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coolspear

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Posts posted by coolspear

  1. Hi, Kayleena. To answer the first question, it was about six months ago or so Maxis was cleaning house and removed quite a few pointless Situation Goal XMLs from the GTW career files. Which in turn had an effect on both the doctor and scientist 1 Task Gives Max mods. I did write here that one of the doctor Situation_Goal mods in the 1 Task doctor set is now redundant and must be removed. That's why there is now one fewer than there was in the original set.

    The second question, my doctor mod set has no effects or influences on what goes on during the played sim pregnancy scenarios. All that is governed by other Zone Director XMLs and Interaction XMLs that I have never modded. So any unwanted effects, pointless staff spawning in the homeless bin or that horrifically long delay when checking in, is all pure Maxis default gold.

    I commend you for persevering with the played sim hospital births. I did it once. Just once, and that agony was enough, and homebirth was the preferred method thereafter. (Just grab the cute birth certificate object from debug buy category afterwards and that's all the inane Maxis hassle avoided.)

    Ooo, you just reminded me. I did once intend to make those birth certificate objects nameable. So you could write in a name, a day and time of birth, and which sim town. Make them more personal to each sim, rather than the Maxis, err... nothing. I think I'll get that done soon.

    Hi, @moonmoon, to answer your question, I have actually reworked a great many things about staff and patients at hospitals. The mod sets I have in my game compared to what's uploaded here are quite different. Things like new staff types, new patients, new behaviours (Like the one you were asking about), and new events. All still in testing for a while yet, but one day I hope to release it all. Also the scientist labs have the same treatment with much more new stuff. (Astronauts in Training as new co-workers at the labs. Rockets coming and going all day. New Alien Scientist co-workers and their quirky ways and their UFOs coming and going all day. Busy, busy, busy. The skies above the labs need an air traffic control tower, it's so busy.) Hopefully, before winter is over, I will be releasing a new set for the detective career, so I may also do a big release of all this stuff to coincide with detective career mods, which will bring many new experiences to all careers. I can't give an estimated release date on it as yet, but it's all in the works. 

       

     

  2. I know it's confusing with Maxis giving the same "Thrifty" name to the XMLs and traits, but in game there is the base game original thrifty for saving money,  - getting a weekly percentage rebate for anything bought from build mode - whose XML is not actually called Thrifty while the trait is. The second, poorly named Thrifty XML came when Maxis introduced two new careers way, way back, that were for base game. There was the Fitness Career and the Art Career, and when branching off in the latter half of the Art Career to follow the Critic path, that Thrifty Trait is given as a weekly rebate on buying art from build mode. BTW, the trait is not called thrifty in game while the XML is. Go, go Maxis for the all-round mind-fu%k on the Thrifty theme.

    Leader of the Pack is an Aspiration Reward that I did not need to build any XMLs for. It is on the main list. (When you open mod with S4S, the very top file is the Reward Store list and it is on that. The actual name of the XML is "Club President." You're beginning to learn what Maxis call a thing in game, is oftentimes not what they call its governing XML. BTW, please don't start editing anything on that Reward List, there is no need. That just links to XMLs, and if the XMLs are not found during game load, (because they were deleted) then it doesn't mean diddly-squat that it is referenced on the list.

    The same for any Aspiration rewards from EPs and GPs. I may reference them on the list, but if their corresponding trait XMLs are not in your game because you don't have the packs, then what's on the reward list means diddly-squat.

    All this problem is purely focused on, is the fact I have built extra XMLs devised to put (existing) traits into the Reward Store, so during the game load it's looking for the actual traits my reward XMLs are suggesting exist. In essence, I have built the second half of a bridge on the other side of a river, but your game can never build the first part of the bridge on your side of the river as those traits are not in your game. So you only need to concentrate on all the XMLs I've built in this mod and nothing else.

  3. Do you have any CC career mods? CC Trait mods? Even Shimrod's old MTS mod for putting only half the Aspiration traits in Reward Store? At this stage I'm thinking it's a conflict. I can't think what else is causing it, if you know all your packs installed, and you're following the EPs and SPs removal tutorial to the letter.

    I know it's a pain to do it, but if you really want to get to the bottom of this, remove all other mods, start a new test world, download these again, follow the removal tutorial and see if it still persists. We could be chasing the tail on this for a long while otherwise. Confirmation is key.

  4. Thanks for the feedback, guys. I wanted to do this mod for a long time. To match the single meals from the Cornucopia fridge. But what finally pushed me to do it, was not the idea that all group meals would be available. That's a worthwhile goal on its own, but not the thing that annoyed me enough to get it completed. It was toddlers. As always. Toddlers (And NPC Workers) are always the things that rile me the most in this franchise. And in regards to toddlers, I love nothing more than independent, take-care-of-themselves, I-can-do-it-myself toddlers. It bugged me for TS2, TS3, and now our TS4. Okay, you get where I'm coming from.

    Filling the Buffet Table with all meals, Impeccable meals, fully decorated bakery meals, was primarily so those strong, independent toddlers of ours, could go grab a meal by themselves, get on with it for themselves, without any of the adult harassment BS that this franchise cannot help itself enforcing on gameplay.

    So, filling the Buffet Table with all manner of goodies is great, I'm glad the mod provides it. But I love it when a plan comes together, and I see those toddlers looking after themselves for the best part of the day. Little champions, every last one.   

  5. Thanks, Shonie. Looking at the list from your link, I see that Squeamish is also a GP trait from Outdoor Retreat. Jeez, the list goes on. I will update the tutorial accordingly for Unflirty and Squeamish, as they need to be removed if those packs are not installed. So then, I suggest removing the Squeamish files from the mod as you don't have Outdoor Retreat. Please let me know if this helps. Because I have all packs to date, the effects of this are something I would not even know how to look into. All feedback on this in invaluable. So thanks again for the great detective work you're doing here. I really appreciate it. (As do others encountering the same issues, I should imagine.) 

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    Motive Manager Machine - The Little Zapper

    It's compact, cute and child- friendly. All the basic motives are covered with this new gizmo, for all ages child and upwards. Plus new features and buffs are regularly added. Check the growing list of New Features below.

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    Human & Alien Options -

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    Plantsim Options -

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    Vampire Options -

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    Next we see a child able to use it -

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    Comes in three swatches. The original, another swatch with a few more details and some English text. And a third swatch with the details and Simlish text. I got bored and started doodling on it, what ya gonna do, hey -

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    Played and un-played sims on any lot will use most functions autonomously after unit is activated. Social Motive and Fun Motive are not autonomous. (To prevent sims standing at the unit all day getting zapped, never doing anything else.) Hunger Motive is autonomous, but those sims who are able to eat food, still prefer to do so if meals are available. Likewise Energy Motive is autonomous, but household sims still prefer their beds. It helps visiting sims with no access to a bed. Bladder and Hygiene Motives, well, they prefer the Motive Manager Machines over using a bathroom, any day of the week and twice on Sundays. I've never tweaked any of this preference behaviour, sims just do this naturally.  

     

    New Features - April 2018 - Many new interactions a buffs added to control emotions, teen mood swings, childhood phases and to alter school attendance!

    - Interaction & Buff - "Prevent Parenthood GP Moods & Phases - 7 days" - Select this for teen to be given the "Embrace The Equanimity" buff. The buff lasts for one week and for the duration it will prevent teens being forced into mood swings or being given any childhood phases.

    - Interaction -  "Clear Existing Moods & Phases" - Select this to clear away any visible or hidden moods and phases the sim may currently have. I recommend using this function before applying the Embrace The Equanimity buff.

    - Interaction & Buff - "Be Just Fine For..." - Two selections here for the "Picked A Fine Time" buff to last either 24 hours or a whole week. Once selected, the sim will not go through any further emotional swings and roundabouts no matter what any other buffs they get say. The sim will remain in a Fine emotional state for the duration of the buff.  Then right back to the mad myriad of emotional ups and downs and their flitting colour schemes once the buff is gone. Or just top it up with another Fine Time zap before the countdown completes. (This feature was added last March, but has been fine tweaked to work alongside all the new features for April.)

    - Interaction & Buff - "Take A Long Break From High School" -  The teen who you command to select this will be given the "Free At Last!" buff. Thereafter the teen will not go to school again until buff is removed. It works by booking a PTO (Paid Time Off) vacation day for the teen. The buff is on a 24 hour countdown, whereupon reaching zero it will reset and reapply itself for another 24 hours, over and over. Essentially rebooking another PTO giving the teen another "Day Off" in perpetuity, over and over. The buff does not take away any vacation days the teen may have accrued. Meaning even if a teen has none in the bank, the buff can still be applied over and over at no cost. I recommend first issuing the buff at about 3am, then that's the time set to better coincide with booking the day off school when it autonomously repeats issuing the buff every 24 hours and better avoids "**stored sim" buff deletion. I find this to be a far better system than a heavy handed mod that stops all teens going to school permanently. Now you can pick and choose which ones are free from school, Free At Last! Those late stage teens, 17, 18, 19 years old may very well appreciate this new feature. Though it's up to you to give it to whomever you want. Your game, your way.

    **Stored sim. Please keep in mind that the rules for buffs and traits are different for stored sims than the rules for active played family sims. Stored sims are those in the world whose households you're not currently playing, or those in a household you are playing but not part of the lot you are on, such as a GTW scientist going to the labs to work, or a sim visiting a community lot alone, while the rest of the family back home become stored sims. If you are away from home at the time the stored teenager's Free At Last buff is due to reset, it will not generate a new buff for the next day, essentially ending the buff. These are Maxis rules, nothing to do with the mod. So if you are extra careful to have the teens as playable and present at the nominated time for the buff reset cycle, the buff will never end. Failing that, just give it to the teens again if you were playing away from home during the buff reset time.

    - Interaction - "End The Long Break From School" - Command your teen to select this and it will delete the Free At Last! buff. Essentially sending the teen back to school. The buff is instantly removed, yet it may take up to 24 hours to reset the school schedule and put them back on the attendance registration. In fact, when the very next school day ends in your sim world is when the teen will go back on the attendance register. But that was one long, long, long day off. I hope your teen used the time wisely.

    Also all the pie menu options have been organised and tided, and now divided up into sub menus for specific sets of options. For more details on the new features, see the pictures in below spoiler if you like.

    Spoiler

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    May 2018 New Features

    Interaction & Buff - "Prevent Parenthood GP Moods & Phases - Infinite" - Select this for teen to be given the "Embrace The Equanimity - Infinite" buff. The buff has a countdown for one week, where at the end it resets and reapplies itself for another week, over and over infinitely. It will prevent teens being forced into mood swings or being given any childhood phases. The same stored sim game rules apply as explained above.

    Interaction & Buff - "Shock me to my bones." Want your sims to become a skeleton for the day? Just pick this and the zap will make it so. Based on the Jungle Adventures GP, so that pack is needed for this option to work. There are three skeleton types, Ivory, dark and a bluish mosaic, and the sim will be given one type randomly and remain that way for 24 hours. Also I threw in a random clothes pile hitting the floor under skeleton's feet if you have Laundry Day pack, because why not? I can't explain with any credible certainty where Maxis make the skin, organs and hair all disappear to for 24hrs, but I can explain the sudden loss of clothing. Right there on the floor! Most sim motives freeze while in this skeleton state. After all, you can't have bladder failure if you don't have a bladder.

    January 2019 New Feature

    Interaction & Buff - Added a new feature for sims to smoke an accessory cigarette. The accessory item is made by curbs and can be found here -  https://www.patreon.com/posts/now-free-2017-3-22813602  - So many wonderful, top quality things you could spend the whole day downloading stuff. I know I have. The one on that page to get is  "curbs_Patreon_cigarro_2" and once in the Mods folder can be found in game in accessories under rings. The interaction on the Little Zapper starts the smoke special effects and gives the sim a dazed buff from the nicotine that lasts twelve hours. The sim smoking all the while like a proper chain-smoking, fag-ash-Lil. (BTW over here in the UK, "fag" means a cigarette, and not what in the USA is as derogatory term for homosexuals.)  The pictures below try to demonstrate the effects, but screen shots are notoriously bad at capturing special effects so they don't do it much justice. Looks much better in game. The smoke is actually frosty, winter breath from the Seasons EP, so that is a required install to see the effects.

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    Also tidied up the breakage upgrading, as that was a bit off. Causing the options to be greyed-out and to display "cannot break unbreakable object," especially if the object is on a community lot. The object still comes a pre-updated, but now it displays that in the options under Upgrade option. Due to this, any older Little Zappers will need to be replaced as they will say you need to complete certain upgrades. Just replace with a new Zapper and the message will say everything is already upgraded. Lastly I have removed the option to get the buff to stop the annoying blizzard walkstyle. Maxis have fucked that up even further, and the new Python has taken a dislike to many CC buffs. As a consequence the buff I made no longer did anything, so I've removed it. I have made another mod in the General Mods section to stop the stupid blizzard walk completely.

     

    This object is a partial, standalone clone made from a Parenthood GP object. Parenthood is a required install for this mod to work in your game. The Little Zapper can be found in Electronics / Misc

     

    cool1_MotiveManager_TheLittleZapper.rar  - Updated for 1.52

     

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

     

    XML Resource Used:

    All files used are both new clones and new XMLs made by me, so should not conflict with anything else.

    Mod first made and uploaded with Game Version 1.34.18.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Franzilla at MTS for the Simlish font

  7. New Additions - September 2017 -Two new additions for the Mega Tray only. The first, not exactly new, a tray for Plasma Jane cocktails only. I found that during vampire gatherings, they'd drink the Plasma Jane cocktails quickly enough, but would avoid the Sunlight Reversal cocktails most of the time. So I made a tray for the Janes only, to keep the vamps happy. The second, a new tray for two toddler drinks of apple juice and milk. Now that our sims can have toddler gathering events, I thought it would be a nice addition for the toddlers to have a tray of their cute little drinks available. I didn't see the need to make these as standalone individual trays like all the others. So they will only be found in the Mega Tray selections.

  8. I do know that reaching the Grand Master vamp stage has a buyable reward that says it significantly reduces the very thing you're describing. I should imagine, for the devs to make that a worthwhile reward for novice vamps to work towards achieving, they would have to make the "strategic annoyance" pronounced enough to be noticeable during those early stages. Otherwise what's the point of earning enough points to buy a top tier reward if it does not make any noticeable difference? That's the logic of it as far as I see. If you're looking for a method to fast track vamps to high levels and buy the reward, look no further than "The Amazing Computer Rack" found in Specialized Mods section.

  9. Storage Galorage Ltd are happy to bring our sims another upgraded standard object to become part of the Cornucopia range. Here we have the two Buffet Tables from the Luxury Party Stuff Pack refitted with the same advanced tech as seen on the original Cornucopia fridge dispenser. Now a great many known group meals (Party-size) from around the sim world can be generated on the Buffet Tables for the standard fee of 60 simoleons across the board.

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    That's a heck of a lot of group meal choices to keep the family or those party guests happy and stuffing their faces for any occasion.

    The Buffet Table seen in the picture above is the BuffetTable1 Alpha Mod, and the second BuffetTable2 is the other cloth-covered table. The Alpha is needed for the second table to work as it draws all resources from it. Both objects are partial, standalone clones and will not overwrite the original buffet tables. They can be found in Activities / Misc next to the original objects, and also Appliances / Small. The Luxury Party SP is a required install for these objects to work in your game. As will the various packs some of the meals come from need to be installed. I've done my best to keep most EP or SP foods in their own option menus, to avoid seeing blank boxes for those who don't have all packs. But some cannot be avoided, as they are plainly called Homestyle or Gourmet by Maxis, and go in with all the others from base game, and I do not want to go picking through them all to separate for pack compatibility.

    Update May 2022 - No patch code stuff needed after all this time. This mod just keeps on trucking. Added Snowy Escape group meals and Batuu group meals. The relevant dlc packs need to be installed for these foods to show.

    Cottage Living meals and others coming soon.

    Update June 2023 - Nothing needed regarding patches, but I did give it some long overdue love and added so, so many more foods. Practically everything since Cottage Living to date. 

    Edit - I had to remove almost all the new meals. From what was about seventy new additions, only six have survived. I have learned the hard way that Maxis has been using a new way to define large meals since Cottage Living, and coincidentally I hadn't updated the food list for this table since just before Cottage Living. When I worked on it the other day, spending the whole day making a new interaction xml for each recipe since Cottage Living, taking me close to 17-18 hours to make and include them all, I had no idea of this change to large meals was a thing. When finished, the first food I tested was roast duck, as that was the first one I made at beginning of update process, and it worked fine. So I assumed mod was good to go, and uploaded it here. But playing in game today was a true kick in the nuts from Maxis to find the vast majority of meals will not spawn and cause an LE. Took me a while to get to the bottom of the problem as all the xmls I made were fine, same as all the older ones already in the mod. But I eventually spotted the problem when looking at the reference made to the actual food recipe, the large food recipe. (I do not edit or include the recipe xmls in this mod, I just reference to them in the interaction xmls.) And there it was, in the name of the recipe. Since Cottage Living, all large recipe xmls now have the word "multi" appearing in the reference to the actual meal. Meaning Maxis has been doing something different to them, the coding, since, and as a result they will not be able to spawn on a Buffet Table. Don't know why they would do that, as all the older large recipes from base game right up to just before Cottage Living remain the same as they ever were, so it's not as if it was a needed patch change or all would have been changed and this buffet table would no longer work at all for any meals. I assume just a different dev team working on Cottage Living just did it their way, not the old way, for no other reason than they just did it their way. As such, with this trend continuing in other packs since Cottage Living and all the free drop foods we've been getting, I think it will be impossible for me to add any new foods to this mod. But as a note of interest, those devs working on High School Years made the large serving buffet foods on that the old way, they had to, to make them work. So they know they have once again made unnecessary changes to things that all add to the game lag issue. When a computer loads up files that are all the same format, it loads them quicker. When devs keep changing them like their making an entirely different game, then that's how your computer will respond, trying to load and play two different games. I don't know of any computer that can do that smoothly. But I do know of a bunch of reckless devs who'll put your computer through the ringer because their left hands and right hands are on two different planets.   

     

    The Cornucopia Buffet Tables

    cool1_food&drink_CornucopiaBuffet_AllFiles.rar - Update for June 2023

     

     

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

     

    XML Resource Used:

    All files for the Buffet Tables were made by me so should not conflict with any other mods.  Mod first made and uploaded with Game Version 1.34.18.1020

     

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

     

    Footnotes:

    1 - I tried to have the large group meal Ice Cream cartons also for these buffet tables. But it didn't quite work out. There had to be no other adjacent foods on the table, nor any of the Drink Fountains as the centerpiece, otherwise Ice Cream carton would not spawn. Furthermore, when it did have room to spawn, it just looked odd, too big, hanging off the edge looking awkward and precarious like it's about to fall off, like it's defying gravity and should have already fallen off. All in all, no thanks.

  10. Hi Shonie, it's not been confirmed if Vegetarian Trait is suitable for base game or if the City Living EP is needed. (As that trait came with the City patch last November.) Dragongirl went ahead and deleted it anyway, and reported success with the mod thereafter. Try deleting the two Vegetarian files and see if that does the trick. If it does work for you, then I'll definitely know Vegetarian it is a City Living required trait, and add it to the tutorial as ones that must be removed if City is not installed.

  11. Nice idea, dragongirl. Apart from these objects, I've done another gag object with a terrifically high room score and a new, silly buff. The bars of gold décor object. I mean, if I had bars of gold just laying about in my house, I'd think the rooms were as beautifully decorated as they're ever going to be and a matching buff to highlight that golden feeling. Might release it here one day, but I wanted to tweak it with another crazy interaction idea first. "The Midas Touch," is all I'll say for now. Strange things on the golden horizon, for sure.

  12. Sounds like you need to start looking at other mods causing this problem. XML coding (and subsequent mods made from those XMLs) can only effect the behaviours they have been setup to govern. They cannot introduce whole new effects and interactions that are not even in their coding. None of the NO Auto Drinking mods can possibly effect vampires, in any way, as there is not one line of coding in them related to vampires. Equally, all vampire behaviours are subject to other XMLs (ergo other mods) guiding the frequency of their interactions and have nothing to do with my mods. Not possible for the vamp XMLs or those XMLs in my mods to have any influence on each other.

    Vampire "drinking" is its own thing in its own XMLs and not related to my mods at all. Check any vampire related mods you may have, or any mods that add CC lot traits to venues, that may push sims into activities more than default game does. That auto drain life spirit sounds very much like a mod on MTS that I wouldn't use myself because of the annoyances you are now reporting here.

    P.S. I play the game plenty. More hours than is good for a person's sanity. Both for casual playing and a heck of a lot of mod testing. There isn't much in the game, in the way of problems, glitches and errors, that I miss. And I would have to agree, that yes, just like all other Sims games in the franchise, as time goes on there is always a staggering amount of glitches introduced to the game, more than ever get fixed.

  13. 11 hours ago, Shonie said:

    I guess I've been lucky since I only have base game and Parenthood and everything seems to show up ok. Some have no descriptor but I can generally figure them out.  I have no idea what all those phone colors are about though. :D  I'd like to take this opportunity to thank you for all your work for us.  Now that I've actually played enough to work on crafting, I grabbed those as well this morning.  I sort of feel like I'm in TFM's old room when I come to your little piece of the Asylum. :D

    Hi, Shonie. Those phone colour traits will only be in the debug list, with all the many, many other hidden traits, such as occult types, ghost types, favourite movies, particular walkstyles. so, so many. It's the Reward Store, access found on sim's Aspiration Panel Interface, that is having the trouble. And if you only have Parenthood GP and no EPs, then in all likelihood your Reward Store will be broken too. Please check the Reward Store and let me know if it's problematic. Then you'll have to delete the missing EP traits from the list as explained in the opening post.

  14. Hi @deffrollaThe most common response to the gag is folks look a little confused at your statement, then they say what they're thinking -  "There is no F in Way?" - And that's the answer.  Say that in your head, or out load, a few times and it begins to sound like something else. "There is no F in Way, you'll get an elephant into a shopping trolley."

    An old joke, that seems to have died a death like the aforementioned Safeways. 

  15. The two mods already mentioned do not block sims from using the bar objects. Only the fridge and sink. There is another mod here No Auto Bar Drinks that will stop them using the bar at home. Though it dose not stop them ordering drinks from bartenders at community venues. But as far as vampire biting and feasting on other sims goes. That's a form of drinking, I guess, but none of my mods are designed to stop that behavior. I think if you give the vampires the nice vampire trait, they do not bite and drink without permission and they have to be friends with the plasma donor. At least I think that's how the good vamp trait works. 

  16. First we have the Romantic Fire from City Living EP unlocked and now found in décor with all the other fireplace objects. I quite like the fire. The pink glow warming the room of a cosy love pad. But why Maxis only made the one model (and locked it behind debug) is a bit lacklustre. I think this is a glowing, shinning, burning (Enough with the puns already!) example of how they have come to rely on modders picking up the mantle, (Didn't we agree enough with the puns?!) carrying the torch (ENOUGH!!!) and finish the hearth-hearted, sorry, half-hearted jobs they start.

    So to that end I have taken up the challenge and made the Romantic Fire into a complete set that can fit the décor style of any home. I've made standalone, partial clones of all other fires in the game, from base game and various EPs and SPs, and tagged them to the resource of the Romantic Fire.

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    f5.jpg.9c1b997dc50a58e33bf04a95019d1ff5.jpg

    f6.jpg.bb6c759b6649d96e9fd1519ebfb80d3d.jpg

    As seen throughout all live mode pictures, the sim has acquired the Romantic Fire buff from these objects, even though it has not been assigned to the lot as a house trait. Not needed. The fires will do the job just dandy without need of the house trait.

    I was unable to test if a home saved to the library will keep these objects. In the last patch, Maxis implemented new features into the way lots are saved to the library, and typically, too damn typically, they broke the system. Currently unable to place saved lots from the library. Maxis, they drive you mantle, sorry, mental, don't they?! I would guess that these objects will not be saved with the lot, as that was the Maxis rule with debug City Living objects last time I was able to check.

    City Living EP is a required install for these object mods to be of any use in your game. As are the various EPs and SPs required for the relevant fires from those packs. All objects found in Décor / Fires and will not overwrite the original objects they were cloned from.

     

    cool1_objectRomanticFire_ALPHA_CityLiving1(Unlocked).rar - No update required

    cool1_objectRomanticFire_BaseGame(Clone)_X3.rar - No update required

    cool1_objectRomanticFire_CityLiving2(Clone).rar - No update required

    cool1_objectRomanticFire_GetTogether1(Clone).rar - No update required

    cool1_objectRomanticFire_Parenthood1(Clone).rar - No update required

    cool1_objectRomanticFire_Vampire1(Clone).rar - No update required

    cool1_objectRomanticFire_VintageGlam1(Clone).rar - No update required

    cool1_objectRomanticFire_WinterHoliday1(Clone).rar - No update required

    cool1_objectRomanticFire_Cats&Dogs1(Clone).rar  - No update required

    cool1_objectRomanticFire_Cats&Dogs2(Clone).rar  - No update required

    cool1_objectRomanticFire_JungleAdventures1(Clone).rar  - No update required

    cool1_objectRomanticFire_Seasons1(Clone).rar  - No update required

    cool1_objectRomanticFire_RealmOfMagic1(Clone).rar  - New for November 2019 :wavehi:

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section. Although binary files such as the ones here are never usual altered by patches.

     

    Binary Resource Used:

    Spoiler

    319E4F1D!00000000!000000000001F13F.In the Mood Fireplace.ObjectCatalog.binary
    319E4F1D!00000000!000000000002167D.In the Mood Fireplace.ObjectCatalog.binary
    319E4F1D!00000000!000000000002167E.In the Mood Fireplace.ObjectCatalog.binary
    319E4F1D!00000000!000000000002167F.In the Mood Fireplace.ObjectCatalog.binary
    319E4F1D!00000000!0000000000021680.In the Mood Fireplace.ObjectCatalog.binary
    C0DB5AE7!00000000!000000000001F13F.fireplaceWallSC2x1_01romantic_set1.ObjectDefinition.binary
    C0DB5AE7!00000000!000000000002167D.fireplaceWallSC2x1_01romantic_set2.ObjectDefinition.binary
    C0DB5AE7!00000000!000000000002167E.fireplaceWallSC2x1_01romantic_set3.ObjectDefinition.binary
    C0DB5AE7!00000000!000000000002167F.fireplaceWallSC2x1_01romantic_set4.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000021680.fireplaceWallSC2x1_01romantic_set5.ObjectDefinition.binary

    The files for the original object will conflict with any other mod using same resources. All other object files are made by me so should not conflict with anything else out there. Mod first made and uploaded with Game Version 1.34.18.1020

     

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

  17. I don't really know of any other toddler mods out there, except for the link I gave the other day to littlemsam. That's all I use for toddlers. Her three to stop sims being dragged into activities with toddlers, and my ones here. That's all I've needed so far. And I know they don't conflict.

    I have done a rework of the beds here, including the toddler beds to help with their motives while they sleep. That certainly helps with the day to day lives of the toddlers. Also the increase in traits helps to make them more self-sufficient. A combination of all these factors have ended all of the earlier annoyances when toddlers were first released, and now, for me, they're just fun.

  18. Update: September 2017 - Just a very minor tweak to make the new Plantsim Photo Shock option actually autonomous for plantsims. I said it was originally, but when I saw my plantsim going hungry and not using the rack, I double-checked and saw there was not an actual autonomy allowance. That's actually quite a major tweak when you think about it, if the poor plantsim died of hunger while the player thought they'd have helped themselves to some shocking sustenance with the computer rack turned on. Well, now they will. Or at least there's nothing stopping them now if they want to. 

  19. 2 hours ago, dragongirl said:

    While I don't THINK GPs add much in the way of traits usually, the Vampire game pack added "I am the Master", "Regained Humanity" and "A true Master" as reward traits. Might be of use for someone altering this file?

    They are Aspiration Traits and although they are also added to the Reward Store via this mod, they will not cause any issues. They (Aspiration Traits) simply will not show up in the Store if you do not have those packs installed. The reason the others were problematic is because of the Reward XMLs and SimData files I had to create so as to make them rewards at all, before adding them to the Store lists. As such, it's only the traits in the left side panel of S4S that need deleting and to the best of my knowledge, I've listed all the ones to remove if the relevant packs aren't installed. Aspiration Traits already have Reward XMLs built by Maxis, the devs just don't put those types on the Reward Store list.

    Now... Speaking of which, I've been giving all traits a thorough examining to determine their EP or SP heritage, to finalize the info here, and I found a few interesting things regarding Maxis', shall we say, forgetfulness. I found two more default Reward Store Traits that have never actually been in the Reward Store as Maxis did not complete the coding for them. If you've been debug adding traits for a while, you'll probably be familiar with them. But if you have never done the debugging trickery, you would not realise the Reward traits exist. Those two traits are "Memorable" and "Sincere" and I've tidied them up and put them on this mod so they are in the Store where they should have always been. Also another base game Aspiration Trait that slipped through the net, "Socially Gifted" has been added, a base game Art Critic career trait, and finally one from Get To Work EP I missed, "Sickness Resistant" also added. The two files for this last one will need to be deleted if Get To Work EP is not installed.

    I will upload the new versions of the Reward Store mods, knowing they are now as complete as they're going to be, (Until Maxis give us new traits.) and I'll be doing no more tinkering on them for the foreseeable future.

    So re-download and replace older version, and sorry for the inconvenience of making you have to delete the traits for packs you don't have one more time.

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