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coolspear

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  1. Here in Part 2 of the Scientist career Reimagined set, it will be concentrating on the co-workers, some new staff, and the labs.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    Co-workers Better Uniform

    All co-workers (Except the Receptionist.) stop wearing the basic science uniform and start wearing the medium one, that includes safety goggles and protective gloves. Because FutureSim Labs do not want to fail on their Health & Safety record, nor face litigation cases from injured employees because Maxis think it's acceptable to hold back on issuing the safety gear - in a laboratory environs!!! - till you're half way through the career. Under Maxis rules, who the heck even survives to get half way into the career intact, unscathed or alive?! EA cheapskates! Unpack those dusty boxes of safety gear and dole it out! FutureSim Labs wish to respect and uphold their Duty of Care to their employees, and here's where it starts. 

    This simple mod is all that remains of the original 20, 30 or 40 More Co-worker/Better Uniform mods. The evolution of the next mod in this thread now uses the XML for lab co-workers, so all the old More Co-worker mods are obsolete and had to go, except this very simple one that only changes the uniform but not the default number of lab co-workers. (Which is 5 btw, including the single receptionist.) As such, this mod will conflict with the next one, so it's not meant for those players who are interested in using the newly reworked mod below. Of course, the Better Uniform element is equally incorporated into the other mod, too, so it's not gone. Just all those ludicrously high staff numbers are gone. As the reworked mod below doesn't have anywhere near that many co-workers.

    I'm sure some of you may have already noticed for a while now, as the game, its packs and its patches keep coming, it is getting technically less and less capable of handing large groups of sims, with this iteration's version of sim catatonia hitting an 18 year all-time high. Your game, your way, when your sims finally move their procrastinating asses. So, cutting this long story short, I've now cut the big staff numbers short, too. Anywhere between 12-16 depending on the event day, and a few regular NPC service staff, and that's it. And all now governed by the mod below.  Your job, your way, you are the boss.    

     

    FutureSim Labs Co-workers & Events Reworked & New NPC Staff - (All-In-Ones)

    Lots and lots of tweaks here. I'll try to keep it mostly on point and as brief as possible, and just stick to the more dominant surface aspects. (Yeah, right. You... brief, coolspear? Since when?) 

    Firstly, the familiar things of this reworked mod that are still in place. This mod sets it up so that 2 alien Bartender NPCs fly in from Sixam every day to work at the labs. Also a human Barista NPC comes in from Windenburg every day to serve up cakes and coffee to our scientists and their co-workers. Have your top scientist sit and chat with those bar staff to relieve the pressures of the workday, and watch all the faces of your co-workers light up in the canteen while they enjoy the barista treats.

    Barista Note: The barista workstation object and NPC are from the Get Together EP. While it is not a required install to use this staff mod, the object and the NPC just won't exist in your game if you do not have that EP installed.

    Bartender Note: The alien barstaff for the labs have been given new XMLs I made specifically for them, so it no longer has anything to do with the alien bar staff who work on Sixam. I had to do this separating because of the new mod I've made for Sixam to be a permanent alien party place for everyone who visits the alien world at any time, not just for scientists from the labs.

    Brand New FutureSim Lab Staff - Feb 2018

    3 x Sixam Scientists NPCs will now regularly attend the labs each workday, as fellow top level scientists. Given the aliens see themselves as a technically superior race, they might seem a little distant at first. Though putting in the time to become great friends and colleagues always pays dividends. Or just plain blasting them any chance you get with your SimRay freeze gun might also get the interplanetary techno-snobs into line and show them who's the real boss of these here labs. But take a deeper look and you'll see a bunch of noble, dedicated scientist, who just want to study and sample all sim Earth has to offer in its gardens, by tending to the plants. In its lakes, by enjoying a bit of fishing. In its canteens and kitchens, by stuffing their alien faces full of cakes and washing all down with troughs of barista coffee. And no bad thing.

    3 x Regular co-workers reassigned into new roles. Indeed, the NSSA (National Sims Space Agency) has decided to set up shop in FutureSim Labs as it has the best rocket and astronaut training facilities bar none. As such, each workday, three of your fellow co-workers will be called into the Astronaut Training Programme, and attend labs with appropriate new job title and space suit. Where they will, as part of their unique programme, fly rocket missions in between other physical and mental training initiatives.

    They'll also be reading and playing chess, and working out on the gym equipment.

    All helped under the guidance of another new NPC, the Astronaut Training Coach. Who will come in daily to help push them to the limits in all disciplines, to make them the best of the best.

    A couple of other regular co-workers will be happy to know that they can relax about the labs in the official role of Off Duty Co-workers, and they'll seek out fun things to do. Namely enjoying the stuff those alien bartenders are pouring into cocktail glasses, or getting regularly licked by those disciplined, logical astronauts at chess. Or just finally making use of that dance floor in the Chemical Spill co-worker's lounge area.

    Activate the new Fun Satellite Dish objects and allow your regular co-workers to join the astronauts in the space race, by autonomously summoning UFOs and taking a joyride into the cosmos. The skies above the labs have never been so busy. Seriously might need to construct an air traffic control tower to manage it all before disaster strikes! And that would be a heck of a blow to that impeccable Health & Safety record FutureSim Labs are so proud of.

    And finally, another familiar element of the original mod, just tickled and tweaked ever so slightly, though nothing to write anything new about. If and when the alien visitors come to the labs they will now be undisguised aliens, no longer in a human disguise. This is to prevent the game generating more unwanted homeless sims. If you've been to Sixam, then the game would have generated undisguised alien sims, so then let the game continue using those sims for this lab visiting event also. (Stop filling my homeless bin with more and more useless, unwanted sims, Maxis!)

    The alien visitors should now behave a little better. Given that their Sixam superiors are now also working at the labs as scientists. So now not only breaking less objects, but actually repairing stuff if they do break anything. They may actually just go fishing, or might even do a spot of gardening, or just sit drinking at the bars with their alien mixologist pals. And again, no bad thing.

    Your job, your way, you are the boss.

    Note - Regarding the new "All-In-One" update to this mod as of November 2018. It's the version I use in my own game, and now that the All-In-One NPC mods have been released, I will upload this version of the Lab Staff mod. The changes will be the Barista, Astronaut Training Coach and the three Astronauts in Training will all be All-In-One sims. But only if using the All-In-One NPC mods found here - http://simsasylum.com/tfm/index.php?/topic/13720-world-sim-control-06-worker-npcs-all-in-one-npcs/

     

    No Lab Fires & No Running

    This mod is to prevent the outbreak of fires at the labs. Especially helpful when using higher numbers of co-worker mods. The risk of fire hugely increases. I've learnt that lesson the hard way. Having to painstakingly replace many burnt objects after a careless co-worker set the labs ablaze. There are only so many protective advantages goggles and gloves can provide. Stopping the labs burning to the ground ain't one of them. Never again! Your job, your way, you are the boss.

    Also added the No Running code just as I have done for all other community lots. Not that I've ever seen any co-worker sims running at the labs, just some of those visitors that hangout down by the barbeque area. Now nobody will take to running, unless specifically there to jog which is a different thing. 

     

    No Generate New Co-Workers - New for September 2019

    I could have sworn I released this old mod ages ago. Anyway, once you are happy with the amount of staff at labs, be they sims generated by game or sims you have made yourself and given the science career to, then put this mod in mods folder, to stop game generating any more new, unwanted faces. Forcing game to keep using the ones in existence. If there are no other lab staff yet, such as in a New World Scenario, then take this mod out if you want the game to fill those roles, otherwise there will be no other staff at labs until you make enough of your own sims in the career.

     

     

    Important Notes on Visitor Numbers

    300 - No, not a story based on the brave Spartans battling the Persians at Thermopylae, but certainly a tale regarding a clash of mods.

    In the case of all these WSC mods, it is highly advisable to use mods that allow higher visitor numbers than the Maxis default cap of 20.

    Without doing so, the street and venue mods of these WSC sets will probably not work as advertised, especially with a hit on the staff failing to attend, and will probably lead to player reports such as "this mod doesn't work properly for me," or "Staff are missing and keep leaving the lot."

    MC does have several functions to increase visitor numbers for world and per each lot. However I know they do not work the way I need them to work for my particular venue mods, hence I use a different mod method for controlling more sims and staff.
     
    Below are the alternative steps that I use, rather than MC's functions. Following this method should, hopefully, have you see the same results in your games as I do in my own when using the WSC mods.

    Step 1 - First, have all MC higher visitor numbers switched off. Both the main global visitor number increase option and all the separate venue options. In effect, all set to Maxis default. Deaderpool was kind enough to make these options switchable, after modders like myself requested it when the functions were first introduced to MC. As we like to do higher sim numbers and venue mods the old fashioned way to have more in-depth control of the numbers and staff flow per venue.

    Step 2 - Install this mod - 300ZoneSims.rar - A very simple mod with very little data on it, but powerful data indeed when it comes to altering sim visitor numbers. This allows up to 300 sims to be present in the one area. Including staff, visitors and all the street walkbys, as already stated they all count towards the max number allowed. Don't worry, your streets and venues are never going to get clogged up and overcrowded with 300 sims each time. That would kill the game with deadly lag! It all depends on how many sims modders, such as myself, then alter and include in the editing of Zone Director XMLs for all streets and venues. Personally I don't make too many sims come to venues. Usually only a little more than default 20. The 300 max is just nice to know that however many staff and visitors I have coming and going in my venue mods, and however many walkbys beetling the streets in the background, all together they'll never come close to hitting the 300 max and NPC staff should not fail to come or be turned away as "last-in-first-out" due to the Maxis default max cap being hit.

    Step 3 - As I am working my way through changing all venue types with visitor and staff changes, I have, as yet, not uploaded all relevant mods. Until I do so, I suspect it will be fine to activate the individual venue options in MC to allow more visitors for the specific venues I have not covered yet. Though be sure not to activate the global amount as it will override the 300 mod. Although, having suggested this, it is not fully verified and may not work the way I see it in my head. Activating any part of MC's visitor number options may simply override all my WSC mods. Player feedback would be helpful on this as due to continually testing my own stuff, I have no intention of activating any of the MC visitor and venue options in my game just to find out. I know I need them switched off (set to Maxis default) in my game for my mods to work, so off they stay.

     

    cool1_careerSci_CoworkersUniformOnly.rar  - Updated for 1.55 :wavehi:

    cool1_careerSci_FutureSimLabsCo-workers&EventsReworked_NewNPCWorkers(All-In-Ones).rar  - Updated for 1.55 :wavehi:

    cool1_careerSci_NoLabFires&NoRunning.rar  - No update required

    cool1_careerSci_NoGenerateNewCoWorkers.rar  -  New for September 2019 :wavehi:

    300ZoneSims.rar - (In case you did not read the important notes above.)  - No update required

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section.

     

    XML Resource Used:

    Spoiler

    More Co-workers 20, 30, 40 & Uniform Goggles-Gloves
    9C07855F!00000003!000000000001A430.job_CareerScientist_Coworker.SituationJobTuning.xml
    Alien Bar staff at Labs & Barista & Co workers Alien Visitors tweaks
    0E4D15FB!00000003!000000000001BB84.role_Scientist_AlienVisit_Alien.RoleStateTuning.xml
    9C07855F!00000003!000000000001BB81.job_CareerScientist_AlienVisit_Alien.SituationJobTuning.xml
    6017E896!00000003!000000000001A92E.buff_Role_Appropriateness_Coworker_ScientistAllow.BuffTuning.xml
    6017E896!00000003!000000000001BDE5.buff_Role_Appropriateness_AlienVisit_Alien.BuffTuning.xml
    F958A092!00000003!000000000001A2F4.careerEventZoneDirector_ScientistLab_Base.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001B9E0.careerEventZoneDirector_ScientistLab_AlienVisit.ZoneDirectorTuning.xml
    Labs No Fires & No Running
    E6BBD7DE!00000003!000000000001A3DF.venue_ScientistLab.VenueTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  2. This is Part 1 of the Scientist Career Reimagined mods set. It will be for all mods in the set that are specific to our scientists and their career interactions and daily routines, events and shifts. Although they are designed to work in harmony with each other for the best effects and results, you don't have to use them all if you don't want to. Pick, choose, mix and match whichever ones you like.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    1 Task Gives Max

    Using all ten "careerSciSG" package files in this rar, will cover all tasks that our scientists perform at all ten levels of the career. The function of this mod is to max out the Daily Task Bar after doing only one task. This frees the player from being locked into a daily repeat grind, struggling to do the same chores over and over for ten levels of dire monotony, just to stay afloat in the career. When doing only one task, and maxing the Daily Task Bar, your are then free to do whatever you like at the labs and on Sixam for the rest of the day. Do more tasks if that suits your work ethic, or just plain mess about and have fun. You're a brilliant worker at the end of each day whichever your choose. Your job, your way, you are the boss.

     

    Daily Events Rebalanced  x 3 versions

    Version 1

    As our scientist work through the career and get promoted, certain event days will open up according to the career level. All building up to the career grand finale of a level 10 invite to go party with the aliens on Sixam. There are 6 event days in the scientist career. So a Level 10 Scientist should expect to see them all repeating with an enjoyable regularity each new workday. Some events more than others, but still repeating. Yet something happened in a patch somewhere along the line, that made some of these event days take an age before they repeated, if they repeated. So I finally had enough of this painful rule making me wait seven sim weeks before another invite to Sixam, and decided to rebalance it. Now all 6 event types should appear more often for a high level scientist, and also keep a nicer flow of repeats for the lesser event days for lower level scientists working their way through the career promotions.

    Version 2

    Completely opposite to Version 1, those alien invites to Sixam are blocked. I made Version 1 when I was new to the career and needed to end the absence of invites and force them to come more regularly. Version 1 does that very well. However, since then, I have made the mod where our scientists can leave the labs to go party on Sixam whenever the player wants, no need of an invite.  Further to that, I've also recently released a mod reworking Sixam itself, so that the alien party is always going on, complete with new alien DJ NPC. So now any sim can travel there from anywhere to party with the Sixam massive. No longer a need to be in the science career nor at the labs at all. So I'm kinda' all Sixamed-out, and just don't want the game to invite my top scientist there any more. Nor fail a day of work because I've just spent the weekend partying at Sixam and not quite ready to face the alien world so soon after. (I think the Sixam authorities are looking for my sim to question him about the damage done to the lot during that very wild weekend bender I just mentioned. Better all humans avoid Sixam for a while. :hehehe: ) Humour aside, I now only want to go to Sixam when I want to go to Sixam, hence Version 2 is born. This mod is specifically designed for those scientists who are at level 10 of the career and have already experienced and completed at least one official invite to Sixam. I do not recommend using Version 2 unless these default career objectives have been met and satisfied. Your job, your way, you are the boss.

    Version 3 - New for September 2019

    As above, no more invites to Sixam, plus it also stops the event day where Aliens come to visit the labs. I've had enough of it, plus it can contribute to an increase in lag spike and longer times between sim autonomy interaction pushes due to the handful of Alien sims turning up at labs and giving the computer's CPU more work to do. No thanks. Same rules apply, it's best to let the game do at least one official Alien Visit Labs Event Day, (Triggered at Level 6 Scientist) and one official Invite To Sixam Event Day (Triggered at Level 10 Scientist) before using this mod. Let the game check them off the list before you shut them down forever.

     

    Only use one version in your game.

     

    Work Hours

    This mod has been reworked once again to suit my play style. What I mean is, for a long while this is the mod I've been using in my game. Every time a big patch hits, it has knocked the stuffing out of this mod, and 1.47 was no exception. Actually more changes on the XMLs for 1.47 than the last two big patches made. So yeah, I'm sick, sore and tired of having to update multiple versions that I don't even use.  So I updated this version, as I need it and use it, and that's all I'll be checking and updating from now on. When Maxis finally quit patching this game, by all means request alternate versions and I'll be happy to oblige. But until then, I can't do it anymore. On an upside, it seems Maxis have included a new function for our sims to be able to switch out careers on the fly - new "jobhopper" coding in the files -  without having to do the quit jobs malarkey. If this means what I think it means, (I haven't played Fame pack yet to truly know) then being a Scientist on a Tuesday, Doctor on a Wednesday, Detective on a Thursday, Actor on a Friday, would be right up my alley. I'll see what the new coding is actually doing and maybe help it with modding to achieve all this.

    The Level 10 Scientist now only works on a Tuesday for a ten hour shift. And that's it. Wages for the day altered to reflect this, so the same is earned as working all week. Little bit more actually. And the Level 10 Scientist is on the same wage rate as the Level 10 Doctor.  

    This gives the sim a lot more free time throughout the week to improve their lives in other matters, or maybe works shifts in other careers depending on what this new "jobhopper" coding is all about. Your job, your way, you are the boss.

    Note: No other levels of the career are used or edited in this mod. (Grrrr, big patches.)

     

    Paid Time Off (PTO) No Cost

    This mod allows any scientist at any time, for as many consecutive days as you like, to phone in sick and take a paid day off work without any negative outcomes. Even on day one of the career for a new scientist with no vacation days in the bank. Just phone in first for each day, and don't ever worry about angry bosses. Eventually the unused vacation days your scientist earns will mount up. So then you can take out this mod for a while and spend them in the default fashion. Your job, your way, you are the boss.

     

    cool1_careerSciSG_1TaskGivesMax.rar  - No update required

    cool1_careerSci_WorkHours_Lvl10_10hrDay_TuesdayOnly.rar  - No update required

    cool1_careerSci_PTONoCost.rar  -  Updated for 1.55 :wavehi:

    Daily Events Rebalance V1  -  Update pending

    Daily Events Rebalance V2  -  Update pending

    cool1_careerSci_DailyEventRebalanced_V3_NoMoreSixamInvites&NoAlienVisits.rar  - New for September :wavehi:

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section. 

     

    XML Resource Used:

    Spoiler

    1 Task Gives Max
    Too many XMLs to list here. All files are the Scientist "Situation Goal Tuning" XMLs. Contact me if you need to know more.
    Daily Events Rebalanced
    94420322!00000003!000000000001B6DF.careerEvent_Scientist_EarlyDefault.CareerEventTuning.xml
    94420322!00000003!000000000001B9DF.careerEvent_Scientist_AlienVisit.CareerEventTuning.xml
    94420322!00000003!000000000001B86E.careerEvent_Scientist_Surprise_Good_Bad.CareerEventTuning.xml
    94420322!00000003!000000000001BA20.careerEvent_Scientist_Surprise_Collect.CareerEventTuning.xml
    94420322!00000003!000000000001BB8C.careerEvent_Scientist_Surprise_SimRay.CareerEventTuning.xml
    94420322!00000003!000000000001BC3E.careerEvent_Scientist_Alien_WorldEvent_Start.CareerEventTuning.xml
    5hr Days - Level 10 Mon & Tues Only
    2C70ADF8!00000003!000000000001A2FE.careerLevels_Scientist_1.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FD.careerLevels_Scientist_2.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FF.careerLevels_Scientist_3.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A300.careerLevels_Scientist_4.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A301.careerLevels_Scientist_5.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A302.careerLevels_Scientist_6.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A303.careerLevels_Scientist_7.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A304.careerLevels_Scientist_8.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A305.careerLevels_Scientist_9.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A306.careerLevels_Scientist_10.CareerLevelTuning.xml
    545AC67A!0070ADD4!000000000001A2FF.careerLevels_Scientist_3.SimData.xml
    545AC67A!0070ADD4!000000000001A300.careerLevels_Scientist_4.SimData.xml
    545AC67A!0070ADD4!000000000001A301.careerLevels_Scientist_5.SimData.xml
    545AC67A!0070ADD4!000000000001A302.careerLevels_Scientist_6.SimData.xml
    545AC67A!0070ADD4!000000000001A303.careerLevels_Scientist_7.SimData.xml
    545AC67A!0070ADD4!000000000001A304.careerLevels_Scientist_8.SimData.xml
    545AC67A!0070ADD4!000000000001A305.careerLevels_Scientist_9.SimData.xml
    545AC67A!0070ADD4!000000000001A306.careerLevels_Scientist_10.SimData.xml
    545AC67A!0070ADD4!000000000001A2FD.careerLevels_Scientist_2.SimData.xml
    545AC67A!0070ADD4!000000000001A2FE.careerLevels_Scientist_1.SimData.xml

    PTO No Cost
    0C772E27!00000003!000000000001BFA5.loot_Career_PTO_Scientist.ActionTuning.xml
    E882D22F!00000003!000000000001BFA3.phone_TakePTO_Scientist.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

    Footnote:

    Regarding the 1TaskGivesMax mod, I have removed all the redundant XMLs from the mod and initial play testing confirms so far that all is well. However, given that there are hundreds of possible tasks, I need more people checking. If you find there are any tasks that no longer max out when completed, and just give the minimum default boost to the Daily Task Bar, please let me know which ones they are so I can add them to the mod.

  3. On ‎08‎/‎02‎/‎2017 at 3:04 PM, aparkison said:

    New mods! I can't wait! :yahoo:

    Are you still messing about with the zone director mods you had a thread for in the discussions over at MTS? - like baristas in libraries or working food stalls in parks? Just curious.

    So glad you're back. And it was so lovely not to have a hard hitting patch this month. That gets tiresome for all of us (I know it does for me), I think. I hope you can get back to your own gameplay since this patch was light!

    Yep, I still have those. Reworked museums, libraries, gyms, spas, pools and parks so far. Tweaked many of the jobs and roles to have visiting sims doing more varied things at different times of the day, as well as all the new staff and object tweaks. They've managed to get though most of the recent patches fairly unscathed. So there's still a green light on them finally being uploaded - and of course the reworked Maxis lots to accompany the XML changes.

  4. This set of mods unlocks all the insects that come with Outdoor Retreat GP and places them in Build Mode. So now our sims can buy them and place them all over their homes, inside or outside, gardens, basements or bedrooms, on residential and community lots, all to have a bit of insect wildlife buzzing and beetling around.

    They are found in Decorations/Plants and in Outdoor Plants/Flowers. I have given each type a Build Mode thumbnail and descriptive text so you can see in game what each one does before purchasing. When placing, all you will see is a green footprint on the ground. The insects generate once back in Live Mode. If you need to reposition insects, once back in Build Mode grab the insect itself and move green footprint to a better position. Be careful not to place insects directly in front of objects you need to click on to interact with, as the insects will get in the way.

    Half of these objects will only ever generate a single insect type. The other half have more than one in each, and after placing one of those types will randomly generate. Once generated, that random type will never change. Your sims can still collect these insects, and once they do it will not be automatically replaced. Sims do not collect insects autonomously.

    These mods are not the same as the default insect spawners. A Maxis game rule for the default insect spawners is that insects will disappear (be deleted) after a short while, so that the spawner can generate a new insect later on. The insects of these mods are also subject to that rule, and will be deleted shortly after placing. To prevent this, I have also included a mod with this set to stop that deleting process from happening. So now all insects will remain in place and never go away, unless you sell them off in Build Mode or have your sim collect them. That mod is named "Always Visible."

    The idea behind this set is to make insets a decorative feature for interior and exterior fun and storytelling. You want a permanent swarm of bees for your beehive objects? Ants permanently gathered round the Cooler Box or Picnic basket? Fireflies constantly buzzing round your outdoor lights? A majestic Dragon Dragonfly forever patrolling over the realms of his pond? Fish jumping out of the water as if to try and eat the lesser dragonflies that are flitting about above the pond? Here are the mods to have all this wildlife storytelling come true. They will not conflict with any unlocked spawner mods. Using the mods here and spawner mods together you can have the best of both worlds. And get those insets to stick around! As even the spawners can have long gaps between deleting one insect and later replacing it with something else. Now there will always be insects with no empty gaps.

    Common Camp - Lady Bugs, Fire Ants, Bees, Jezebel Butterflies
    Common Forest - Katydid bugs, Stink bugs, Termites
    Common Hermit - Blue Morpho Butterflies, Luna Moths
    Uncommon Forest - Mantis, Locust, Monarch Butterflies
    Uncommon Hermit - Jewel Beetles, Walking Stick
    Rare Forest - Dust Sprites, Rainbow Fireflies.

    All others generate a single inset type only and that insect is in the name of each mod. Also all are helpfully described in game when in Build Mode.

    Outdoor Retreat GP is a required install for these mods to be of any use in your game.

     

    Mod to make insects stay permanently visible.

    cool1_insects_AlwaysVisible.rar  - No update required

    All insect object types - (All below are made from Binary Files which are almonst never altered by patches.)

    cool1_AllInsectsInHere.rar  - Personal update October 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Specialized Mods section.

     

    XML Resource Used:

    Spoiler

    Always Visible
    339BC5BD!00000002!000000000001AFDA_commodity_InsectSpawner_Visibility_StatisticTuning.xml
    Common Camp
    C0DB5AE7!00000000!0000000000011553.inviseractableModelGENftpPlacement_GP01insect_CommonCamp.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011553.ObjectCatalog.binary
    Common Forest
    C0DB5AE7!00000000!0000000000011552.inviseractableModelGENftpPlacement_GP01insect_CommonForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011552.ObjectCatalog.binary
    Common Hermit
    C0DB5AE7!00000000!0000000000011554.inviseractableModelGENftpPlacement_GP01insect_CommonHermit.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011554.ObjectCatalog.binary
    Uncommon Forest
    C0DB5AE7!00000000!0000000000011555.inviseractableModelGENftpPlacement_GP01insect_UncommonForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011555.ObjectCatalog.binary
    Uncommon Hermit
    C0DB5AE7!00000000!0000000000011556.inviseractableModelGENftpPlacement_GP01insect_UncommonHermit.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011556.ObjectCatalog.binary
    Rare Forest
    C0DB5AE7!00000000!0000000000011557.inviseractableModelGENftpPlacement_GP01insect_RareForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011557.ObjectCatalog.binary
    Dragonfly
    C0DB5AE7!00000000!0000000000010756.inviseractableModelGENftpPlacement_GP01insect_dragonfly.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010756.ObjectCatalog.binary
    Firefly
    C0DB5AE7!00000000!0000000000010BF9.inviseractableModelGENftpPlacement_GP01insect_firefly.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010BF9.ObjectCatalog.binary
    Mosquito
    C0DB5AE7!00000000!000000000001074E.inviseractableModelGENftpPlacement_GP01insect_mosquito.ObjectDefinition.binary
    319E4F1D!00000000!000000000001074E.ObjectCatalog.binary
    Dragon Dragonfly
    C0DB5AE7!00000000!0000000000010757.inviseractableModelGENftpPlacement_GP01insect_dragonflyDragon.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010757.ObjectCatalog.binary
    Rainbow Firefly
    C0DB5AE7!00000000!0000000000010759.inviseractableModelGENftpPlacement_GP01insect_fireflyRainbow.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010759.ObjectCatalog.binary
    Will-O-The-Wisp
    C0DB5AE7!00000000!0000000000010754.inviseractableModelGENftpPlacement_GP01insect_willOTheWisp.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010754.ObjectCatalog.binary

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  5. 1- What Type of Mods?

    This Specialized Mod section is for all the mods where the work on XMLs has been extensive, or I just built complete new ones because there was nothing in the Maxis game files that did the job. Also for standalone, cloned objects with brand new interactions, where I did not want the original Maxis default objects to pick up any of the new changes.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  6. I would not be at all surprised if this is part and parcel of the Get To Work career glitches that manifested with City Living. It would be helpful if those players who report City Living career bugs, also highlight if they have Get To Work installed. Most probably do. I think there is a strong correlation between the two EPs messing each other up. Just looking a City Living alone, or Get To Work alone, will probably not identify any issues. But the effects each one has on the other, that'll be the culprit.

  7. This mod aims to stop our sims from autonomously going to check out, view or marvel over the Bubble Blowers. There are a few types of reasons why they feel the need to do this, mostly relating to moods. Worse still, even with sims autonomy switched off, they still wander off to do it. I've had enough of that.

    City Living EP is a required install for this mod to be of any use in your game.

     

    cool1_sim_NoAutoViewBubbleBlower.rar  - Updated for 1.44

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    Spoiler

    E882D22F!00000018!0000000000020EF3.reaction_objectFamiliarity_High_bubbleBlower_mixer.InteractionTuning.xml
    E882D22F!00000018!0000000000020EEE.reaction_objectFamiliarity_Low_bubbleBlower_mixer.InteractionTuning.xml
    E882D22F!00000018!0000000000021115.reaction_ObjectFamiliarity_BubbleBlower_HighAggregate.InteractionTuning.xml
    E882D22F!00000018!0000000000021116.reaction_ObjectFamiliarity_BubbleBlower_LowAggregate.InteractionTuning.xml
    E882D22F!00000018!0000000000021117.reaction_ObjectFamiliarity_BubbleBlower_MedAggregate.InteractionTuning.xml
    0C772E27!00000018!0000000000020EC3_loot_Reaction_objectFamiliarity_BubbleBlower_low_ActionTuning.xml
    0C772E27!00000018!0000000000020ECC_loot_Reaction_objectFamiliarity_BubbleBlower_high_ActionTuning.xml
    0C772E27!00000018!000000000002111A_loot_Reaction_objectFamiliarity_BubbleBlower_med_ActionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

     

    Footnote:

    Update 22 April 2017 - Tweaked to improve the no auto blocking. While testing this new version I saw no attempts to go check or view the bubble blower any more. Hopefully this has nailed it.

       

  8. I think your suggestion would be a good addition, for those players who don't feel inclined to throttle roadblock nurses after five minutes. I also need to include a bit more relevant info to clarify the NS (New Staff) in the descriptions, and a bit more about MP (More Patients) as the increase in numbers isn't huge. Just a handful more throughout the day, nothing big. 

  9. 17 hours ago, Monica said:

    Thanks for this awesome mod!

    Is this compatible with the additional staff mod by an_dz & 15 hour active day career by aussie mummy btw?

    The additional staff mod by an_dz is actually out of date for a while now, But I also have mods in this set that change the staffing in a few ways. See Part 3 in this Career section. The an_dz will conflict with any of the Co-worker Strategy mods in Part 3. The mummy one should be fine as I do not use the same XMLs in any of the doc career mods.

  10. 11 hours ago, Corylea said:

    I got the Get to Work EP only recently, and I'm SO glad that you're uploading your career mods!  I love, love, love playing a scientist (see icon, after all :P), and I'm eager to try your new versions.

     

    My favourite is the scientist career, too. The doc career has the most amount of downloads, seems to be the more popular career across TS4 players. But my heart is with the science career, there's just so much more fun to have with it. Especially skipping off to Sixam now any time you like to have a party with the aliens. Party with aliens and they call that a workday? I'm not complaining. More of that, please. I have half a mind to see if I can get the docs and detectives to skip off to Sixam for a paid party workday.

  11. The final Part 3 of the Doctor Career Reimagined set concentrates on the NPC staff and patients who will come to the hospital.

     

    Co-worker Strategy - Heartbeat Hospital  - My preferred choice of staff to fit in with my Heartbeat Hospital lot. 

    Essential Staff Only -

    - Nurse - None. Waste of time and space. Get rid of them for less annoyances. (A crying shame as nurses in the real world are the backbone of hospitals and absolutely essential and fantastic. EA Maxis let them down terribly, making them nothing more than roadblock natterboxes. I advise TS4 Maxis staff who worked on Get To Work EP to never mention their job if they ever find themselves in a real hospital with real nurses. "So that's what you think of us, is it?!")

    - Orderly - 1 max per day. No shift rotation. (Shifts disabled in mod.)

    - Doctor (White Coats) - 1 max per day. No shift rotation. (Shifts disabled in mod.)

    - Diagnosis Doctor - (*Blue Coats) - 1 max per day. No shift rotation.

    - OBGYN (Pink Coats) - As Maxis Default. 1 Whenever. No shift rotation.

    - Assistants (Receptionist) - 3 each day. No shift rotation.

     

    Note1: *Blue Coats - I have given the diagnosis doctors blue coats from the scientist career, so they are much easier to tell apart from other white coat NPC doctors. Blue coat doctors are the best and most helpful of all the NPC staff, as they will follow your doc, going to all the patients you have examined, and diagnosing them for you. So then all you have to do is go back and issue treatments. Maxis changed these NPC types so they are pretty useless now. If you do see them diagnose a patient, be sure to take a screenshot and put it on ebay. It's a very rare sighting and may even be worth money! Hence now only one comes to hospital, so there's less chance of seeing how ruddy useless they are now, which just makes you want to swear if and when you do watch them just to see how woefully, unhelpfully crap they now are. Reduced to being another imbecile who just wants to use the analysis machines all frikken day.

     

    Orderly Role Review  

    Changes the Orderly work duty role to make them a little more work orientated, a little less of a slacker. True, they might not always have stuff to clean, but at least pretend you're a hospital co-worker and not at some holiday camp. Though put a TV down and forget about the orderly ever pretending to look like they're working. Not unless watching TV is in their job description! Then they should get a raise every day for being so dedicated to their work! Maybe they should start wearing the blue coats to represent how good at their TV watching duties their are. :slapnut:

    Physiotherapy Coach leave the Chem Lab Alone!

    New Addition - February 2019 -  A mod to stop the Physiotherapy Coach NPC from always playing with the Chemical Lab object. Those who use the All Staff All Days mod below, and the Heartbeat Hospital lot, know what I'm talking about. Leave the lab alone and go tend to the physiotherapy patients! Akkk!!!

     

     

    All Staff All Days - Heartbeat Hospital  NN,  NAE,  NPE,  NS+,  MP+,  HH

     

    ***Very Important Note***

    Doctor Career Levels - Due to the changes of this mod, it no longer works with doctors of a low career level range. Only use this mod if your doctor is at least promoted to level 8. Repeat, do not attempt using this mod for low level docs or it will break the career.

    *****

     

    First of all, by Maxis default rules, not all staff types attend work for every single workday. Such as the orderly not turning up, or other doctors. Too silly. This mod makes worthwhile NPC workers come to work all the time.

    Now to explain what all those abbreviated letters represent. (There is also a text file placed in the rar with a breakdown legend of the abbreviated letters. You can place it in the mods folder with the mod, in case you ever need a helpful reminded of what they all are.)

    NN = No Nurse - The roadblock annoyance truly obliterated.

    NAE = No Away Events - This is to stop the away events from happening. Removing the Emergency Events where your doc is called away from the hospital to give 3 sims a bottle of medicine. The agony of the loading screens going back and forth from hospital, and the upheaval of all staff leaving in a forced end of shift, was just too much for me to tolerate. I couldn't take it any longer, so I surgically removed the Away Events out of the grand scheme of things like a cancer. I just want my doc to stay at the hospital.  One big loading screen at the start of day - and one back home at end of workday - is enough, thank you very much.

    NPE = No Pregnancy Events - Maxis have ruined this, absolutely ruined it. They took eighteen months to finally fix an issue of special patient sims not turning up to complete the emergency pregnancy events. Eighteen damn months! Then when they did fix it, they mistakenly treated it like it was a normal pregnancy, a normal sim giving birth. Meaning the NPC called into service for the event now KEEPS the baby. To make that baby, the game uses the DNA of another sim, usually male. So your played sims who you might wish to remain faithful to their spouses, could end up being the parents of a string of illegitimate children. The NPC called to the event will always have to be a new one, as the pool of available NPC potential mothers dwindles, as they are not called back to have a second illegitimate bastard child of Mortimer Goth or whoever. If that NPC was in an important service role beforehand, that hidden trait is deleted from them so they can no longer be a maid, gardener or whatever. So now two useless sims sitting in the homeless bin, mother and illegitimate baby, and another new NPC soon needed to fill the maid or gardener role again - who will more than likely end up being the next emergency mother! Maxis, if it's going to take you eighteen months to fix something, then don't bother. Deaderpool had it fixed already. Just stay out of it. So then, all in all, Emergency Pregnancy Event is now removed. (Even if Maxis fix this, I don't care. It's gone now. Not waiting another 18 months for another lousy fix.)

    NS+ = New Staff Plus - This mod allows for new staff to attend your hospital. Those new staff are -

    - 1x Barista NPC (Get Together EP is not a required install, you just won't have the NPC if it's not installed.) Also the Barista Station object is required to be present on lot.

    - 1 x Physiotherapist Coach NPC - will attend to seek out Physiotherapy Patients and coach them in rehabilitation exercises.

    If using the All-In-One Worker NPC mods, both the above roles will be filled by an All-In-One worker. 

    MP+ = More Patients Plus - More default patients sims, now at all age groups including the missing teens and the return of absent elders. Higher numbers than default, but balanced to avoid lag and game stutter, varied throughout day depending on how many numbers are already in attendance. Plus new patient types -

    - Physiotherapy Patient NPC - Will attend and use gym equipment under guidance of Physiotherapy Coach, also uses spa objects and hot tubs, and will use Barista when hungry/thirsty.

    - Private Healthcare Patient NPC - Will attend and make their way straight to an examination bed without needing your doctor's assistance, bypassing the check-in queue.

    - Hospital Visitor NPC - Will attend and wander through the wards, watch ward TVS, chat with check-in patients and visit cafeteria Barista when hungry/thirsty.

    ICE+ = Increased Chance Emergencies Plus - Emergencies will occur every day. Now only one emergency type remains. The Collapsed Patient Event, as it's the only one left that is not a total pain in the butt or totally borked by Maxis. (Yet!) Emergencies will continue throughout the workday, repeating several times in one day, keeping your high level doctors on their toes and extra busy.

    HH = Heartbeat Hospital - Changes career text strings where appropriate to highlight doctor sim works at Heartbeat Hospital, rather than any of the 5 default hospital names that are randomly chosen when first starting the career.

     

    No Generate New Co-Workers - New for September 2019

    I could have sworn I released this old mod ages ago. Anyway, once you are happy with the amount of staff at hospital, be they sims generated by game or sims you have made yourself and given the doc career to, then put this mod in mods folder, to stop game generating any more new, unwanted faces. Forcing game to keep using the ones in existence. If there are no other hospital staff yet, such as in a New World Scenario, then take this mod out if you want the game to fill those roles, otherwise there will be no other staff at hospital until you make enough of your own sims in the career.

     

    Important Notes on Visitor Numbers

    300 - No, not a story based on the brave Spartans battling the Persians at Thermopylae, but certainly a tale regarding a clash of mods.

    In the case of all these WSC mods, it is highly advisable to use mods that allow higher visitor numbers than the Maxis default cap of 20.

    Without doing so, the street and venue mods of these WSC sets will probably not work as advertised, especially with a hit on the staff failing to attend, and will probably lead to player reports such as "this mod doesn't work properly for me," or "Staff are missing and keep leaving the lot."

    MC does have several functions to increase visitor numbers for world and per each lot. However I know they do not work the way I need them to work for my particular venue mods, hence I use a different mod method for controlling more sims and staff.
     
    Below are the alternative steps that I use, rather than MC's functions. Following this method should, hopefully, have you see the same results in your games as I do in my own when using the WSC mods.

    Step 1 - First, have all MC higher visitor numbers switched off. Both the main global visitor number increase option and all the separate venue options. In effect, all set to Maxis default. Deaderpool was kind enough to make these options switchable, after modders like myself requested it when the functions were first introduced to MC. As we like to do higher sim numbers and venue mods the old fashioned way to have more in-depth control of the numbers and staff flow per venue.

    Step 2 - Install this mod - 300ZoneSims.rar - A very simple mod with very little data on it, but powerful data indeed when it comes to altering sim visitor numbers. This allows up to 300 sims to be present in the one area. Including staff, visitors and all the street walkbys, as already stated they all count towards the max number allowed. Don't worry, your streets and venues are never going to get clogged up and overcrowded with 300 sims each time. That would kill the game with deadly lag! It all depends on how many sims modders, such as myself, then alter and include in the editing of Zone Director XMLs for all streets and venues. Personally I don't make too many sims come to venues. Usually only a little more than default 20. The 300 max is just nice to know that however many staff and visitors I have coming and going in my venue mods, and however many walkbys beetling the streets in the background, all together they'll never come close to hitting the 300 max and NPC staff should not fail to come or be turned away as "last-in-first-out" due to the Maxis default max cap being hit.

    Step 3 - As I am working my way through changing all venue types with visitor and staff changes, I have, as yet, not uploaded all relevant mods. Until I do so, I suspect it will be fine to activate the individual venue options in MC to allow more visitors for the specific venues I have not covered yet. Though be sure not to activate the global amount as it will override the 300 mod. Although, having suggested this, it is not fully verified and may not work the way I see it in my head. Activating any part of MC's visitor number options may simply override all my WSC mods. Player feedback would be helpful on this as due to continually testing my own stuff, I have no intention of activating any of the MC visitor and venue options in my game just to find out. I know I need them switched off (set to Maxis default) in my game for my mods to work, so off they stay.

     

    cool1_careerDoc_Co-workerStrategy3_EssentialsOnly_HeartbeatHospital.rar  - Updated for 1.55 :wavehi:

    cool1_careerDoc_AllStaffAllDays_NN_NAE_NPE_NS+_MP+_ICE+_HH.rar  -  Updated for 1.55 :wavehi:

    cool1_careerDoc_OrderlyRoleReview.rar  - No update required

    cool1_careerDoc_PhysioCoachLeaveTheChemLabAlone.rar  - No update required

    cool1_careerDoc_NoGenerateNewCoWorkers.rar  -  New for September 2019 :wavehi:

    300ZoneSims.rar - (In case you did not read the important notes above.) - No update required

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section. 

     

    XML Resource Used:

    Spoiler

    Co-worker Strategies
    9C07855F!00000003!000000000001B5AE.situationJob_CareerDoctor_NPC_Orderly.SituationJobTuning.xml
    9C07855F!00000003!000000000001B571.situationJob_CareerDoctor_NPC_Doctor.SituationJobTuning.xml
    9C07855F!00000003!000000000001C61C.situationJob_CareerDoctor_NPC_Doctor_diagnoser.SituationJobTuning.xml
    9C07855F!00000003!000000000001B2AC.situationJob_CareerDoctor_NPC_Nurse.SituationJobTuning.xml
    9C07855F!00000003!000000000001B572_situationJob_CareerDoctor_NPC_Assistant_SituationJobTuning.xml
    All Staff All Days Flavours
    F958A092!00000003!000000000001C533.careerEventZoneDirector_Doctor_Understaffed_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C534.careerEventZoneDirector_Doctor_Understaffed_DeliverBaby.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001A612.careerEventZoneDirector_Doctor_RoundMid.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001B82D.careerEventZoneDirector_Doctor_Understaffed.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BB7B.careerEventZoneDirector_Doctor_RoundsHigh.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BBA8.careerEventZoneDirector_Doctor_RoundsLow.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BBC9.careerEventZoneDirector_Doctor_RoundsLow_Messy.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE4D.careerEventZoneDirector_Doctor_Understaffed_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE58.careerEventZoneDirector_Doctor_RoundsHigh_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE68.careerEventZoneDirector_Doctor_Understaffed_Outbreak.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE70.careerEventZoneDirector_Doctor_RoundsHigh_Outbreak.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE76.careerEventZoneDirector_Doctor_RoundMid_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BFFE.careerEventZoneDirector_Doctor_RoundMid_Messy.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C6CB.careerEventZoneDirector_Doctor_RoundsLow_Level03.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C212.careerEventZoneDirector_Doctor_RoundMid_SampleAnalysis.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C213.careerEventZoneDirector_Doctor_RoundMid_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C214.careerEventZoneDirector_Doctor_RoundsLow_SampleAnalysis.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C216.careerEventZoneDirector_Doctor_RoundsHigh_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C217.careerEventZoneDirector_Doctor_RoundsHigh_DeliverBaby.ZoneDirectorTuning.xml
    Yoga
    FBC3AEEB!00000006!000000000001CD74.situation_yogaClass_EnergyCentering.SituationTuning.xml
    FBC3AEEB!00000006!000000000001D00C.situation_yogaClass_BrainBoosting.SituationTuning.xml
    FBC3AEEB!00000006!000000000001D00D.situation_yogaClass_MindConcentrating.SituationTuning.xml
    E882D22F!00000006!000000000001CFCD.yogaClass_Social_StartClass_MindConcentrating.InteractionTuning.xml
    E882D22F!00000006!000000000001CF3A.yogaClass_Social_StartClass_EnergyCentering.InteractionTuning.xml
    E882D22F!00000006!000000000001CFCC.yogaClass_Social_StartClass_BrainBoosting.InteractionTuning.xml
    No Away Events
    73996BEB!00000003!000000000001A2DE.career_Adult_Active_Doctor.CareerTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  12. It seems game to game, the attraction push is more varied. All I had was my own 16-strong main family to gauge with, and tweaked and tested till I saw the 16 of them using the hot tub occasionally but not over the top. What I can do is reduce the fake fun push to a lower amount that may better suit other player's games. But may just as easily have the hot tubs ignored all over again. I'll be happy to do one other reduced version at half fake attraction and you can let me know the results. I wouldn't want anyone to miss out.

    In regard to the napping, there is a game rule that specifies between the hours of 11pm and 3am (Something like that) sims will always use their beds if sleepy. Outside of those hours, then they are likely to use other method of sleeping such as naps on sofas, and also hot tubs since it is now open to them. I do not increase the attraction for naps in the hot tubs or bathtubs, there is no such thing in the game. It's all down to the particular hours of the day.

    I have a mod in testing that does not make napping non autonomous (there's already mods for that) but rather makes sims choose to nap on their own beds and nowhere else. Very handy if you send them to sleep, but they opt for a cheeky nap instead due to the time of day, then they still go to their own bed to do it, where you can tell them to properly sleep and they'll just slip under the covers without a fuss. And if the grandparents are napping on their own beds at 2pm in the afternoon. Then god bless 'em, that's just cute and just leave them to it. Better than banning napping outright, I find. I'll release that mod soon.

  13. Here in Part 2 of the Doctor Career Reimagined set, the mods are specific to patient behaviour and the hospital venue. Again you are free to mix and match any of the mods you desire here with any in Part 1.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    Seated Check-In

    For this mod to be successful, it will involve some effort on the player's part when building the hospital, to set up the seating arrangements of the hospital's check-in waiting area properly. If done correctly with the right amount of seating for patient traffic, and all chairs within the proximity range and facing towards the check-in desk , then all patients who come to check-in at the hospital's front desk will sit down in a chair, rather than stand up all day in agony.

    This mod allows the chairs to be placed at any circumference point around the check-in desk, one big circle, but all the chairs must be facing towards the desk for sims to see them as valid chairs for a seated check-in.

    The distance of the chairs is also an important factor. This mod makes the official check-in seating fall within the range of about 5/6 square tiles away from the desk. Any chairs or sofas placed beyond that range and patient sims will not see them as valid check-in seating.

    Get the hospital working the way you want it. Your job, your way, you are the boss.

     

    Patients Never Leave & Never Complain

    Even with all these mods, it can still be a longsome chore to refer every patient to a bed throughout the working day. Try as you might, there's always going to be a few stragglers your doc just can't get to quickly enough. But now, seeing as they can have a seat and relax, with the soothing hospital radio station playing in he background, why should it be our doctors' fault if there just isn't enough time to get to those still waiting? It's not as if it's your fault the poor sims became sick, is it? And you're still prepared to go the extra mile, to do the long haul, to put in some overtime to get to them all, because you are a living testament to the Hippocratic Oath. So then let's have those impatient patients just blooming-well wait and shut their moaning till our hardworking docs can get to them. This mod ensures it. A good, clean record at the end of a hard workday, because you deserve it. Your job, your way, you are the boss.

     

    Patients Do Not React To Collapsed Sim

    During the "Emergency Surgery Event," the random sim comes into the hospital, walks to reception, and then collapses to the ground. This then has almost all of the waiting check-in patients react in shock, panic and gasps. If the waiting patients were already standing beforehand, then this mod won't mean much to you. But if you are using my check-in patients always seated mod, - as I do - then if seeing everyone back on their feet for the rest of the day, not sitting down again, defeating the whole purpose of the seating mod has you annoyed, - as I am - then this is the mod for you. Yeah, it makes them all seem a bit heartless that they don't bat an eyelid when the sim collapses. But, hey, they are troubled with their own worries, pains and illnesses, which is exactly why I made them park their sick little butts in the first place. Your job, your way, you are the boss.

     

    No Hospital Fires & No Running

    No Running, simply because I've added it to most venue types, so this one gets it as well. This mod also prevents the outbreak of fires from starting at the hospital. I can't honestly say I've ever seen a fire at the hospital before I made this mod. But what I do know is that fires are allowed on hospital venues by default, yet there is no build mode access allowed on hospitals, (Without cheats) so how are you supposed to replace burnt stuff? Not that I've ever had to, it was just an awkward equation to begin with, so I have ruled it out. After a big fire at the Science Labs burnt a lot of stuff that had to be replaced, which was a real pain in the butt, I learnt a burnt lesson. Ban fires at these venue types! Let's just get on with the job at hand. Your job, your way, you are the boss.

     

    Illness Symptom Effects Last Longer

    An alteration to all the illness buffs and their subsequent special effects, so that they last longer and repeat their effect cycles more often. Just because I was taking a closer look at the crowd of patient sims waiting in the check-in area, and most of them did not look particularly ill nor unwell, as the special effects that highlight any given illness when they first arrive, had all died off or wait too long to return. Hey, patients, you're supposed to be sick. I want you to remain sick and look sick, until my fantastic doc makes you un-sick. Jeez, if you were all extras in a movie production you'd all be sacked! I don't want picnic at the hospital! I want sickness at the hospital! Force that endearing look of sickness on them for longer. Your job, you're way. You are the boss.

     

    Patients are Played Human Sims Only

    This mod has a duel function where the game now prefers to choose your Played Human Sims to come into the hospital as patients. Rather than choose any unknown worker NPCs it generated the day before to work in a bar or something. An extraneous NPC which the game is just as likely to cull tomorrow, or you may even delete, so what's the point of getting to know this sim? You see, Maxis did something to the hospital staff,  -  the Diagnosis docs particularly worth mentioning - that now means they hardly ever interact with patients. I think because there needs to be a relationship bit in place of having met, and the preliminary low friendship score in place. So now NPC nurses and diagnosis docs just ignore communicating with strangers. Maxis know how to run a hospital, for sure. But with Played Sims coming in regularly, there's more chance the NPC hospital staff have already met them before and have a base friendship score, so they won't ignore them all the live-long day.

    Secondly, this mod also tidies up the roles for age groups who come to the hospital as patients. Ever wondered why no teens ever came as patients? Or why elders used to, but then suddenly stopped coming? In the big mod rework in "Doc Career - Part 3," I reinitiate the teens and elders to come as patients on certain weekdays, and this mod here can be seen as a compliment to those new tweaks in the other mod. Your job, you're way, you are the boss.  

     

    cool1_careerDoc_SeatedCheckIn.rar  - No update required

    cool1_careerDoc_PatientsNoLeave&NoComplain.rar  - No update required

    cool1_careerDoc_NoHospitalFires&NoRunning.rar  - No update required

    cool1_careerDoc_PatientsNoReactToCollapsedSim.rar  - No update required

    cool1_careerDoc_IllnessSymptomEffectsLastLonger.rar  -  No update required

    cool1_careerDoc_PatientsPlayedHumanSimsOnly.rar  - Updated for 1.55 :wavehi:

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section. 

     

    XML Resource Used:

    Spoiler

    Seated Check-In, Referrals always on, Watch TV
    0E4D15FB!00000003!000000000001C5D0.role_Career_Doctor_NPC_Patient_Sick_Admitted_recline.RoleStateTuning.xml
    E882D22F!00000003!000000000001B528.frontDesk_WaitToCheckIn.InteractionTuning.xml
    E882D22F!00000003!000000000001C7C8.frontDesk_WaitToCheckIn_start.InteractionTuning.xml
    0E4D15FB!00000003!000000000001B80E.role_Career_Doctor_NPC_Patient_Sick_Admitted.RoleStateTuning.xml
    0E4D15FB!00000003!000000000001BC7D.role_Career_Doctor_NPC_Patient_lowLevel.RoleStateTuning.xml
    E882D22F!00000003!000000000001BF29.Socials_Doctor_Refer_Xray.InteractionTuning.xml
    E882D22F!00000003!000000000001BF40.socials_Doctor_Refer_ExamTable.InteractionTuning.xml
    E882D22F!00000003!000000000001BF3E.socials_Doctor_Refer_Treadmill.InteractionTuning.xml
    Patients Never Leave & Never Complain
    FBC3AEEB!00000003!000000000001C3BA.hospitalPatientSituation_lowLevel_child.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24C.hospitalPatientSituation_Diagnosed_StarryEyes.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24D.hospitalPatientSituation_Diagnosed_LlamaFlu.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24E.hospitalPatientSituation_Diagnosed_GasAndGiggles.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24F.hospitalPatientSituation_Diagnosed_BloatyHead.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C506.hospitalPatientSituation_lowLevel_elder.SituationTuning.xml
    FBC3AEEB!00000003!000000000001A82B.hospitalPatientSituation_lowLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B71E.hospitalPatientSituation_highLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B740.hospitalPatientSituation_Admitted.SituationTuning.xml
    FBC3AEEB!00000003!000000000001BF19.hospitalPatientSituation_Admitted_highLevel.SituationTuning.xml
    No Hospital Fires
    E6BBD7DE!00000003!000000000001AFF0_venue_DoctorClinic_VenueTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

    Footnote - Feb 2018 - Removed the "Referrals Always On" feature as I simply don't use or need it. No player will ever need it if they set up the correct seating in the hospital's check-in area. And frankly after Maxis changed the XMLs in 1.36 that were used for No Referrals, it sealed the fate of the feature. I'd rather remove it than update that part of it. It's gone. Watching TV was never allowed as default, as once a sim is officially checked-in as a patient their autonomy to do anything other than wait for a doctor is removed. However, if you have the Movie stuff pack, your doc can invite patients to watch a movie together, and the Watch TV feature that used to be in this mod is not needed for that. So it, too, is now gone. Seeing as the mod has had a name change, make sure to manually remove the old version as this new one will not be overwriting it.

     

  14. Okie dokie. As soon as I've uploaded parts 2 and 3 of the doc career, I'll upload Heartbeat in a temporary no pictures state. It's a great hospital, with many little comedy quirks and a few special build tricks which I've never revealed the secrets to. (Have had plenty of requests to do so, but just holding back the secrets a while longer because, you know, "exclusive." Does that make me a meanie?) Big though, so not brilliant on mid range computers, or 32-bit games. If your game is cranked up to 64-bit with a meaty rig to handle it, then there should be no worries.

    Update: Going to have to put a hold on that for a little while longer. I forgot that while all my lots are CC free, they do have some Maxis objects I remade that I have yet to upload. Best to get those objects in place so you can download them first before placing the hospital, science labs and Sixam lots. Otherwise you'll be getting the "Missing Objects" notification. Worse still, for the science labs, that irritating Missing Objects message never goes away, coming up every time your sims go to work, even if you later place the missing objects. Best to make sure everything is in place so you never see the diehard, unrelenting message to begin with. It was an actual base game bug Maxis fixed ages ago, but they forgot to include the fix for EP (Work) hidden neighbourhoods. Go, go, Maxis.

  15. This is Part 1 of the Doctor Career Reimagined mods set. It will be for all mods in the set that are specific to our doctors and their career interactions. Although they are designed to work in harmony with each other for the best effects and results, you don't have to use them all if you don't want to. Pick, choose, mix and match whichever ones you like.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    1 Task Gives Max

    Using all four "careerDocSG" package files in this rar, will cover all tasks that our doctors perform at all ten levels of the career. The function of this mod is to max out the Daily Task Bar after doing only one task. This frees the player from being locked into a daily repeat grind, struggling to do the same chores over and over for ten levels of dire monotony, just to stay afloat in the career. When doing only one task, and maxing the Daily Task Bar, your are then free to do whatever you like at the hospital for the rest of the day. Do more tasks and help more patients if that suits your Hippocratic work ethic, or just plain mess about and have fun. You're a brilliant worker at the end of each day whichever your choose. Your job, your way, you are the boss.

     

    Less Examining & Quicker Diagnosis

    By default rules, our poor doctors, (Even level 10 docs!) are going to have to go through every examination type with every patient to finally deduce and diagnose the illness. That's a six/seven step grind every time, every day of their working lives, for every adult patient they'll ever examine. Then there are the children, who cannot use the treadmill, so our doctors are always left with a final 50/50 guess as to the child's diagnosis. No more of that, please!

    This mod makes it so all our doctors need to do is either two small bedside examinations, or one big examination via the X-Ray machine or treadmill, and then the patient is ready for a final diagnosis. That's right, any two of the five bedside examinations, check ears or check eyes, you choose which ones, and the patient will be ready for diagnosis. Or just one big examination in the X-Ray machine, or a run on the treadmill, then the patient will be ready for full diagnosis.

    No more six/seven step grinds or 50/50 guesses. Your job, your way, you are the boss.

     

    Charisma Diagnosis Success Bonus

    This mod is to guarantee that all those smooth, charming, sophisticated doctors with a high Charisma level (9-10) will have a successful diagnosis. Because even after examining the patient, eliminating all guesses down to only one diagnosis, our unskilled, low level doctors, and even some high level docs, can still get it wrong. Such is life. But now with a high level doc with high charisma, then never. We want our ER Charismatic Clooney docs to be fantastic, don't we? Of course we do. Your job, your way, you are the boss.

     

    Quicker X-Ray (10 Minutes)

    By default, after an X-Ray machine is fully upgraded, then the time it takes to scan a patient is 20 sim minutes. That's too long even for default time speeds. Play the game with a slow time mod and that just makes you want to weep having to wait for it to finish. This mod reduces that time by half, so now it takes an upgraded X-Ray machine only 10 sim minutes to complete. That means even more spare time for our docs to get on with something else. Your job, your way, you are the boss.

     

    Quicker Analyse Patient Sample (10 Minutes)

    Going down from an average of 30 sim minutes! (Ouch!) to a tidy 10 minutes to match the X-Ray. Upgrading the machine does not seem to have an impact on time spent analysing samples. Just less chance of machine breaking. And analysing patient sample on a broken machine can take anything up to 60 sim minutes!!! (Double Ouch!!!)  This again has been reduced to a tidy 10 sim minutes. (Since it's those idiot co-workers who always break the machines because they just won't leave them alone, why should our docs have to suffer a penalty?)

     

    Quicker Computer Use (10 Minutes)

    The Enter Analysis Results and Update Patient Records have both been reduced from about 20 minutes to 10 minutes.

     

    New - Quicker Treadmill (10 Minutes)

    This one was also far too long for comfort. Now reduced to 10 sim minutes to fit the others here.

     

    Paid Time Off (PTO) No Cost

    This mod allows any doctor at any time, for as many consecutive days as you like, to phone in sick and take a paid day off work without any negative outcomes. Even on day one of the career for a new doc with no vacation days in the bank. Just phone in first for each day, and don't ever worry about angry bosses. Eventually the unused vacation days your doc earns will mount up. So then you can take out this mod for a while and spend them in the default fashion. Your job, your way, you are the boss.

     

    Career Level 10 Doctors - Less Workdays

    This mod has been reworked once again to suit my play style. What I mean is, for a long while this is the mod I've been using in my game. Every time a big patch hits, it has knocked the stuffing out of this mod, and 1.47 was no exception. Actually more changes on the XMLs for 1.47 than the last two big patches made. So yeah, I'm sick, sore and tired of having to update multiple versions that I don't even use.  So I updated this version, as I need it and use it, and that's all I'll be checking and updating from now on. When Maxis finally quit patching this game, by all means request alternate versions and I'll be happy to oblige. But until then, I can't do it anymore. On an upside, it seems Maxis have included a new function for our sims to be able to switch out careers on the fly - without having to do the quit jobs malarkey. If this means what I think it means, (I haven't played Fame pack yet to truly know) then being a Scientist on a Tuesday, Doctor on a Wednesday, Detective on a Thursday, Actor on a Friday, would be right up my alley. I'll see what the new coding is actually doing and maybe help it with modding to achieve all this.

    The Level 10 Doctor now only works on a Wednesday for a ten hour shift. And that's it. Wages for the day altered to reflect this, so the same is earned as working all week. Little bit more actually. And the Level 10 Doctor is on the same wage rate as the Level 10 Scientist.  

    This gives the sim a lot more free time throughout the week to improve their lives in other matters, or maybe works shifts in other careers depending on what this new "jobhopper" coding is all about. Your job, your way, you are the boss.

    Note: No other levels of the career are used or edited in this mod. (Grrrr, big patches.)

     

    cool1_careerDoc_1TaskGivesMax.rar  -  No updated required

    cool1_careerDoc_LessExaminingQuickerDiagnosis.rar  - No updated required

    cool1_careerDoc_CharismaDiagnosisSuccessBonus.rar  -  No updated required

    cool1_careerDoc_QuickXray10Mins.rar  -  No updated required

    cool1_careerDoc_QuickAnalyzePatientSample10Mins.rar  -  No updated required

    cool1_careerDoc_QuickComputer10Mins.rar -   No updated required

    cool1_careerDoc_PTONoCost.rar  - Updated for 1.55 :wavehi:

    cool1_careerDoc_WorkHours_Lvl10_10hrDay_WednesdayOnly.rar  -  No updated required

    cool1_careerDoc_QuickTreadmill10Mins.rar  - No updated required - (Also see footnote about Maxis issue.)

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section.

     

    XML Resource Used:

    Spoiler

    1 Task Gives Max
    598F28E7!00000003!000000000001C4CB.situationGoalInteractionSim_Coworkers_DeepConversation_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CD.situationGoalInteractionSim_Coworkers_GetToKnow_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CF.situationGoalInteractionSim_Coworkers_AskAboutDay_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4D0.situationGoalInteractionSim_Coworkers_DiscussWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CA.situationGoalInteractionSim_Coworkers_ComplainAboutWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B4A9.careerDoctor_FlashID.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D8.careerDoctor_Clean_MopPuddle.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D9.careerDoctor_XRayMachine_Repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7F2.careerDoctor_TreatPatient_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29A.careerDoctor_ExamPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29B.careerDoctor_TreatPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B67B.careerDoctor_GetCaffinated.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77B.careerDoctor_WashHands.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77E.careerDoctor_FrontDesk_Staff_start.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B295.careerDoctor_DiagnosePatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B297.careerDoctor_DiscussHealth.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B298.careerDoctor_XrayScan.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B299.careerDoctor_XrayScan_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B563.careerDoctor_ExamBed_Clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B564.careerDoctor_FlashID_hidden.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B565.careerDoctor_Social_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B567.careerDoctor_AdmitPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B568.careerDoctor_Social_GreetCoworkers_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B684.careerDoctor_GetRandomSamples.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B688.careerDoctor_GrabSnack.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B772.careerDoctor_ExamBed_DeliverFood.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B773.careerDoctor_ExamBed_GiveShots.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B774.careerDoctor_ExamBed_DeliverMeds.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B776.careerDoctor_ExamBed_TakeTemp.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B777.careerDoctor_ExamBed_CheckEars.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B778.careerDoctor_ExamBed_Probe.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B779.careerDoctor_ExamBed_CheckEyes.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B795.careerDoctor_DeliverBaby.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B807.careerDoctor_Computer_EnterLabResults.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B808.careerDoctor_Computer_ResearchHealthInfo.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B809.careerDoctor_Computer_UpdateMedicalRecord.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BB86.careerDoctor_HospitalTreadmill_Test.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BE92.careerDoctor_FlashID_hidden_TasksLow.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C6DC.careerDoctor_Computer_EnterLabResults_emergency.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C7DD.careerDoctor_Computer_ResearchHealthInfo_highLevel.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C15A.careerDoctor_RecordAnalysisData.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C450.careerDoctor_ChemicalAnalyzer_practice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C451.careerDoctor_BrokenObjects_repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C452.careerDoctor_ChemicalAnalyzer_clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B0F2.careerDoctor_XrayMachine_Calibrate.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A5.careerDoctor_AnalyzeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A8.careerDoctor_TakeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B5F9.goal_Career_Doctor_WorkedHours.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B813.situationGoalInteractionSim_Career_Doctor_DetermineBabyGender.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B814.situationGoalInteractionSim_Career_Doctor_GreetPatients_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B815.situationGoalInteractionSim_Career_Doctor_GreetCoworkers_2.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B816.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B820.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_5.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B821.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B838.situationGoalInteractionSim_Career_Doctor_RanTests.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD8D.situationGoalInteractionSim_Career_Doctor_HouseCall_Examine.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C5FF.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers_greeted.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C290.situationGoalInteractionSim_Career_Doctor_GreetCoWorker.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C631.situationGoalInteractionSim_Career_Doctor_TransferPatientCase.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B811.situationGoalInteractionSim_Career_Doctor_ChatWithPatients.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B812.situationGoalInteractionSim_Career_Doctor_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BA77.situationGoalInteractionSim_Career_Doctor_CollapsedPatient_ReferToSurgery.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD67.situationGoalInteractionSim_Career_Doctor_AwayEvents_OutbreakMainGoal.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BFBB.whim_Careers_TakePTO_Doctor.SituationGoalTuning.xml
    Less Examining Quicker Diagnosis
    339BC5BD!00000003!000000000001A2CE.commodity_SicknessSystem_PatientDiagnosis.StatisticTuning.xml
    0C772E27!00000003!000000000001B657.loot_Commodity_SicknessSystem_Patient_Target_Diagnosis_+05.ActionTuning.xml
    Charisma Diagnosis Success Bonus
    E882D22F!00000003!000000000001B184.mixer_hospitalExamBed_Seated_social_Diagnosis_BloatyHead.InteractionTuning.xml
    E882D22F!00000003!000000000001B185.mixer_hospitalExamBed_Seated_social_Diagnosis_BurningTummy.InteractionTuning.xml
    E882D22F!00000003!000000000001B186.mixer_hospitalExamBed_Seated_social_Diagnosis_GasAndGiggles.InteractionTuning.xml
    E882D22F!00000003!000000000001B187.mixer_hospitalExamBed_Seated_social_Diagnosis_ItchyPlumbob.InteractionTuning.xml
    E882D22F!00000003!000000000001B188.mixer_hospitalExamBed_Seated_social_Diagnosis_LlamaFlu.InteractionTuning.xml
    E882D22F!00000003!000000000001B189.mixer_hospitalExamBed_Seated_social_Diagnosis_StarryEyes.InteractionTuning.xml
    E882D22F!00000003!000000000001B18A.mixer_hospitalExamBed_Seated_social_Diagnosis_SweatyShivers.InteractionTuning.xml
    E882D22F!00000003!000000000001B18B.mixer_hospitalExamBed_Seated_social_Diagnosis_TripleThreat.InteractionTuning.xml
    E882D22F!00000003!000000000001B18C.mixer_hospitalExamBed_Seated_social_Diagnosis_X_None.InteractionTuning.xml
    Quicker X-Ray - 10 min
    E882D22F!00000003!0000000000019DD6_xrayMachine_ScanTarget_doctor_InteractionTuning.xml
    Quicker Analyse Patient Sample
    E882D22F!00000003!000000000001B29C_chemicalAnalyzer_Analyze_PatientSample_InteractionTuning.xml
    Quicker Computer
    E882D22F!00000003!000000000001B7F8_computer_DoctorCareer_EnterLabResults_InteractionTuning.xml
    E882D22F!00000003!000000000001B7F9_computer_DoctorCareer_UpdateMedicalRecords_InteractionTuning.xml
    PTO No Cost
    0C772E27!00000003!000000000001BFA0_loot_Career_PTO_Doctor_ActionTuning.xml
    E882D22F!00000003!000000000001BF9D_phone_TakePTO_Doctor_InteractionTuning.xml
    Career Level 10
    2C70ADF8!00000003!000000000001A2F8_career_Active_Doctor_Level10_CareerLevelTuning.xml
    545AC67A!0070ADD4!000000000001A2F8_career_Active_Doctor_Level10_SimData.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

    Footnote - March 2018 - As some of you may be aware, when using the treadmill for patient analysis, the doctor can get stuck using the object even after the patient has finished and has returned to an exam bed. This is a very longstanding Maxis issue, highlighted all the more with this mod for making shorter treadmill times. I have now tried to do a fix along with the 1.40 update on the mod. But I'm not expecting much, as I imagine the reasons why the doctor does not quit using the object is due to a broken link from the XML to the game's core coding. If my recent attempt does fail, then we'll just have to continue manually commanding our docs to get off the damn thing, and continue hoping-against-hope for a Maxis fix one bright, sunny day in Never-Never Land.

  16. 1 - What Type of Mods?

    This section will be for mods such as the Reimagined Careers from the Get To Work EP. All the previously released stuff for Doctor, Scientist, Retired Scientist and, in time, new stuff for Detective career after more tweaking and testing.

    The career lots I have created to work best with these mods, such as Heartbeat Hospital, Labs reworked and Sixam reworked, will soon be available in the Housing and Lots Section. I will need to upload some of the specialized objects first, that I also use on these lots, then take a few nice screenshots of the venues, and that'll take a bit of time to get right, so it's best left until everything else is done. But it won't be too long to wait.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  17. This mod bans almost all of the repeat, pointless congratulations and invite phone calls our sims might get for doing the simplest things in game. Their phones besieged by other sims with a mess of calls, oftentimes complete strangers, with invites to celebrate the most mundane of things. "Hey, congratulations for tying up your shoe laces this morning. Fancy coming out tonight to celebrate?" Okay, that isn't actually one of them, but it does start to feel as ridiculous for many of those phone calls.

    I have not banned the more sensible, rarer types. Such as phone calls to congratulate a wedding, or the birth of baby, or a birthday. They're nice and infrequent and worth having. All the others are banned. Below, in the XML Resources Used spoiler, you can open it and go through the list and read the English text to see the ones that are banned by this mod. I will also put a second spoiler below it, so you can see the ones that are not banned, and can still expect your sims to receive phone calls about. I hope you think I have the balance right.

    Update - March 2018 - Take note this mod now also bans all City Living festival invites, the rabbit hole invites, and the Get Together invites to go to the four Dance Party events. The Dance Party invites removed as I have mods to make them a permanent thing any time your sims visit the venues. Also If you have my mod that unlocks the otherwise hidden Hallway Bulletin Board from the City Living EP, then once placed on any lot, the game always tells you about festivals that are due to start and clicking on the board when living in any town, not just the city, can have your sims and guests travel to that festival - no need of constant, inconvenient phone invites. The rabbit hole calls removed, because if I want to not look at any of my sims for long, pointless periods of time, I'll quit the game and go watch Netflix for a while instead. It's called The Sims, not The Empty Lots. (Anyway, I'm working on an experimental mod for a virtual reality simulator object, where the buffs for visiting the rabbit holes will be applied in a similar way for visiting a VR circus, VR theatre and what have you. Oops, seems like other busy modders out there have done a few of such mods since mentioning this last March. Don't think I'll bother now.)

    New Addition - February 2019 - An extra mod to prevent most of the same calls occurring all over again, but this time due to Get Famous. If my sim did not want to go on random dates with strangers last year,  or job promotion celebrations, or even invited out just for learning how to tie up his shoe laces, I hardly think he (me!) has changed his mind on that now that he's famous. Actually fame being even more of a reason not to date strangers just because they somehow have your phone number! Regurgitated, lacklustre, annoying crap be gone. To the best of my knowledge this should not stop the invite calls for charity gigs and such the like, if you have given your sim the Fame/Reputation Perk for that type of thing to happen. Don't want that, don't give them the perk. However I have simply not played a fame sim long enough to know the ins and outs of this type of thing. That takes time and player feedback will most certainly help in getting the balance right. Plus the main mod updated to include one missing festival invite. Now my teen can stop being pestered with the invite to go to Blossom Kissing Festival by some horny stranger looking for a quick snog. You should be arrested for that! The uncle in the Detective Career will be paying you a visit soon, you random perv.

    Use both mods in your game if you have the EPs installed and wish to end the silly calls from them all. If you don't have Get Together but do have City Living, or vice versa, it's still fine to use the original mod.

     

    1 - Original Mod - Deals with Get Together and City Living Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetTogether&CityLiving.rar  - Personal Update February 2019

    2 - Add On - Deals with Get Famous Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetFamous.rar  - New Addition February 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section. 

     

    XML Resource Used:

    Spoiler

    2553F435!00000000!000000000001E650.dramaNode_NPCInvite_BirthdayParty.DramaNodeTuning.xml
    2553F435!00000000!000000000001E651.dramaNode_NPCInvite_PlayDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020CB5.dramaNode_NPCInvite_Restaurant_Standard.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D1C.dramaNode_NPCInvite_Restaurant_Condolences.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D12.dramaNode_NPCInvite_Restaurant_BuryTheHatchet.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D14.dramaNode_NPCInvite_Restaurant_CongratsOnThePromotion.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D22.dramaNode_NPCInvite_Restaurant_EnemyDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D27.dramaNode_NPCInvite_Restaurant_StandardDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000021BD0.dramaNode_NPCInvite_Restaurant_StandardDate_FirstWeek.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB03.dialogDramaNode_CongratsOnPromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5B.clubInviteDramaNode_joinClubFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB9D.DramaNode_NPCInvite_Date_GoingOutSocials.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB12.dialogDramaNode_CondolencesForDeath.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB58.dialogDramaNode_GoingOutSocials_OffLot_TrashAnotherSim.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB59.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB76.clubInviteDramaNode_JoinClubStranger.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBC5.dramaNode_NPCInvite_CelebratePromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBFA.dramaNode_NPCInvite_PlayHooky.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC1D.dialogDramaNode_CongratsOnSignificantOther.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC2C.dialogDramaNode_NewFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC45.dialogDramaNode_NewEnemy.DramaNodeTuning.xml
    2553F435!00000009!000000000001EDF4.dramaNode_NPCInvite_ClubFriends.DramaNodeTuning.xml
    2553F435!00000009!000000000001F0F4.dramaNode_NPCInvite_EnergizedText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7BF.dramaNode_Phone_NPCInvite.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7D5.dramaNode_NPC_Invite_SadText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F11F.dramaNode_NPCInvite_PlayfulText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F12A.dramaNode_NPCInvite_FlirtyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F109.dramaNode_NPCInvite_HappyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F141.dramaNode_NPCInvite_AngryText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F569.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims_Divorce.DramaNodeTuning.xml
    2553F435!00000000!000000000001E7AD.dialogDramaNode_Phone_InviteNPCOver.DramaNodeTuning.xml
    2553F435!00000000!000000000001E64F.dramaNode_NPCInvite_Date.DramaNodeTuning.xml
    2553F435!00000000!000000000001E71E.runAffordanceDramaNode_Phone_Chat.DramaNodeTuning.xml

    2553F435!00000018!0000000000022DD5.dramaNode_CityInvites_RabbitHole_Opera_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E1A.dramaNode_CityInvites_RabbitHole_Theater_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E18.dramaNode_CityInvites_RabbitHole_Concert_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E19.dramaNode_CityInvites_RabbitHole_Circus_Preinvite.DramaNodeTuning.xml

    2553F435!00000009!000000000001EBAE_dramaNode_NPCInvite_GoDancing_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C5_dramaNode_NPCInvite_GoDancing_Ruins_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C6_dramaNode_NPCInvite_GoDancing_Bluffs_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C7_dramaNode_NPCInvite_GoDancing_Chalet_DramaNodeTuning.xml

    And many "Fesitval_DramaNodeTuning" files for the festival invites not included here.

    This will conflict with any other mod using same resources.

    List of Phone Calls Not Banned:

    Spoiler

    2553F435!0000000A!000000000002033A.dialogDramaNode_ExperimentalFoodPhoto.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAE3.dialogDramaNode_CongratsOnEngagement.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAF7.dialogDramaNode_CongratsOnMarriage.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB0C.dialogDramaNode_CongratsOnBaby.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB1C.dialogDramaNode_GotNewJob.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5A.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5C.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5D.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5E.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5F.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_InRelationship.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB6F.dialogDramaNode_WelcomeToClub.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB29.dialogDramaNode_HappyBirthday.DramaNodeTuning.xml
    2553F435!00000018!0000000000021ACE.dramaNode_NPCInvite_CriticCareer_LocalHangout_Museum.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD7.dramaNode_NPCInvite_CriticCareer_LocalHangout_Bar.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD8.dramaNode_NPCInvite_CriticCareer_LocalHangout_Club.DramaNodeTuning.xml

    2553F435!00000018!0000000000022321.dramaNode_NPCInvite_CriticCareer_LocalHangout_Restaurant.DramaNodeTuning.xml
    2553F435!00000000!000000000001FA2F.dialogDramaNode_test_node.DramaNodeTuning.xml

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  18. This mod reworks several aspects of the hot tubs that come with Perfect Patio Stuff Pack, to make them much more than just garden and patio ornaments that ours sims tend to ignore.

    Get In

    The hot tubs have always been something our sims can use autonomously, but they just don't. There is now a "fake" fun attraction factor set on the Get In function which has upped the chance for sims to want to do it. Getting the balance of this right has involved a bit of tweaking to try and find the safe middle ground between totally ignoring the hot tubs, to never leaving them alone. The fake fun amount is less than a base game large TV, so with a reasonably furnished home with a good amount of interactive fun objects, the hot tubs now fit in with this and will be something sims use autonomously in a balanced and healthy amount. If you do not have many other fun object activities to engage sims on either home or community lots, then hot tub usage will be often.  But that is still better than not at all. And you can always lock the hot tub behind closed doors until you give the venues more alternative fun things which sims can do autonomously.

    Time and Motives

    A time factor has also been introduced to force sims to stay in the hot tub between 45-60 mins. That's no guarantee they'll stay in the tub if another sim wishes to show them their silly phone video yet again for the umpteenth time. But you may recall when hot tubs were new, you would command your sims to get in, then they'll get straight back out again and go stand in the corner for an hour instead. Very bizarre. Now they won't, as the forced time limit now makes them stay whether you command them to get in or they do it autonomously.

    Also some motives have been adjusted to further help our sims to stay in the hot tub. Fun is a little higher, for that added attraction factor. But now hygiene is added to go up at a slow-to-medium rate to clean the sim. Also bladder and social. Now, before you go saying, yuk, weeing in the hot tub is disgusting. The bladder and social motive increases are so, so negligible, it doesn't come anywhere near suggesting having an unhealthy pee in the tub. In effect, it primarily makes the bladder and social motives stand still, with a single green arrow indicating it is not going down, but neither is it going up in any great capacity. So no actual emptying of the bladder. Just good bladder control, holding it while in the tub, so there are less Motive Failure reasons to get out again for the hour. 

    Nap In Hot Tub

    By default rules, only sims with the Lazy Trait are allowed to nap in the hot tubs autonomously. I don't even know if the player can command the Lazy sims to nap. But what I do know, is that Maxis have been all-round stingy in giving we players the options to nap in either bathtubs or hot tubs. They just don't want us having it! Perhaps a world class shrink can explain why the devs are inclined to do this to us. Until then, I have opened up the nap function for players to use on all sims, not just the Lazy ones. Just like my nap in bathtub mod, any sim can click on any hot tub and the option to Nap will be there. Also, just like bathtub, the energy increase once again matches a power nap, now being three times more potent. So with upping the hygiene, fun and energy, a nap in the hot tub gets a sim into a very good state very quickly. That sounds like an ideal dip in a hot tub to me. And isn't that the whole point of owning a hot tub in the first place?

    Bans Working NPCs

    Also bars certain staff at venues from thinking they can skive off work and get in the hot tubs. Get back to work you homeless NPC scum! No hot, wet, bubbly fun for you!

    May 2018 update

    A couple of minor tweaks to the hot tubs usage. Some folks asked me ages ago to make the napping non autonomous. It's good that all sims can use it, but not good when they get in hot tubs when you want them to go to bed. I have been doing a great many tweaks regarding auto napping in my game, then remembered about these hot tubs. So now napping is non autonomous. Also the default Relax in hot tub had a fake attraction for energy, and a raise in energy while Relaxing, so again sims would nap-relax in hot tubs autonomously with or without the nap function allowing them. So I changed that to a fun attraction instead. Hot tubs are not beds. It made me realise though, that if the Relax function has been doing that all this while, I really had no need to open the otherwise exclusive nap function to all sims. Ah, well, you live and learn.

     

    Perfect Patio SP is a required install for this mod to be of any use in your game.

     

    cool1_reworkedHottub_NapAlwaysVisible&AutoUse&MotiveBoosts&NoStaff.rar  -  Updated for 1.55

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!000000000001CA0B.HotTub_Get_In.InteractionTuning.xml
    E882D22F!00000000!000000000001CA0F.generic_HotTub_Sit.InteractionTuning.xml
    E882D22F!00000000!000000000001D4C5.hotTub_autonomous_Relax.InteractionTuning.xml
    E882D22F!00000000!000000000001D579.hotTub_Nap.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, weerbesu

     

    Footnote - 11th March 2017 -  I noticed that sims will simply never use hot tubs while at Spa Day venues despite this mod. Furthermore, weerbesu at MTS did actually make a fix for Spa Day hot tub usage. Unfortunately, the XML involved conflicts with this mod. So I have likewise included the single line of Maxis code that weerbesu used in his fix for the hot tubs at Spa Day venues. Thanks to weerbesu for addressing Maxis' forgetfulness.

    Footnote - November 2017 - Old Version 1 & 2 - These mods will no longer be supported. The massive overhaul of November Cats & Dogs patch put a few things into perspective regarding regular mod maintenance. I have come to the decision that I will be trimming down and streamlining my mods and only be updating mods I actually use and consider worthwhile keeping. Also, in the weeks and months that follow this massive patch, I foresee a lot of folks having issues with a lot of mods all across the community as the dust settles. I need to be certain regarding the state of my mods in this little corner of the community, ergo I simply cannot have multiple, alternative versions of mods any more as I am unable to test them or verify their health should any issue reports come my way. All non-supported mods will eventually be moved to their own thread where anyone is free to continue updating if they so choose. Happy simming, folks.

  19. On ‎2‎/‎12‎/‎2017 at 7:20 AM, gor2104va said:

    Hello. Say please when mode come to the hospital? Thank you. Sorry for my English.

    I'll be busy most of Wednesday, so I can't say how much time I'll have for mod stuff. But Thursday I'm on the case again, and since the General Mods are almost done, I'll next start on the Career Mods sections because so many people are waiting for those. Gotta keep all you lovely folks happy. :good: 

  20. On ‎10‎/‎02‎/‎2017 at 5:07 AM, skanning said:

    Does this also work for townies?  I don't know who's abandoning their stablets and books but if I ever need one there always seems to be one on the picnic tables in the community lots  lol  I'm always tempted to have my Sim pick them up then sell them.  I  haven't tried that yet and just maybe there will no longer be these things lying around?  I hope so.:well_done_3:

    This is a good question. If you give tablets to many sims while doing rotational play, then sims from other households will continue to use tablets on community lots and put them back into their own inventory. However, they do sometimes drop them. I've yet to spot it in action, the actual moment they drop it rather than put into their inventory. So I can't verify what occurred to make them do this. I'm working on a theory that if one of these sims is using tablet, at the time you send your played sim home, then the initiation of the loading screen has those sims just drop what they're doing, literally dropping tablets. So the next time you go back to lot there's one or two going spare.

    Not only this, but, when sims go to lots, they enter into a specific Job type for that lot. All visitors become employed by the lot, so to speak, even your own sim in a specific job. Every job in the game has an accompanying Role XML, which defines the dos and don'ts of the job. Venues such as libraries and cafes, the job and the Role XML has specific lines to use tablets. As such, I've witnessed with my own eyes, sims who I knew did not own a tablet five minutes beforehand, whip one out of their inventory and use it as if it was always there. So then I jump to play their home five minutes later and, yep, they don't have a tablet because they never did have a tablet! Did they too just drop that freebie when the loading screen was initiated?

    Despite the game not adequately protecting clumsy sims from dropping their gear, it does have some pretty solid rules of ownership in effect. (Discovering this while doing much experiment with my storage mods on many lot types and with many stored objects and who owns what, when and where.) That if a tablet is the true property of a clumsy sim, bought for them once upon a time on their own home lot, the game will remember this and other sims will not be able to put that item into their own inventories. Sure, they'll use and abuse the crap out of it, no problem. But they'll never be allowed to take it home nor sell it off via a quick sale from their own inventory. Only the original owner can come and reclaim it, take it off lot or sell it.

  21. This mod changes the animations to something more friendly when a sim asks another sim to leave their home. This mod is an original idea of RuebenHood. He no longer keeps his MTS account active. Subsequently, plasticbox took up maintaining it for a while, but now plasticbox no longer updates any mods. The January toddler patch broke this mod, so I shall take up the maintenance of it henceforth.

    RuebenHood's original and funny description of the mod says it all, so I shall quote that here directly.

    "Here's an attempt to try to tone down the overly harsh Ask to Leave interaction. It seemed to me like the Sim asking the other to leave was annoyed and the guest looked embarrassed to have overstayed their welcome. Wouldn't have been so bad if it was based on relationship or emotion but it was the same for me every time. Seemed really bi-polar. Thanks for coming over for dinner. Now get off my property! We should be BFFs, like forever! Now get off my property! I love you so much! Be my girlfriend? Now get off my property!

    This is a simple XML tuning mod that replaces the Ask to Leave interaction's animation with that used for the Good-Bye interaction you get when having a conversation off of the home lot. Normally, Ask To Leave plays an animation called Soc_Generic_NT_Complain_Succeed_basic, seems very ornery. The new animation played is Soc_Greet_NT_Wave_basic, which is the one used for Good-bye. Just smile and wave."

     

    cool1_social_FriendlierAskToLeave(RH).rar  - Updated for 1.47

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!00000000000032CA_ask_toLeaveLot_InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, ReubenHood

    All thanks and credit to ReubenHood for the original idea of this mod.

  22. This mod allows our poet sims to bind the Book of Life to the ghost of a dead sim. This mod is an original idea of ReubenHood. He no longer keeps his MTS account active and his mod was broken with the January toddler patch. So I will take up maintaining it henceforth. I think RuebenHood's excellent and funny description of the mod cannot be topped, so I will simply quote it here directly.

    "Normally to bind a Sim to the Book of Life you have to use the Capture Epic Saga interaction on them at any point before they die. Somehow you're Epic Poet can turn the life of a child in grade school into an epic tale of triumph and woe, but after a Sim has died...complete blank. They've got nothing. Your Sim is the greatest writer on earth but a legendary obituary, an exaggerated recapitulation of another Sim's life, is beyond their scope. What madness is this?

    This elementary XML tuning mod allows Ghosts to be the target of the Capture Epic Saga interaction found on the Book of Life. Your Epic Poets will now have the power bind the Dead.

    Only the Sim filter has been adjusted, the other requirement of having at least met the Sim still remains. Be warned, a Sim who's spirit has been released to the Netherworld no longer has a ghost and will not be available to be bound to the Book of Life."

     

    November 2017 - Now further amended so your sims can also write epic poems and family sagas about their adorable wee toddlers, before they grow up to become scruffy kids and spotty teens where they'd sooner throw books at their heads than write books of their tales.

    (Don't forget to physically remove the outdated version as this newly-named mod will not overwrite it.)

     

    cool1_crafting_BindGhostBookOfLife_&Toddlers.rar  - Updated for 1.44

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!00000000000078D4.book_Of_Life_Picker_Bind.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, ReubenHood

    All thanks and credit to ReubenHood for the original idea of this mod.

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