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coolspear

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Posts posted by coolspear

  1. Seems a bit random. Was it just a one-off LE, never to be seen again? Or does it repeat? I mean when you quit game and play next day or something, not same session.

    Is there an Insect Repellent object stored in the Cooler inventory, as Adventurer's Cooler does have its own storage hold? Looking at the LE, it does seem to be suggesting the owner - in this case the Cooler - is holding the object. Not that it's buyable from Cooler's pie menu options, that's a whole other thing, but that it's actually holding an Insect Repellent in its inventory.

    Are you also patched up to date with latest Werewolf patch?

    All my mods that have storage holds are all based on the Sim Inventory storage coding, to ensure that whatever a sim can hold, my objects can also hold. Why it's taken a dislike to Insect Repellent I cannot say. I don't use or alter the coding for things that can be purchased, just make a simple reference to them on the list for stuff to buy. After that it's all Maxis.

    I haven't patched yet to most current level, but let me know if same LE persists over several game sessions. Maybe they have altered something regarding the Sim Inventory coding on Object XMLs that all my storage object mods are going to need updating. Just a guess until I patch and confirm.  

  2. It's for every instance when you're playing a controlled sim visiting anywhere, the family sims left back home steadily quit with the pointless and illogical motive failing. The longer you and your played sim or sims are away, the better they are back home at looking after themselves. Might get a couple of orange/red portraits of sims back home in the early stages, but eventually, and not too long, not a single pip out of them as they are fine forevermore, or for as long as you're away having fun elsewhere. 

  3. Hi RedMallie

    My no fade columns mod is one that I probably, actually definitely, will not be continuing with. Same as my no fade ceiling lights and no fade trees. There is a very talented modder out there who has made a mod that covers it all, "everything" and I enjoy using their no fade mod set that I simply have no need to continue my mods.

    That modder is Mizore Yukii and here's the link to their no fade mod -  https://mizoreyukii.tumblr.com/post/188087358146/no-fade-on-everything

    It's worth Googling this modder to see their other mod projects, some is on MTS as well. One of their mods on MTS is updating Shimrods no fade sim mod, which is also worth having to complement the rest of the no fade set.

    If I'm not mistaken, Mizore Yukii also collaborates with another modder on some projects, and there was some work done on one or two of my outdated mods when I was retired. Worth checking it all out. I highly recommend their work.

    Now if it's just no fade columns alone you're after, I do believe there is a modder on MTS who does this. They started their project on columns a while back, when I was still active, and their mod is pretty much the same way of doing it as I was. They likewise knew you had to edit all eight transitional states of the column, not just the one main state as seen with the platicbox column fade mod from many years ago, otherwise there's no point. And back then, it was another reason for me to have considered abandoning my project, as it would be one less thing for me to do, seeing someone else is doing it the "right" way. I have no idea if this modder continues to update their no fade column project.

    Happy with Mizore Yukii's mods, I need look nowhere else for my no fade effects. Nor do I need to continue maintaining my old no fade mods.    

  4. Hi @MintSprinkles

    I haven't got round to fully updating the doctor and scientist career mod sets as yet. Working on it, but they're not in a state ready for release just yet. It's not advisable to use the outdated versions, for exactly the issues you are experiencing, and many other bad side effects I should imagine.

    Once I have them fixed up I'll upload them to their respective threads. But until then, keep in mind they're not safe to use and it's best you should take them out. I know that's a downer if you're already pursuing the doc career with a sim and my mods are what's helping you along. But they will be problematic as is, so please either put the career on hold till I get the mods fixed up, or continue the career without them. I can't say when I'll have the career mods fixed, there's a lotta mods that need a lotta fixing. But I will get to it eventually.

  5. Just a few objects I found sitting in the game files, that are technically in all our games already, so they're in your game files already, because they're in my game files already. Objects just milling about in all our games, yet doing nothing for a lotta folks' games.

    Yet now they are completely new objects, made from a set of completely new cloned files, each as a mod, as modders are allowed to do with stuff we innocuously run across in the legally allowed set of game files that are relevant and included in every players game if patched up to current level, as far as I'm aware. So then not the self-same objects that are already in all our games already, no, no, no. But cloned mods, of stuff you already have in your game files. "Really," I hear you ask,  "you wanna give me clones of what every legitimate, honest, thousand-bucks-and-rising, paid-up, patched-up player already has in their game files? But why?" Indeed, the big question to life, the universe and everything; Why? 42 was the best estimated answer, I believe. 

    You want these cloned, modded objects, then PM me for a Mediafire link.

    And remember the great words of one of the most beloved SiMerican Presidents of all time. "Ask not what your modder can do for you, but what you can do for your modder."  By simply asking in a PM for nothing more than a link. Simply PM me, saying nothing but the magic number "42", and I'll know what you want.

    Happy surprise mechanics, folks. (If such a thing is possible.)

  6. When playing a sim from a family who is off gallivanting the likes of Batuu for a good while, (Especially with my upcoming Reworked Batuu mods.) the last thing you want is to be plagued with the sims back home forgetting how to eat, sleep and pee in your absence. I mean why? How? The stuff is all there to take care of you. You all use it fine autonomously when I'm there babysitting you. Why is it my frikken concern? I'm in a galaxy far, far away, a long time ago. How is it even still my concern to take care of them, FFS?! I mean technically, they don't even exist yet from my Batuu perspective! Nothing back home but dinosaurs, probably. And what do I care about their frikken motives, they'll all be extinct by the time I get home. What, are you trying to blame their extinction on me now? The logic of it all, or lack thereof, boggles the mind, eh?

    So this bute of a mod will keep them in check back home so that they never pester your travelling sim again. It might take a while to kick in after played sim first arrives elsewhere, but eventually and soon, the sims back home will never again bother you regarding their inexplicable self-care motive fail incompetence, as it will no longer exist. Especially if they shouldn't even exist yet, technically. :hehehe:

    (Guaranteed no extinctions are caused back home in your absence, due to your absence. On the contrary, extinctions are more likely due to your presence. But that's a whole other ball of fish and kettle of wax.)

     

    cool1_sim_AwayActionRestoreMotivesFaster_SimsLeftAtHomeNoMoreMotiveFail.rar 

  7. The only way I know how to get the best quality Llama Wool and Cows Milk in the game, is to harvest it from the animals. Very Happy animals to be precise. When buying from shops or ordering it via deliveries, it comes as standard quality if un-modded. Not to mention not all varieties are covered.  I do have other mods to improve general quality. But even so, there is always tooltip information missing if using these other shopping avenues. For best quality and all relevant tooltip info, you simply gotta harvest from the very happy animals. And no bad thing, in moderation. However...

    The grindy rigmarole to eventually get each colour of wool or milk from your animals is, well, it's just heinous. Life's too short. And I'm talking about my life, our real world lives, not a sim's even shorter lifespan. And yet, I don't want to be cheaty-super-cheaty on this. No instant give stuff debug cheats. Nor setting up a buy wool/milk interaction on an object as I've done with other mods, that will only give you inferior wool with less info on a wool object's tooltip. I still want to use the Maxis harvesting mechanics, as I don't want my cows and llamas to become utterly redundant.

    So it is I've adjusted the goodies received regarding two of the special Animal Feeds a sim can make to feed their beloved cows and llamas, so the whole farming mechanic is still in play and sims reap better rewards to cut down on all the heinous grinding. 

    Give your "Very Happy" cows and llamas some Rainbow Feed, and when you next shear or squeeze those udders, you'll get five of every kind of wool or milk. Best quality and best tooltip info.

    Give your Very Happy cows and llamas a Fishy Protein Feed, followed immediately by a Rainbow Feed, and the next harvest will have 10 of each wool or milk.

    Now you can actually also get on with things like knitting the best of the best stuff with the best of the best wool without all that farming grinding to boot. Arrgg, Life, you're just too damn short. But 10 won't last too long. Then it's back to the magic animal feeds for more stuff.

    Happy farming, knitting and and simming. And Very Happy cows and llamas, eh?

     

    cool1_VeryHappyCows_X5EveryTypeMilkWithRainbowFeed_X10EachWithFishFeed&RainbowFeed.rar 

    cool1_VeryHappyLlamas_X5EveryTypeWoolWithRainbowFeed_X10EachWithFishFeed&RainbowFeed.rar

     

    I might do chickens, too, their feed and eggs, I dunno. My new "Make A cool1 Copy" mod set can help with resupplying best quality and best tooltip info for eggs (and wool and milk) in the meantime.

  8. As of patch 1.90 this mod is redundant. Maxis patch notes say they have fixed this error. Is it even possible? The feuding gurus have finally made peace? Marvelous.

     

     

    I only started using this thing for the first time the other day. And yep, it be Maxis, it be broke. Awww, Muxis, you done muxed it up again... So here's a fix for that crazy 999 Point Farmer book glitch seen on the Juice Fizzer when loading ingredients. Someone over at Maxis HQ is having a dig at Grant R methinks. Something along the lines that he's a bit too much, too overbearing, too all over it, and too much all up in your face. 999 times too much! Maybe? Could be? I'm just a live and let live guy, I dunno. Peace, y'all. But if they insist on fighting, that's all well and good, but I don't want to have to suffer it in my game. Take your foul squabbling elsewhere, gurus.

    If and when Maxis patch fix this longstanding glitch, ha! - or the fighting gurus patch up their differences and play nice with each other - and subsequently our games, - then this mod will no longer be required.

    (Now let's see how long it takes them to fix it. The mere suggestion of inter-guru animosity and foul play? Never!!!)

     

    cool1_object_JuiceFizzerLoadIngredientsFix.rar

     

    Happy Juice Fizzing.

  9. Hi @SassmasterMaxie

    I've never encountered that before, and I do like playing with vamps, two in my main family. I'm not much for rotational family play, but vamp behavior I know well due to their inclusion in my main family.

    I know hitting the Auto Solve Button on the Motive bar can make sims do stupid things that will not even address the failing motive. (Thanks Maxis for fucking up what could have been one of the best new features seen in the franchise, but now is a pain in the ass to use for most motive solving scenarios.)

    But vamps using toilets without having a true need, I've never seen it. Wires are crossed somewhere. When they do this, is there another motive that is in need of attention? There may hide the culprit.

    Thinking on it, I have seen in certain interaction XMLs where Maxis have put in a fake motive attraction factor to push sim autonomy, where the fake attraction was the wrong fit. A hygiene attaction for eating, if memory serves. Where the sim may well go take a shower when starving to death. Granted that's very rare, but it is a bit off. (Hence one of the reasons for the the crappy Auto Solve feature being so... crap.)   

          

  10. Here is a whole slew of mods with various feature improvements, the main one being a new interaction option you'll see on many objects to "Make a cool1 Copy"

    Notes -

     1 - "Make A Cool1 Copy" is a new Copy interaction given to objects, typically those things crafted by sims - but not exclusively to that type of object. Some crafted things already come with a Maxis Copy function, but that avenue is loaded with punishing caveats, some of which make no logical sense. Like copying a Bestseller book, it makes the copied version lose the Bestseller (highest quality) status, to become "Normal." WTF?! A Bestseller is a Bestseller no matter the amount of copies. It's a Bestseller due to the amount of copies. Akkk!!! Plus it will  say "copy" on the copied object's tooltip panel, as if to suggest it's a worthless criminal knock-off. My sim wrote the frikken thing!!! If they (me) wants to make a copy for the sim (me) to gift it to a sim friend, I don't want all these silly, ill-thought-out Maxis
    caveats. Bestseller is Bestseller, and my "Make A cool1 Copy" function keeps it that way. Yeah, I understand that making a copy of a Masterpiece painting is paramount to making a forgery. But what the heck. One interaction to rule them all, and in the darkness, copy them. That'll do nicely. Anyway, you can still use the Maxis copy option if that's how you feel about art forgery quality, as my copy function neither replaces nor removes the Maxis one.

    2 - The "ScumbumboTeleporterAsFloorlight_PutInInventory_MaksACool1Copy" mod needs the original Scumbumbo TeleportAnySim (Knight Statue) mod installed to function correctly. Scumbumbo's original mod is the Alpha from which my mod draws its teleport resources from.

    Andrew at Sims4Studio has most up to date version found here - https://sims4studio.com/thread/2617/andrews-studio

    My version makes it so it's only a small floor light rather than the big Knight Armor statue. That can also be placed into a sim's personal invetory by either using cursor Live Drag or commanding sim to put in inventory or place it in world. And that it also has my own version of Copy object function, so that you can instantly copy more teleporters to your sims inventory when object is on the ground. Ergo no need to keep going into build mode to get replacement teleporters as Scumbumbo coded his teleporter to disappear after a single use. And I would not dare dream of messing, tampering or altering our beloved Scumbumbo's work in his own mod, as he envisaged it, so I made this complementary floor light version to work alongside, along with, his original. (Floor Light object Found in Electronics/Misc)

    3 - "No Walls Down" applies to crafted wall hanging objects like paintings, photos and frames, so they remain visible when walls are down. If you don't like this idea, and prefer these objects to drop down with the walls, then open mod with Sims4Studio, open "Warehouse" tab at top and delete all "Object Catalog" binary files in the list. They're right there, you can't miss them. Delete, save, done. The objects will revert to dropping out of sight when the walls are down.

     4 - Storage - In many cases, I've added extra storage variation where it was sorely needed, so crafted objects can be stored in more places than just the sim's personal inventory or Dorm Room Chests - if you even have Uni pack. Mainly the normal, default storage chests that Maxis continually neglect to add storage hold options after eight years of patching because... because... erm... because...

    My own personal storage mods have worked great all this while as they work on the Sim inventory storage that Maxis do include in all these object XMLs. (Which is exactly why I picked Sim storage to use in my storage mods.) So I've never really needed to add additional storage variation. But I may as well add it now while I'm working on these object XMLs anyway, so what the heck, I've done it now. More storage variation for Maxis' seldom used default storage boxes. Yay!

    For the default Maxis storage boxes to have unique, non-shared private storage per box, - same as my personal storage mods enjoy - see my "LargerStorageCapacity_Aquariums99BuyAllFish" mod. That mod has the XML file where the default storage is edited to be private per box.

    5 - The Moschino MixPix Digital Frames (Landscape & Portrait) have been given the treatment so they do not go down when walls are down. They stay visible. Don't use this individual mod at all if you don't want that "stays up" effect.

    For the mod that makes these two frame types have unique, non-shared inventories, so that each frame can hold a selection of 50 differernt photos than all other frames of its kind, again see my "LargerStorageCapacity_Aquariums99BuyAllFish" mod. The XML file in that mod is where Maxis "usually" have all storage object related data. Although they did not make any entries for these two frames, (As well as other helpful storage stuff they neglect to put in that file over the years.) so I did tidy up a few things, including entering new data for these frames so they now have unique, non-shared storage inventories.

     

     

    Make A Cool1 Copy.rar - Personal update December 2022

    cool1_object_AlwaysBestQualityEggs&Milk&Wool&MeatFromShops_MakeACool1Copy.rar - new December 2022

     

    Update - December 2022

    Hi all. Nothing new changed about the coding of the Alpha mod. Just many more things that now have the Make A Cool1 Copy function added. Such as University Diplomas and Graduation Photos. Some cooking ingredients. A few other things. Also some older mods of this set have had more storage options added that I missed adding the first time.

    I did release a set of Uni mods yesterday, and in that thread I included the mod for the Computer Glasses. That same mod is actually in here with all the others, so if you did grab that one from the Uni mod thread yesterday, then just delete it as the same mod is also in with this bunch. I have removed the mod from that Uni mod thread as it is now here.

    The Computer Glasses are also edited with simple no auto use their computer functions. So sims can wear them permanently without annoying the player using the computer functions every five minutes. Now they can be super cool cyberpunk shades for your super cool sims to wear everywhere. They can be purchased in Electronics/Computers, no need to craft them. Once on a sim they wear them in every outfit, even when naked taking a shower or during some Wicked Whims shenanigans. Of course they're waterproof. 😝  After purchased from  Build Mode, put into sim inventory in Live Mode, then click on sim to find option to wear Computer Glasses and use the Computer functions. If ever you've had enough, just click on sim and scroll through options to find the command to remove glasses. Off they come, back into sim's personal inventory, till the next time you want them on a cyeberpunk vibe.

    Even though the option appears for children to wear glasses if object is in their inventory, don't bother, it won't work. Glasses only for teens upwards. Enjoy.

    I forgot to include the Eggs/Milk/Wool copy mod in the folder. I've now uploaded it as a separate mod. Next time I'm putting any new stuff in the folder I'll put it in there with the rest where it belongs.

     

    And a final thanks to our dearest scumbumbo for his original sim teleporter mod. RIP.

     

  11. I'm not sure when I'll get to updating those "lesser" sorts of mods, currently concentrating on the bigger ones at the moment. Yet I do understand your annoyance, as I too am getting fed up of my sims dropping what they're doing to go cheer and clap at those sims who have high Reputation, and to think I do have a collection of outdated celebrity mods that ended all that crap. So I'm sure it won't be too long before I get round to fixing all that annoying nonsense once again.

  12. Hi @Esganado

    I don't advise using this mod as it has not been looked at since patch 1.62 two years ago and will probably need an update.

    I did retire from modding Sims 4 back then, although in recent months I have returned to modding. I have been updating quite a few, and I do hope to eventually check/fix this mod too, though it is not a priority mod on my list.

    Best to check in on this thread - https://simsasylum.com/tfm/index.php?/topic/16204-all-updated-mods-186/ - for the time being as that is where I'll drop news and bundle rar folders of fixed mods when I have the time.

    I do hope to tidy up all theses individual mods threads in the long run, so all will be safe to download from. But not for a while yet.

      

  13. Update April 2022.

    For future reference, it's also worth keeping in mind that if you ever need to use the function on Origin to "Repair Game," during the process it may replace this Resource.cfg with the original. So be ready for that if ever the need arises. In recent times, 2022 and patch 1.85, there was a supposed fix for the lag latency that happens when switching between Live Mode and Build Mode, and vice versa. Much like a frame rate lag spike that could go on for several minutes before clearing up. Some players reported it still occurs after patch, and were advised to then do an Origin Game Repair for the fix to finally take hold. So there is one example to keep an eye on this Resource.cfg if you feel you need to try that repair trick to fix the Live Mode/Build Mode lag spike if it still persists after patching to 1.85+.

    What I can confirm from my own experience is that yesterday, I patched from game version 1.83 to 1.86. Only to find the Live Mode/Build Mode lag fix, as expected,  did not take hold in my game. It was still there. Before I took to cursing Maxis' typical ineptitude, I came out of game and tried the Origin Repair. Took about ten minutes, then I was back in game. More surprised than I ought to have been, I discovered the lag has indeed gone. Yay! Two years of it now finally over. Slowpoke Maxis comes good in the end. Also the Origin Repair process did not replace the modded Resource.cfg with original. So that report I got some time ago does not seem to be accurate. Though it may vary from game to game, perhaps. Depending on how much damage Origin has to repair, I'll guess.

  14. Thanks for the report. I expected this to be the likely outcome, given the coding for that job - to have a satisfactory conclusion to inspection - will probably have all the Maxis eco object numbers referenced on an inspection checklist. I can't promise I'll ever fix that, as I never give any Maxis careers to my sims. (Haven't even played a doctor or scientist in ages.) If I happen by that career xml by chance one day, though, I might give it a look in a "why the hell not" accidental serendipitous kind of way. :hehehe:    

  15. I've heard some chatter on that. It seems after patching you also need to tell Origin to Repair the game for that build/live mode lag fix to work properly. I cannot verify this, though, as I have yet to install the latest patch.

    I'll have to patch soon, though, as the Reworked Batuu Cantina WSC mod set I'm working on is nearly done and it can't be released until I've ensured it's compatible with latest patch level.

    Not to mention it's probably best if I check if their latest lag fix alters anything in the same files this simulation lag mod uses. Could be, could be. Needs a check for sure.

    Edit - If you are going to try an Origin Repair Game, and you also use my reworked .cfg and Overrides Folder - (Which I have insisted upon when using this Simulation Lag mod.) - I have heard that the Origin Repair will reinstate the original Maxis .cfg which will then cause the game not to recognize the Overrides Folder and all the extra nesting depth. So be ready to replace the Maxis .cfg with my one once the Repair is complete. 

  16. Funny enough I did do a rough, preliminary mod of an R2 unit being reworked as a vacuum robot - the vacuum object from Cats & Dogs. I did make a shed load of those things a while back that are uploaded here. Recently made them all patch compatible but have yet to upload updated versions. And also did one for the vacuums that come with Bust the Dust. It's both odd and yet quaint seeing one of those Bust the Dust upright hoovers going round the house all by itself - though it has minor glitches I'd need to clean up before I'd ever upload it. Haven't had time to check if the converted R2 unit will do it without glitches.

    I've already been tinkering with the servo robot from uni pack as they do come as a new staff type to work in the Batuu cantina. (Akin to the busboy cleaning staff I made for Dine Out Restaurants, the new "droids" come to cantina to clean up all the diners dishes. Also have a robot construction station placed at cantina for when the time comes,  as I do have a kernel of an idea to do something Star Warsy with all those uni robots. I like your idea, so I will probably see how far I can take it as a mod.

  17. hi @HappySim3I am looking into the sabacc table at the moment. There's a dire problem with it, sims who start to play will sit there all the live long day. Not even leaving when motive failure hits. It's awful. I did notice on the interaction xmls Maxis did not put the usual coding that all interaction xmls have, to push sims to quit an activity when motives are going low. It's just not on any of the six sabacc interaction xmls, so no wonder they bogart the table and not even leaving the area when their job shift time is over. Typical scoundrels and Batuu citizens get six hours to mill about before they are pushed to leave so new sims can attend. But once they get on that damn sabacc table they are there indefinitely. I can see a death by sabacc event happening if I wasn't so watchful and annoyed with them on it all day.

    Anyhow, I am adding the missing motive exit push to see if that clears it up, and also cutting it from 12 rounds to 6. So it will probably be a great idea to up the kitty and winnings quite considerably seeing there will be less rounds per game. I like it, I'll do it. I also added my ever-so-helpful autonomy On/Off switch to sabacc table, so each table can be turned off or on individually while in game if it gets too annoying.  Testing that addition while I write this.

    And jeez, the lightsabre sparring, my special Star Wars sims have gone silly with it. Terrific fun though, but I best find a way to tame it as it has become open warfare sparring on the streets of Oga's Cantina between the Jedi, Sith and anyone else who happens to have a favorite lightsabre in their inventory. A war zone indeed. But very colorful with all those tones of pretty lightsabres. Who knew Rey was so competitive? She's one of the worst for lightsabre brawling now that I've opened it up for her. Girls will be girls, eh? (Opened up romance and woohoo for all the special Batuu sims too, so she's up for a bit of that too if you can pull her away, when she's not busy cutting everyone down to size with her lightsabre. And she does love it when the new Batuu Master DJ turns up in the evenings, always the first one on the dance floor.) 

    And I love that my Han Solo and Lando Calrissian are regularly, autonomously flying off in the Millennium Faclon trying to outdo each other's time speed on the Kessel Run. Boys will be boys. Bowling going good too, citizens, scoundrels and my special Star Wars sims getting stuck into that. (Batuu clothing and bowling shoes are an odd combination indeed.)  And the addition of treating the cantina more like a restaurant with new staff and diners coming in regularly is pulling into shape quit nicely. So yeah, all coming along. The headache part of getting new ideas and interactions to work at all is over and it's all coming together now. Bit of balancing tweaks needed here and there - looking at you lightsabre sparring - and yes, tidying up messy, downright dangerous life-threatening sabacc is my current project. ( I keep calling it pazaak when in game because of Knights of The Old Republic.  Pazaak = Blackjack, Sabacc = Poker. Learn something new every day.)

  18. At this stage the game is beyond saving. Eight years, 1000 bucks worth of dlc from a gazillion packs, a gazillion more patches jammed into the mix, - that are infamously known to break as much as they fix - and Maxis' half-arsed spaghetti coding all the while, nope, it was never going to be good by this stage. Sims 3 all over again.

    In yesterday's patch notes it seems Maxis were referring to fixing a terrible lag issue that's been in the game for a couple of years now. When going from build mode to live mode, or vice versa, the game can undergo some terrible lag similar to a massive frame rate drop, and it can linger for a good while. One trick to clear it instantly is to open the Options panel and close it again. A habit I've developed in my game for this last couple of years. It works almost 100 per cent of the time. If you don't do that trick, you could be waiting up to ten minutes or more for the game to clear it up by itself. And here's the rub, Maxis say they've addressed it? Knowing their track record it's one step forward two steps back. I have not patched myself to see if this particular lag issue is finally resolved. but either way, it is not the same simulation lag my mods helps to reduce. The game suffers a few forms of lag not connected to each other and one fix does not cover all. And one of those unsolvable forms is related to everything I opened this response with and my mod cannot do a thing about that inevitable crippling of the game unfortunately.

    Won't be long now before TS4 gets yet another infamous treatment, a "1.69 patch." Referring to the final patch of TS3 that breaks up the game so it only loads base game and not all other 1000 bucks of dlc unless you tell it to load more packs every damn session. (As if to suggest you've only got yourself to blame if it lags for loading all the packs you bought in good faith.) Yay, Maxis knows how to fix the lag eventually, before they finally abandon yet another game. Fixing it by blaming you for it. Coming soon to TS4.

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