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coolspear

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Posts posted by coolspear

  1. A lot of those older impeccable mods do have missing data on their recipe xmls. Stuff Maxis added like Lactose Intolerant and some Vegetarian data or new ingredient stuff, or new loot data for new lifestyle choices, likes/dislikes, wants/fears shit. (If any of that bothers you?) And also some of that dotting the i and crossing the t shit they randomly do on xmls that annoys me. Someone over there randomly changes a line of code... on something that was not problematic before... just because they learnt to do it differently at college... then that's 400 xmls I have to update individually this end... just because. No more of that. Be gone Maxis, be gone. Then I'll reconsider looking at fixing these mods.

  2. That's not to say I would not edit every single recipe xml that needs it, after Maxis stop patching the game. As I've said for a good while now, I would be happy to redo, reexamine, rework every single mod in my back catalog as soon as Maxis go away from TS4 forevermore. But since their latest statement regarding future of TS4 is they will continue running it, making new content for it, PATCHING IT, alongside Project Rene after that is released, then it's too daunting to imagine just when I can get round to doing such a grand final cleanup on my older mods. Especially those that involve many hundreds of xmls, such as adding Impeccable coding to those many recipe xmls where it's inexplicably missing.

    I mean the offer still stands, once Maxis bugger off. But considering it looks more and more like TS4 might actually outlive me and I'll be meeting my end before it meets its own, I just don't know anymore. 😆  

  3. Ah yes, the storage has gone. Again a patch from yonks ago that totally f'd-up the great little storage trick I had for years. That all my storage objects could hold everything a sim could, and could also go into each other. Remember those days? Gone. Maxis broke it all. Boy oh boy did I whinge about it at the time. Now, if anything, they have the same storage as the Uni storage chest - the second best type in the game when compared to the storage type of a sim. Though cannot go into other storage types.

    Now, as I like to travel to Batuu for fun because of the venue reworkings I've done there, I made my R2 droid unit have a storage hold. A true secret smuggling hold, if you will. (Han Solo would be proud.) Thus I can stash a whole load of things in there, the game would otherwise ban me from taking to Batuu. This cooler being one such object. But could only go into the droid's storage hold, if it had no storage hold of its own. Hence removed. Those crappy Maxis rules, that were happy to break my otherwise great storage stuff from years ago. Ah, well.

    And I do recall something about the antidote causing problems, that's why I removed it. It was ages ago, so the memory and reason fades, but something about a problem and LE comes to mind. Well, if Maxis are going to run a game for ten years, then say recently they'll probably run it for another ten years yet, then this is the kinda shit that's bound to happen. Modders not even remembering why they had to change broken things. Only that it is to be expected for a game that seems will never end. 🙃        

  4. The trouble is, if Maxis have not put the Impeccable coding in the food recipe itself, - which they (lazily) neglect to do so often - then this mod to garnish to impeccable will not work at all. In fact it will give you a nasty LE as the food will be broken - not able to be grabbed nor eaten - thereafter.

    That's why I gave up on my quest to make all food Impeccable long ago. Far too many recipe xmls to always update, and Maxis always making more recipes that will need editing. Then always patch changing recipe xmls every other damn patch. Got utterly fed up of it.

    My only trick now is I made the debug cheat to make all meals excellent always be visible. Just saves the player having to hold the shift key. That's as far a mod as I'm willing to go. Edit one xml, once, not hundreds and hundreds ever other patch. Whatever Maxis wisdom decrees that some food types just should not be Impeccable, that's on them. I cannot be bothered chasing it anymore. 

  5. Hi @FreeasabirdI can't find any issues with it on patch 1.101. It's fine in my game. But I think you might be experiencing/reporting a bug it had with buying stuff from a patch two years ago! All my mod objects that have purchasing features were broke by that patch. I fixed them all and put in a bundle rar folder two years ago, including this mega cooler. What I did not do, however, was upload the fixed mod here to its own thread. The one here was very outdated. But seeing as the bundle rar folder is no longer available, I've now uploaded the fixed Cooler with the working purchase options here to its rightful thread.  Just grab it and purchase options should be fine again.

  6. Very detailed breakdown. Though my first question has to be, if there are only two package files in Overrides, which of the other nine package files in the other three folders are they trying - and failing - to override? And how complex are those mods? In as much as, are they simple mods, with very few files or a single file with simple edits, like a basic no autonomy mod? Or are they complex mods, lots of files, lots of different edited functions, and only one or two elements of it you are trying to override? (This I find is the more useful purpose of an Overrides Folder. Stopping or altering one or two functions of an otherwise complex mod with many functions, by either using the same Maxis files, or extracting the creator's own unique files and reediting them for placement in the override mod. Looking at you - with love and respect - Wicked Whims.)

    And equally important, if not more so, are the exact same XML files present in the mod that goes into Overrides, as those mods that go into normal folders whose functions you wish to override. (Of course, the exact same XML files, though edited differently in the Overrides mod to prevent or alternatively manipulate a function that a normal mod would cause to happen.)

    For instance, if a modder made their own XML file to better edit a Maxis interaction, (I've done this a few times myself.) but the Overrides mod used the original Maxis XML with same function, then the Overrides mod would fail. Or, more to the point, it would be pot luck which gets loaded first and last, so may not fail, but that would not be due to the function of the Overrides Folder and Resource cfg, just 50/50 luck, so to speak. Or indeed, the unicode sorting method you mention, absent the defining powers of the Overrides Folder and Resource cfg. Though from the earliest release of TS4 and first introduction of mods, it's been known the load order has nothing to do with the numerical or alphabetical naming of mods. Think the best guess was the actual XML numbers themselves within the package files. The package file itself is irrelevant, the XML or scripted files within are all the game takes stock of, so loads them in order, from many or all package/script files at once - with the exception of Overrides Folder if present. Does that one last by rules of reworked Resource cfg. Which is all the more important that the same XMLs - their unique numbers, not so much their XML names -  are present in both the original mod and those mods that intend to override.

    Though, yes, without trying to over-complicate, it's also true that xmls with different numbers can still have chunks of coding that can override. But the chunk of coding has to be identical in both the overriding and overrided files, all but the edited factor, of course. Though this might not always work, so best to just go with overriding the complete xml file of same file number, especially for TS4. Games like Anno 1800 modding deals with chunks of code rather than whole xml files, but not always so successful for TS4. Best just use the whole xml, primitive a method it is compared to Anno 1800. Then again Anno XMLs are frikken huge, millions of lines of code, it had to go with editing the chunks otherwise no bugger would ever mod for it because every mod would conflict with every other mod and every mod would break with every single patch. No, no, no. Chunks it is, then. I know, it's another game I like to make mods for. And I do sometimes wish TS4 modding worked on the chunk method, as far, far, far fewer mods would be broken after patches or conflict with other mods. But we gotta work with what we've got. With the chunk method you could essentially make mods that patches never break. Then again, with EA Maxis' determination to run TS4 for forever and a day, then probability dictates that Maxis will eventually get round to breaking your little chunk mod... eventually, inevitably and inexorably. But still less so than normal.

    Because from your detailed breakdown, all looks fine. With either of the reworked Resource cfgs you tested, it should work as intended. Though seeing there're only two package files in the Overrides folder, I would next take a look at their internal gubbins compared to the the inner-workings of the mods they intend to override. Though I also have reservations about the folder you have named "[ Mod 3 ]" Using those brackets is not something I'd ever do when naming a TS4 nested mod folder. I understand it helps prioritize load order, and can be quite important for other games and their more stricter need of mod load order per individual mod, (Memories of modding the mod-fussy Stellaris springs to mind.) but TS4 not so much, not from my experience. Then again, if the mods in there a not ones you're trying to override anyway, then all's fair, I guess.

    If more individually powerful tiers were helpful in TS4, then have an ascending Overrides system, to the power of 700 for Overrides2, to the power of 800 for Overrides3, so on and so forth.  The Resource cfg could become something of an interesting read novelette. 🤪 

     

  7. Are you patched to latest update, for the new Stuff Pack? I'm expecting a few things to do with food and drink to take a hit with new data. Mostly it looks like putting things in inventory, like popcorn maker, ice cream maker, spa day drink trays. Geez, I modded them trays to go into inventory four or five frikken years ago! Welcome to the party, Maxis.

    I'm gonna patch later today or tomorrow, so I'll soon see what gives. Holding off as coincidentally enough, I'm currently reworking the High School Cafeteria Station to act as a Cornucopia fridge and buffet table combo. To bring sanity to those High School lunchtime cluster fucks of twenty teens besieging the cafeteria station en mass and the poor staff cannot cope. So everyone just cancels each other out then stand there like a mob of mindless zombies for ages, or if lucky enough to get served a plate, they just stand there eating blocking everyone else. The Maxis ingenuity we've come to know and love, at its finest.

    Modding them to use original Cornucopia fridges and also this new reworked self-serve Cafeteria Station, (No staff required) and lunchtimes are so very, very orderly right now. What a difference. Just doing final bit of testing and don't wan't any food-related patch stuff hampering the process. I want to make sure it's working perfectly first, before I let Maxis break it, before it's even a week old.

  8. @Raseca I cannot recreate this issue generally. Though there are quite a lot of parameters and specifics to test regarding "dancing."

    Dancing with Stereo & Dance Floor?

    Dancing with just Stereo - no Dance Floor at venue?

    Dancing with DJ Booth & Dance Floor?

    Dancing with just DJ Booth - no Dance Floor at venue?

    Any lot type?

    Any music type?

    Only in Nightclubs?

    Only in one particular Nightclub?

    And these are just the parameters I can think of right now. Too, too many for me to test each scenario, especially when not seeing any issues. I need better specifics.

    As a test, after reading your report, I've just now taken my main sim to Sixam. Because there are two Dancing types covered there. A Stereo & Dance Floor on ground floor. A DJ Booth & Dance Floor in basement. All sims are now dancing without issue on ground floor, and I could also control my sim to join on Dance Floor without issue or route fail. I will have to wait for later in the night for the Alien DJ to come to the Sixam venue and all sims usually go down into basement to dance there. But I should imagine that will also happen without issues.

    Maxis has made no changes to the XMLs this mod set uses since 1.96. So if the problem was not in the mod back, then it won't be with this mod now either.

    Though Maxis has made new dance floors and new dancing for the Horse Ranch pack, and I'd put my money on that as being the culprit of any new dancing issues. But I'd like to help you with your issue, investigate further, though I am going to need better specifics regarding the dancing situations that are failing in your game before I do any more testing.

    Also keep in mind, that if the single dancing sim is doing "Show Off Dance Moves" interaction on Dance Floor, then no other sims can use the Dance Floor till that sim finishes. Even your own sim will get a route fail if you try to make them use Dance Floor during this scenario. 

     

  9. Thanks @JayRo222for the feedback. I'll go with BE info feedback is better than a kick in the ass. But sometimes ignorance is bliss. Sometimes too much info of potential probabilities, leaves reality somewhat FUBAR.

    Not taking anything away from the incredible author of these mods. Who is, by definition, incredible. We can both agree on that.

    Yep, that consistency of Inspired mood needed to hold true for those Mathmatical paintings. Given that Maxis default don't even allow you to paint Mathematical paintings at masterpiece level at any frikken mood without this mod. They'd be nothing but frikken "Normal" quality without this mod.  That's what I do. See those flaws and get them corrected, logical and unified. I don't "script" like aforementioned great modders. I just tidy. And I'll do that till the cows come home, reworking any XML Maxis cares to throw at us. That's me. A frikken XML junkie idiot seeking nothing but logical harmony and consistency.

  10. Well, every other iteration or so, Microsoft like to name the OS, rather than give it a number. Names such as Vista and Hellscape. (Oh, sorry, Hellscape yet to come.) Currently at 11, so that's safe as the logic part of their brain still takes precedence. There's a lot to be said for logic. It may be cold, hard and unemotional, but it is rational first and foremost. And we can work with rational. We can live with rational. But if their next iteration is called Windows Reality, oh dear oh dear. I will pray for the children of that age yet to come. Because after that comes Windows 13 - not altogether as unlucky as it sounds, then after that comes Windows Hellscape. And then it's all over. 🤪

    But don't lose too much sleep over it. None of this is true reality anyway. It's all just a game.

    So happy angry pooping until then. And always remember, "there is no spoon..."

  11. Today my PC was goiig bonkers in a way I've never seen. Opening Task Manager I see my system's running exceptionally high memory, such that memory usage is hitting massive 40%

    Most of those were systems relating to Microsoft updates, but even Google was adding to the high memory bedlam. Computer was having hard time with it all. Slow and laggy and wtf. And just today, out of the blue.  But yes, there is indeed a Microsoft Win 10 update today. So I went ahead and updated, hoping it would quiet the system back to normal memory usage.

    During update, when rebooting computer and updates being installed, saw an onscreen message saying "Cleaning up" and a percentage amount. I don't recall ever seeing that "Cleaning up" message before in the millions of Microsoft updates I've done on many PCs over the decades. Not only that, but it stayed at zero percent for next to 20 minutes. I was going to give up, till it finally jumped to 50%, took about another 15 mins, hit 100%, took about another eight mins, than finally Desktop was available.

    In the end, system memory back down to its normal, low running average. The Drama! The Intrigue!

    So what the fuck just happened today then? Just a heads up for anyone else doing today's update. Do it ASAP to rescue your system memory from burning out - because it damn-well goes for it and won't calm down till you update. Microsoft tells your system it's available to update, then the system goes on like a starving, ravenous wolf that just got a first sniff of fresh blood in the air, total crazy beast. Get the update underway, and then very, very patiently wait for that Cleaning up message and percentage to finally finish. Because you will give up hope and you will think it's died. Patience prevails.

    Like a cyberspace war going on. A lot of progs and files got wind that Microsoft is going to clear them out, remove them from existence, so they rebelled, fighting for their lives, system goes into meltdown. So better send in the cavalry quickly to put an end to it. Like something out of the frikken Matrix, or Tron, or whatever.

    WTF Microsoft? Once again you have me questioning the nature of reality in this quantum-aware age.

    But at least my system is quiet enough now for me to get on playing the Sims, all the while wondering if I, we, are ourselves simulated people in someone else's program. Just knowing it is someone with better competency than Maxis or Microsoft who makes our simulated reality is releif enough, I guess. Otherwise I would have clipped through every frikken wall on my way to take an angry poop just now.

     

        

  12. Update September 2023 - Remade mod anew with latest book recipe files. This mod contains two new xml files. One I missed a while back, for writing Knitting manuals. Now your top knot Knitting Writers get those guaranteed bestsellers. Also with latest Equestrian file. Those experienced equestrian aficionados, the Writing Riders, can knock out their How To Horsie books happy with the guaranteed galloping bestseller results.

  13. Update September 2023 - Remade mod with most latest recipe xmls. Yep, did not update older ones, just fetched out latest set from most recent patched game files, did the needed edits - which is nothing intensive really - and here it is, all good for the next decade of TS4. Yep, another decade of it. Great. It's gonna outlive me. Oh, one little difference added. For the mathematical paintings, it's not just set for Focused mood to help with masterpiece, now Inspired mood will work equally as well (As Inspired mood does for all other painting styles). Just in case your top artist sim is in the groove, pumping out a batch of paintings, and you don't want to have to stop and switch up the mood while in the conveyor belt zone.

    @JayRo222Normally I don't pay heed to Better Exceptions LE reports. That mod will send you up the garden path and have your mods folder practically empty if you follow everything it suggests. Though it's not always prognosticating on possible mods that might cause LEs, it is correct half the time, I'll guess. (Seeing as guessing is what it does half the time.) But it was known this painting mod needed an update regardless of what BE reports. And that update is now done.

    Happy simming and masterpiece painting, folks.  

  14. @RosewinCheers for the info. Then Maxis certainly did not add anything new to the xml this mod uses. Only if there is a new sim life state, with more of a discernible body size difference than there is between infants and toddlers, would Maxis need to add something new to the xml this mod uses.

    There's that big Maxis news announcement thing today, what's left with TS4 and what's new for Project Rene. And if I don't hear words like "new preteen life state coming!" or "finally we will undo the last ten years of laziness and make teens proper size!" or "fairies will finally come to TS4 and they can be a small a Tinkerbell herself!" then I shouldn't worry about them tinkering with the xml this mod uses for quite some time, if ever again.   

  15. Although I cannot vouch for horses as yet. Do they even do anything that requires a censor blur? Like horsie woo hoo? I have no idea. But what I do know is normal sims do not have censor blur on latest patch with latest WW with this mod.

    If anyone wants to tell me horses need to be added to the mod too, because they're censored during certain scenarios, then I'll get to that eventually.   

  16. Yes indeed, you've run into the error that was implemented into S4S when it got the major overhaul rework earlier this year. It's had a good few updates to the new version since, but that error has not been cleared up.

    There are certain types of special XMLs in the Maxis game files, that the older version of S4S had no issues opening a package file if such XMLs were contained. Now it craps out with error if those types are part of the mod. The mod you want to open only has two XMLs in it, but both are of that special type. A double-whammy for latest S4S to have error conniptions with.

    But you can still work on it. After error message pops up, just click x to get rid of it, then click on Warehouse Tab at top of S4S display. That will then take you to usual warehouse screen to then view and edit the XMLs as normal.

    You'll know these Special XML types when you see them because of the very long XML numbers Maxis give them. The same kind of long, 20 digit numbers that you see when modders such as myself make our own XML files. Why the overhauled S4S has a problem with these types of Maxis XMLs I have not fully researched, but I have hoped it would have been tidied up by now. Ah, well. I'll keep on hoping, then.

    Though I also have to say it would not be wise to work on the XMLs in this mod as they will be very outdated. Best to extract current versions of same from game files and work on them instead. Also keep in mind that at the time I first made this mod, Maxis did not have a correlating SimData file for the sim aging XML file. I don't think it existed back then so it's not in this old mod. Now, however, there is a SimsData file too, so that any changes you make in the XML file will also have to be mirrored in the corresponding SimData file, or the mod you make just won't work. (Exactly why this old mod no longer woks properly, I suspect. Not just outdated and missing code, but it now needs that corresponding SimData file to mirror the changes, too.)

    Finally, for anyone reading this post, I wouldn't hold out hope for me updating this mod set, as like NellyStardust I cannot stand sims having too many traits now. The less Traits the better. Most Traits are more trouble than they're worth, making sims miserable as they have too many trait objectives they cannot satisfy because they have too many frikken traits. No more of that! I've also modded out the extra two Self-Discovery traits sims can now get, because, akkkk, miserable, unhappy Trait-bloated sims No Thanks! Made the game stop badgering me every ten minutes about what new self discovery traits they can have. NO! Just Go Away! Especially since it's only going to severely break sims in Cas if you try to alter traits after these extra traits have been given. Dumbass Maxis still haven't fixed that game-breaking glitch. Yay! Have more Traits! NO!!! 🙃

     

  17. I was thinking the same thing recently, to make another with the original pool ladder. First made as a proof of concept, to bring scooters into the poolside arena. And originally made for an ancient-looking pond-like pool in my main sim's residential home, hence the model chosen. But I do intend to, one day, release my own CC swimming venue, that does cater for this mod and the autonomy role push for NPC visitors to use scooters in pools, so it's best I do make another version to better suit that modern-looking venue. (I only wish I made a video of my Star Wars sim Mace Windu autonomously doing all crazy scooter stunts at the pool venue. Certainly not typical Jedi behavior, not that he should have been there anyway. I forgot to give him the blocking trait that prevents him being anywhere outside of Batuu like the rest of my special Star Wars sims have. So a fun rarity indeed.)

    It's all on my to-do list, but sorry I can't currently give a more accurate time frame as to when that'll be ready for upload. 

  18. Thanks for the kind donation offer, but it's not necessary. All I need to do is patch my game to latest patch level, regardless of owning horses EP GP EP, but GP really DLC. I just don't think it's worth the current EP asking price, even if a kind soul is offering to make a contribution towards me obtaining it. Principles, I don't have many, but I'll stick by that one. 🤑

    I keep putting off the patching while tinkering with other mods. Every day is like, "today's the day I'll patch, but let me do this one other thing first," and then another week's gone by. I just gotta rip the Bind Aid off and patch the damn game. Followed by disappearing down a mod updating rabbit hole for a week or so to get all the most essential mods fixed which the patch will most definitely break, - and the game will break if I don't fix 'em - then start working on mods like this one.

    I did actually make a start on weekend going round the websites and getting current versions of all the Big Mods from other creators downloaded, MC, WW, UI Mod, all that jazz. So I will be patching any day now, certainly gearing up for it. Getting sick of playing game in offline mode as EA App keeps crashing when doing that. (I swear EA do that on purpose to discourage offline play. [Come back Origin, all is forgiven.]) All in all, by week's end I should have a better time frame to mention when I can get to finally fixing mods such as this one. Thanks for your patience.     

  19. Ah, in that case the reverse would be true. To copy the TuningID Object XML number from any of my mods here to paste over and replace that of the CC TuningID, it would pick up some VFX and Sound FX. Such as the original solar panel CC sounding like a wind turbine when up close to it - if that's the object xml number chosen to replace. Though I did remove all default Eco pack sounds and VFX from the green Sixam gemstone if you want to use that xml tuning id number. The VFX  of swirling lights I did add to it don't need to be activated for it to work, just there for eye-candy so it doesn't have to be permanently lifeless-looking, and if placed outside on ground to also distinguish it from random gems that spawn on ground after lightning bolts hit ground during storms, plus VFX would not even be seen anyway within an object as big as a Sixam UFO. Though the UFO as power generator would make motor noise of Eco pack power generator if using my modded power generator object xml number to replace that in the CC. You have a few options there to tinker with. 

  20. For that type of conversion modding, you don't need any tuning code from my mod. If you have the Object XML number from the other cc, then all that you need to do is replace the Object XML number references in my mod with those of the other mod. With both mods open using S4S, go to Warehouse in both mods, scroll down to "Object Definition" file in other CC, scroll down that file to find TuningID number, copy it, then paste it over all the TuningID references in each Object Definition file of my mod. (One for every colour swatch.) Save and done.

    However, doing this will kill all animations, Special FX and Sound FX so you are left with a lifeless object, though it should still behave like the other cc mod.

    If I may propose a better suggestion, if you have the wherewithal to use S4S to do this type of task, then it would be just as easy and better to make all new clones of each Eco object, including the solar panels from that pack, then do same thing to swap out the Maxis Object XML TuningId with that of the other cc. That way you get to keep my ones, too, to use as they were designed, plus a set of your own that pick up the other mod's Object tuning behaviors - though will be lifeless, inanimate objects. The more the merrier.

    If you wanted to add the Maxis animations, sound and special FX to those new clones, then that would involve editing the Object XML of the other cc mod, or if again with the wherewithal, you could make your own, new Object XML - a copy of the other cc one but with a new, unique number - then add those effects to the section in the object xml coding that deals with the "on" and "off" states. If you compare my mod's object xml with that of the other cc, you should spot where those animations and FX are added on mine but are missing on the other. Then it's just another copy and paste job. I know I'm oversimplifying the process a bit, but with a bit of practice and a keen eye, it's still a relatively easy modding job.   

  21. Keep in mind these doctor career mods are old and certainly need an update. I currently have guests staying with me for the summer break, brother over from Sweden and my son, so finding time to update mods before the end of the month when they all fly away again will be difficult. On a more positive note, just before they came here the other day I did manage to get the scientist career mods updated and in good shape. Though I did not really get much time to test the career thoroughly, just one work day at the labs before my brother and my son arrived. Although they both love gaming, The Sims is not their cup of tea, especially with me mod testing most of the time. My brother brought his PS5 game pad that links my computer to his PS5 back in Sweden, so that's pretty much what my computer is being used for, PS5 gaming. At least I get to play God of War Ragnarok now. Don't have to (im)patiently wait for its eventual PC release.

    And of course now the horses patch released, which means I'll have to double, triple check the science career mods before I upload here. End of the month I'll be back in business and career mods will get the full update and testing treatment.

  22. It only really needs updating if Maxis add any new paintings to the already humongous set. I'll wager that there may be a few new horse paintings added come the next EP in a few weeks. I'll definitely take a look at the files then. But until then, I still use this mod as my sims do paint a fair amount, and all's well with it so far - even though it does need a few lines of new code added. Nothing game-breaking however, as I still use the old version. After next EP patch, that's when I'll update it. 

    Edit - I've just realized, I'm using the version I updated last year, that was part of a bundle rar of mods updated for 1.87-1.90. The one here is very old and very outdated. Best to not install. Just hang on for a couple more weeks for the Horses Patch to break everything like a typical pets patch does, then I'll  have it fully up to date soon after.

    Thank heavens it's the last EP for TS4. Soon followed by the last GP, probably for Fairy Occult, late autumn/early winter, and about 12 more kits from now until April 2024 (Tax Year) Then no more stuff for TS4, and no more damn patches. Free At Last!  

  23. I've never experienced that glitch before. Then again, I don't really use the default version because of it being limited to Prom music only. Likewise for Prom Night itself, it is virtually extinct in my game until I allow it. (Via the LMS Homework Book mod to cancel Prom indefinitely until I want to unlock it for a one-off.)

    I'll assume the glitch you mention would be connected to the default Prom Stereo Object XLM. Seeing as my cloned version is linked and referenced to a default, base game normal floor stereo object XML, it would not pick up the glitch.

    Out of curiosity, I did just now place the original Prom Stereo on my test sim residential lot. There are no interactions to upgrade it like a normal stereo, and only the one Prom music channel, but the sim is, at this very moment, dancing to the music without object glitching, vanishing or throwing an LE. In your experience, would the glitch happen on any lot - such as residential - or only during a Prom scenario at the High School annex building? I'm going to guess the latter, due to all the additional Prom Event triggers connected to things like the original Prom Stereo and dancing together. Trust in Maxis. They know what they're doing, clean, professional and efficient... (Sorry, I was thinking of a different Maxis in a different dimension.)

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