Also, it does not rule out the other breakage potential of Maxis having faffed about with the kneeling animation in some way. Double fubar! One never knows!

     

    Happy modding, folks.  

  7. This mod is always hit when a big patch rolls around. So I'd bet even money 1.63 followed suit as all previous EP patches did and kicked this mod in the nuts. Probably the same little tweak Maxis did to all Interaction XMLs for electrical appliances, to make them fit in with their upgraded Off-the-Grid way of things for the Eco pack.

     

    The change is incredibly minimal, you've almost got to wonder why or how it's supposed to fix their previously crap, laughably pathetic, Off-the-Grid system introduced with Island Living. Not even a new code line, - that would at least be something tangible, but just two of these "<U/> " fellas now added above and below the older "POWER" code line tag. I mean WTF? Don't know why, or even how well that works in game, but I do know it will cause LEs if you don't got those two new little U thingamajigs on your electrical object Interaction XMLs.

     

    So that's probably the reason for the LE problems, and probably also the fix you'll need to do for 1.63+ Two little U shapes to get this mod back on track. In Australian Aboriginal art, U shapes represent people and their souls. Was that what Maxis was going for??? But only two???!!!  

     

    I learnt about this Maxis update by having to rollback latest version of Wicked Whims & Basemental Drugs computer interaction XMLs, removing those two U things, so as to work in a 1.62 game without throwing LEs when clicking on a computer. So the opposite must be true to include them, to prevent LEs in a 1.63+ game for all electrical appliance Interaction XMLs.

     

    Two little U things, indeed. I mean why??? (I'm just kidding. I'm sure separating the POWER tag position further from its original end line with the inclusion of the two U things probably means it's now read much better, a more distinct entity, by the computer and as such improves the Off-the-Grid system over all. So goes the hope.)  

  8. I did mean to remove those options from the Little Zapper, as they've not been working right for a long while. I'd reworked the mods to outright end Childhood Phases and Teen Mood Swings, and that's what they do - end them outright - so the functions on the Little Zapper were no longer I thing I used, nor maintained for patches.

     

    The reworked Child and Teen mods can be found in the bundle rar I recently uploaded. (They're more advanced than the ones currently available in the original mod threads.) They're found in the Overrides Folder in the rar. (Reflecting how I place them in my own game.) If you're looking to kill all traces of those pesky child phases and teen mood swings outright, those are the mods to use. (Separated for each age group.) Though I'm not sure how well they'll work in a 1.63+ game.

     

    I'll try to remember to remove those redundant options from the Little Zapper, for the next time I upload another rar bundle of all my ongoing 1.62 tweaks and tidying. The Little Zapper, in my game, also has new options per age group, to inject a truck load of traits into a sim in one quick go, rather than add them one by one for each sim. That can get really annoying and time consuming per sim, over and over. So I made the Little Zapper inject a whole bunch of the more typical traits I usually give to most sims - and remove any unwanted crap traits I do not like to give to sims. I did not include that version of the Little Zapper in the rar bundle, (As it also includes references to inject Wicked Whims traits for adult sims that I'll have to remove before making it public.) but I will include it next time, complete with redundant moods and phases options removed - and Wicked Whims trait references removed.

  9. BTW, have you tried placing mods in an Overrides Folder? From my own experience over the years, you just never know if a conflicting file has found its way into your Mods folder. The Overrides folder has saved me from a great many wild goose chases, and has also had me kicking myself when I've completely forgotten about it and taken myself on a hair-pulling, wild goose chase up the garden path with conflicting mods. Pulling mods apart till the wee small hours getting nowhere, the words "possible," "conflict," "try," "overrides," "folder" simply missing from my memory, gone AWOL, during the pointless endeavour. Till all else has be fruitlessly exhausted and then comes the massive, overwhelming urge to kick myself when those five little words return to recall. Yep, been there, done that.

  10. Tried it myself earlier today and all seems fine with cauldron.

    The spellcaster brewed up a batch of potions (Magic Aura) and when completed the "cooking" stages, it said there were 12 potions. I commanded sim to "Bottle All" and with both the Infinite mod and the Cauldron mod he collected 21 potions with 12 still left in the pot. I repeated, he got another 20, 12 still left. Could have went on with this till he had hundreds. But I quit there with 41 in his inventory and commanded him to empty cauldron. (That free one the game seems to give when bottling up first batch. The free one that belongs to the community venue if that's where the spellcaster made the potions! Bizarre!) Once he did that, the cauldron was indeed empty, ready to brew up a different batch.

    So whatever problems are now occurring would be due to 1.63+ changes by Maxis somewhere along the line.

    I didn't try with any of the food stuff. Knowing when I first made the mods, the cauldron foods were working the same way as the potions, so I'm sure they still would behave the same in a 1.62 game, seeing the potions are behaving as they should.

    Out of curiosity, are you using the No Cauldron Ingredients Needed addon? I do use that, and it has me wondering if not using it would it do weird things. I remember a good while back, some issues being reported with my mod to allow anyone to use the Scientist Robot constructor and Serum maker. I set them up so no ingredients are required to make anything, and some folks did not read that the no ingredient mod was a requirement, so were getting errors making stuff without it.

    I did not setup the cauldron mod to be strictly no ingredients, (not coded same way as the old science objects, has a bit more leeway.) so that's an addon choice for the player. But it does have me wondering now that you are reporting errors. Also, did Maxis do any off-the-grid update to cauldron for 1.63, seeing that it also serves food? That was one of the bigger shakeups of the 1.63 patch, Maxis reworking their previously next-to-useless off-the-grid system.

    I've had to rollback a few features on some mods, Wicked Whims and Basemental Drugs to name two, and WW says its latest public version is fine for 1.60 upwards, but actually is not due to the 1.63 off-the-grid updates for electrical appliances. Wicked Whims computer use is broken and causes LEs on a 1.62 game, so Turbodriver needs to change the description that it works for 1.60 upwards, because it does not. Though easy enough to rollback the interaction XMLs so it does work for 1.62. But what I'm getting at, is the off-the-grid updates are all over the shop and are doing unexpected things, given it is such a widespread change across many hundreds of interaction XMLs of 1.63.     

  11. When using this mod, it's best with all manner of food and drink appliances, be that a cauldron, tea maker, popcorn machine,  to empty out old batch of infinite contents before making a batch of something new. With some objects, such as tea maker, even after emptying out older contents, when placing mouse cursor on appliance the hovering tooltip may still suggest the older contents are still in the appliance. But that will change to reflect the truth as soon as a batch of something new is made/added, thereafter that will be what the hovering tooltip accurately indicates.

    Just a by-product of making it infinite. If you do look further into the mod, you'll see the same strangeness I came across, that most of these appliances, their portion sizes, have their own small/large portion XMLs that should be relevant to them only. So it is rather baffling why they pick up the same edits that are made to the food (plate size) small and large serving XMLs.

    Either I'm just missing the point as to why some have their (seemingly superfluous) relevant portion size XMLs - which I do not edit in this mod, or Maxis got wires crossed somewhere down the line and they all got mistakenly rerouted to the dinner plate size XMLs. It's odd, once you look into it.

    If you find a way to reroute some back to their own portion XMLs, (tidying up the Maxis errors in the process) it may help to mend this lingering aftereffect of last batch in the appliance is still reflected in tooltip - sometimes even after emptying appliance. (Seeing as the dinner plate sizes themselves, as the very core of this mod's XML editing, are all fine.) I'd hazard scripting may be the only way to fix it, rather than XML tuning alone.Though once an appliance is emptied first before being filled with something new, the lingering effect usually cleans itself up. Even for the cauldron. Certainly in a 1.62 game.

    BTW, as mentioned in the original post, to mess with these is to create a tug-of-war unbalancing act. Always keep an eye on the Sulani Island Barbeque mod (if using) to see if tweaking this mod sends that one doolally. I did get the balancing act just right, mostly, in my last major update, - but not perfect with the lingering tooltip thing. But just keep that in mind if they need to be looked at and tweaked due to 1.63+ changes.  To get these "spot on," you may have to sacrifice modding the island barbeque as that will certainly be out of whack once you do get these "spot on." I've been down that road. But if you want both this mod and the island barbeque mod, then good luck with the balancing act!

  12. Just realized, I never did edit the Play in Water interaction on these. It's a factor I never needed to do anything with for these objects to be better for gardening. So the thing about servos playing in water will be as Maxis default - whatever they did or did not do.

    However, I did further edit these puppies to be even more potent, so as well as their regular enhanced features, they also push all plants to be at the Blooming stage, and indeed force them to bloom their harvestable produce.

    Depending on region and season, and state/health of the plants, a garden full of empty, withered plants can be dripping wet with health and in full bloom, laden with produce, in a few seconds. (Bit longer if region, season and health state are not too produce-friendly.)

    I will be uploading a rar bundle folder with all my mods, as is, - (Guaranteed up to 1.62 only.)  - soon. A final, parting gift, with some new mods never released and a good few of the old ones with new features. That version of these sprinklers will be among them.    

  13. I updated both this modded water sprinkler and the default Maxis one to work indoors ages ago. If you read back through the posts here you will learn about the indoor addition.

    Also another player had requested a similar thing regarding the wall purifier, in a personal message, and my answer to them was I will not be editing it in such ways. It is what it is. Also advising that player, that I do understand it runs for a long time when it auto-activates. But that's all Maxis, I never edited the length for run times. However, because I made all the functions very powerful, it does not need to run for very long. A few seconds does the job and all plants are healthy - indicated when plants are dripping with water. You can then switch it off yourself if you find the purple haze annoying. It looks better in a lab complex than it does in a sim's normal home, granted. But I never was one for making multiple versions of mods that Maxis like to break in patches. (All this was months ago prior to retiring.) 

    In more recent times, perhaps some uni code to stop servos playing in water may be missing, I never did get round to check. I don't use the boring servos in the way Maxis intended. They'll only be Virtual Sm Holograms, or All-In-One NPCs in my game, servicing a community lot pouring drinks or something, if they appear at all. And whether or not Maxis tampered with the sprinklers for 1.63, who can say? Not much coding to tamper with. But that's never stopped Maxis before.

  14. It's because Maxis actively shut down many debug cheats forevermore in the Seasons patch, that the TwistedMexi mod is a requirement. So as well as using mods like MC to activate the debug cheats (the surviving debug cheats post Seasons.) TwistedMexi's mod is also required to bring many back into existence that Maxis shut down. MC will not do this on its own and some of my mods that de-cheat some cheats will not work without the TwistedMexi mod installed to tell the game the de-cheated cheats are still valid cheats no matter what Maxis did in Seasons to kill them.

    An irony being, that this mod requires Twisted's mod to keep those cheats alive, yet Twisted's other mod Better Exception, reports this mod as problematic via Better Exceptions LE reports.

    Too daft for words.

    BTW, I do not personally use Better Exceptions mod, I'm not a fan of it. It's just that other players report its LE reports to me about this mod and I refuse to look into it. Knowing with MC, I never get an LE report for this mod, so I don't care what BE is only guessing at. Not gonna chase my tail round and round because of it.  

  15. Those "0000 xxxx" entries are just harmless spares. Handy for when you copy and paste actual xml numbers and names over them for any new goodies. Most of my purchase list mods probably have a few of those spare, blank entries.

    When you harvest soy beans from plant, do they have a monetary value? I would imagine they do, (should have) but then again, as you're meant to turn it into wax (via a machine?) perhaps Maxis did not give it a money value as the bean is only the middle stage of its purpose? Just a guess. Can't see why using the correct Object XML number would still not appear on the purchase lists.

    Though having said that, I did run into a similar issue many moons ago, with a fossil if I recall correctly, or maybe an element for the periodic table. The proper collections ref number for it still did make it appear on purchase list. I had to scour the game files looking for an object xml number that finally worked.

    Are there any scenarios in Eco gameplay, where your sim can find or be given a bean via searching a trash dump or such the like? If so, check that interaction xml for the loot xml it gives, and maybe you'll find yet another unique bean object number that'll work on purchase lists. This is what I had to do to get that fossil/element I mentioned to finally show on purchase list. 

    Two coders working on it, on two different aspects, not communicating with each other, two different numbers can emerge for (almost) same thing. Yep, can and does happen.

     

     

    EDIT - Is there a new-fangled Eco trait or Eco skill associated with soy beans? Such that if a sim does not have it, soy beans will not be available? (Similar to how you block vamp foods on fridge recipe selection lists showing for humans to grab, and vice versa.)

      

  16. As the options on this mod are the debug cheats tweaked, I think you may still need an extra mod to have the game recognise/accept unlocked debug cheats. I use TwistedMexi's mod for unlocking debug cheats and (After the Seasons Patch.) continue forcing the game to still accept them as Maxis thought it a good idea to switch many off. TwistedMexi's mod is probably still a requirement for 1.63 and beyond to continue unlocking the debug cheats.

    Found on his Patreon (free) page here - https://www.patreon.com/TwistedMexi/overview

  17. Which object instance number (xml number) for Soy Beans are you adding to the purchase list?

    It won't be the main Object XML number that does it.

    To find all the correct object xml numbers that work for all purchase list mods, be they fruit, flowers, gems, fish, look for the file - 

                                                "objects.collection_manager"   xml number - "11895884615193299768"

    This is the file that holds all information regarding every collectable object. All objects listed, and their otherwise hidden xml numbers, are the ones you add to purchase list mods for the usable object to appear on purchase lists and for actual object to manifest in a sim's inventory after they buy it.

    (Note: sometimes they come with no monetary value which you'll have to add in the purchase list mod yourself otherwise they'll be visible on he list, but still not buyable.)

    I'm sure the Soy Bean object number would've been added to the garden harvestable section of that important xml in the 1.63 patch.

    It's a handy XML to always check against patch updates in case Maxis add any new collectable goodies to the game you want to straight-up make a purchase mod for.

  18. What I can tell you is, the Forest & Jungle as Residential mod, as well as editing the specific region files, has to also edit two other very important files - an XML and its Simdata counterpart - that contain a heck of a lot of information, many, many aspects, regarding every single region the game has and lots of direct information about every single pack released for the game. And certainly when new packs and indeed new world regions are released for the game, those two files need a lot of new info added.

    All the Eco pack elements and its region data are missing from them, and very soon the knitting pack info will also be missing. That's bound to have negative consequences somewhere down the line. Unless of course you are on 1.64, as you say, but have not got Eco EP and do not get knitting pack, then you'll never notice anything askew.

    So just be careful as you never know what'll be missing and you might have unseen, unknown glitches in those new packs if they are installed as a heavy amount of data is incomplete/not included for them in that mod.

    But if you don't have them installed, then it should be fine until the next new pack you get, and thereafter you will have to rethink using the Forest Jungle Resi mod. 

     

  19. I was looking at that very issue myself recently. (As explained in post June 9th.) The LEs for it certainly are odd, since the parameters on the XMLs - for Perfect quality outcome instead of Normal quality outcome -  should remain fine if altered. It's all coding the game should accept without question, so why the strange LEs for this minimal, supposedly-acceptable change? A change that has worked fine since TS4 released. A change if done to alter the quality of other things that have quality states remains acceptable. So what's up with the fruit, veg and flowers going bonkers with LEs? Not forgetting I'm not even on 1.63 and the new-fangled Soy Beans to exacerbate the issue! Yet still suffered the same LE issues for making an otherwise acceptable coding change when I wanted to tidy up my mods for 1.62 compatibility. Tiny Living done something odd, that's for certain.

    I abandoned editing the XMLs in the old way because of the LEs. The workaround I used to continue getting Perfect produce when buying fruit, veg, flowers from any of the Chef objects or the Florist Vase, was to take that Normal Quality XML - as referenced in each and every produce XML - take the Perfect Quality XML, and copy all coding from Perfect XML below main header and paste it onto/over all coding on Normal XML below header. Done deal. The game still issues normal, but at perfect quality and no more damn LEs. Back in business. At least a workaround till this odd behaviour spewing LEs for what should be acceptable changes, (Previously always were acceptable!) is ironed out - if ever.

    Also thanks for all the work your doing to these to make them 1.63 compatible. Much appreciated. Go, go Soy Beans!!!! :giggle2:

  20. Yes, but that was a known issue when I first uploaded these mods with the no homework feature. Hence writing what I wrote back then to explain getting rid of homework books is for the best as they are no longer needed. And it still holds true presently. Whatever else 1.63 may or may not have done to this mod it's not responsible for this outcome, and getting rid of homework books is still strongly advised when using this mod as they are surplus to requirements and will cause the very issue you have reported.

    1.63 certainly did not fix it, more's the pity. :giggle2:

    Given it starts as completed and then only has three more coded stages it can get to, unfortunately It cannot come full circle to completed again. Unavoidable, not so much a glitch, just rearranged stages that do not (cannot) end on that which it started; completed.

  21. Probably patch related, but just on the off chance, does it become complete if the child/teen also does the extra credit homework on top of normal homework? I vaguely remember something akin to this ages and ages ago. Could be same thing. But more than likely the delightful and ever-so-mod-friendly 1.63 smashing it up a bit. Because youngsters completing homework 100% saves the environment, didn't you know? :64: They all have to do their bit if they ever want to see those night arouras in the skies, even the young'ns.

     

    Then again, having said that. This mod prevents the need for them to do homework at all. So you need to delete the homework book from them or it will get stuck as incomplete given it starts (untouched) as complete - hence no need for the actual book itself as it only complicates matters. And they will always attempt to do homework regardless of this mod if they have a book on the lot or in their inventory. But even if a rogue book finds its way into their lives and they find the path of least resistance to go do that pointless homework, it only last for a day and the next day after returning from school it will once again start as complete. Good time to find said rogue homework book and destroy it. Give them a personal diary instead. Same writing animation, no impact on homework completion status, best of both worlds.

     

    Just a reminder quote from main post about homework books -

    "Before installing this mod, make sure that if any played school children have made a start on their homework, then they finish it and have fully completed including the extra credit homework. If they have not made a start on their homework, this is fine. The mod makes "not started" equal to "completed" and permanently keeps it that way, day after day. So make sure it's either not started at all, or fully completed if started including extra credit, then place the mod and finally burn those wretched, troublesome homework books and never see or need them again."

     

    Now you realise first hand why I wrote that. And thanks to your report this still holds true. But god knows if 1.63 has thrown any new weirdness on top. Could be. Major patches usually do hit the files this mod uses. I can't remember and EP patch since Cats and Dogs that didn't hit this mod.

  22. I did forget about that one. The full mod is actually ready for release, as well as already being integrated into the Region XMLs (I think), so players may already have the option to choose a Scout Park venue in the build mode panel if using my Forest & Jungle as Residential mods, - (The Scout Park designed for the forest region.)  however no mod to back up that choice. I can't remember if I've done that, already uploaded Region XMLs that give the Scout Park choice. Maybe, since I was on the cusp of releasing it all.

    I also have the Graveyard venue and the Family Hangout venue ready.

    The reason I did not go fully forward with them, as you can imagine is good, old cyclone 1.63.  If you are on 1.63, which most folks have moved onto, then you will seriously, seriously need to remove my Forest & Jungle as Residential mod. It will break your game, probably not even allow the new Eco neighbourhood/Region to show if kept in the mods folder.  (If you don't have that mod, never did have it, then Scout Park would never have worked for you anyway.)

    I have been toying with the idea to release the three mods (Scout, Graveyard & Family Hangout) and the three lots I made for them, as a final farewell parting gift. But how many folks are still on 1.62 with the intention of staying there indefinitely? A requirement, especially for the Scout Park venue, as to move onto 1.63 requires to scrap the Forest & Jungle as Residential mod and all others that rely on it, such as the Jungle Bar & said Scout Park venue.

    So I kind of don't know what to do, and in such cases usually opt for the default stance of "do nothing then." I don't want to let anyone down, but 1.63 has me over a barrel on this Scout Park aspect. And if you are now on 1.63 yourself, then unfortunately you would not be able to use it.

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