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coolspear

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  1.  

    The Cornucopia Dispenser Set

     

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    This is a standalone clone of the Vintage Icebox Fridge from base game. (Don't worry,  also all other fridges to date are included.) What it does is give a great many pie menu options to access almost all of the food and drink varieties in game to date. Select any single meal or drink and your sim will go grab it from the fridge and enjoy. Also comes with my unique in-game autonomy switching function. (Was unique in May 2017, very, not so much now though.) Choose the function from the pie menu to command sims to switch on and off autonomous interactions. No more outside mods needed for this fridge to stop them eating or drinking. A more organic method in-game, where sims will switch it on and off by your command whenever you desire. Whenever you are fed up of them drinking or eating willy-nilly, just switch it off. Then switch it back on for the busy party gatherings when you want them to drink and feed themselves silly. Autonomy is switched off by default, and will always revert to a no autonomy state if ever the game goes through a loading screen scenario for whatever purpose.

    Here's what Storage Galorage Ltd have to say about this new Cornucopia Dispenser range in the build mode description:

    "IceBOX Vintage Cornucopia Dispenser - by Storage Galorage Ltd

    This food & drink dispenser combines the charm of an antique icebox with the convenience of modern "Cornucopia" technology installed. Fitted with a small pressure tank filled with all the electrochemical atomic matter that all digestible nutrition consists of, all you need do is tell it what meal or beverage you desire and it will generate it instantly. And all for a nominal, standard fee across the menu. Since it all draws from the same atomic soup, there's no excuse to charge you double for a gourmet lobster dish than from a basic oatmeal biscuit. Storage Galorage Ltd will continually refill the pressure tank if and when the atomic soup depletes, via our online teleport connection to each unit, so you'll never experience it empty. You just have to make sure your power connection does not get cut off."  

    Certain food and drink selections will never be available for autonomous usage due to their effect on sims being something you might not want on a random, autonomous basis. Potions, Mood Meals, Ambrosia, Vampire stuff, a couple of ice cream flavours that drastically increase or decrease a sim's weight and Experimental Meals. (See Known Issues at bottom of page for Experimental Meals.)

    To see and use the food and drink available in the Plasma / Vampire section, the sim will need to have the relevant vampire skills and knowledge. Otherwise the section appears empty. (That's why I chose the Vamp family for these pics. Strange, since they cannot enjoy all the other hundreds of treats on offer. But needed, lest the Vamp section shows nothing.)

    Meal quality varies depending on the traits of sims. If used in conjunction my Impeccable food mods and Excellent drink mods, then sims with the right traits will always have the best quality foods and drinks. Even Impeccable Popcorn! (Boy, that was still a pain in the butt to get popcorn to work. But I wasn't going to let it defeat me this time round.) 

    So let's take a look at some of those menus available.

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    A great many food and drink choices on offer. From base game and most EPs, GPs and SPs to date. Where it's not essential to have all additional packs for this mod to work, it is desirable for the foods and drinks of those packs to be available from the dispenser. Otherwise there will be blank boxes where the missing food and drink would be.

    Also included are clones of all other base game fridges, and three fridges from additional packs. These optional extra clones are set up to take their resources from the Vintage Icebox Alpha, so that you can have a Cornucopia Dispenser to suit the look of every home or community lot. The three fridges from additional packs are, Corporate Fridge Raider from Get To Work, Freezer Burn from Cool Kitchen, Crisponix Budget Used from City Living. For each fridge you will need the corresponding pack installed for them to show in your game. So make sure you install the Vintage Icebox ALPHA first, because all these other optional extra clones need it otherwise they wont work.

    All Cornucopia Dispensers can be found in Appliances / Fridges

     

    New Additions February 2019 - We now have a new Dinner Bar object based on the Cornucopia range. A cloned object from Get Famous, it will not override the original dresser object and the EP pack is a required install for it to work in your game. It draws its resources from the Alpha mod like all the other extra versions. I also added a few more clutter slots to the surface so you can add a bit more appropriate décor items atop the Dinner Bar. 

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    Also a new Nectar Dispenser cloned from the Dine Out Nectar rack. Same pack install rules apply. This unit only serves Nectar drinks, but they are the recipes first made for the Cornucopia Alpha, so the Nectar Rack draws its function resources from it like all other extra models.

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    The glasses of nectar do look a bit odd when spawned inside the rack. But the rack itself looks odd to begin with. It's just too damn, unrealistically big. Just look at the size of those bottles! When they were first developing TS4, I swear the team must have been heavily into Fable 2 & 3, which would have been popular at the time, for their inspiration for a cartoony game. Elaborate, oversized fittings, furniture and décor up the chunky wazoo. You can shrink the nectar racks down to not only make the bottles a more realistic size, but also have the glass of nectar spawn flush on the top surface. Perfect. Even that blue cutlery/condiments caddy, wooden chopping board and the lemon&lime pot atop the Dinner Bar have all been shrunk, as the default sizes are just laughably Fable-ish. The Nectar Rack is not governed by the Alpha's on/off switch, so sims are free to grab a glass of nectar autonomously any time.

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    New Addition - March 2019 - The Purifier 5 Million décor object from StrangerVille GP now as a standalone cloned Cornucopia Dispenser. I have to say it does look the part for a futuristic setting. I'm sold! Well, anything's better than being a dud décor object when you look so swanky and fit for purpose. Just give me that purpose!!! StrangerVille GP is a required install for this object to show in your game.

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    Update July 2019 1.52 - Been neglecting adding foods and drinks to this for a while. So WENT TO TOWN on it this month. If the kitchen sink were edible, it would be in here now. Many older ones rooted out and added.

    Geez, Italian Meatballs and Minestrone Soup I'd forgotten about. I love these foods, how did I forget?! Here now, at last.

    Over in the Drinks Tray mod thread, a member was asking about the hot cocoa, apple spiced nog and iced coffee from Seasons stalls. Well, they're here now, too. I won't be adding them to trays, though. I almost wasn't going to add them here. Because it's one of those "be careful what you wish for" scenarios. Along with the drinks, what you'll get is a medium-sized dose of typical Maxis laziness. That the drinks, their names, are only surface cosmetics, and they're all just actually coffee. Well Iced Coffee, yeah, but so are the other two. The same resources in each of their files is coffee, the same damn object resource for the cup. You'll even get the coffee buff when drinking them. But if a surface, cosmetic name change is what toots your flute, then these will make you happy. Just don't look at the buff the sim will get when drinking them, otherwise illusion is shattered.

    Next the Chinese New Year dishes. Vegetable Dumplings and Mud Carp. Yummy, they're here now at last.

    Which takes us up to date and the Island Living stuff. --- I just needed to pause there and calm myself. So as not to launch into yet another literary tirade over this mountain-sized dose of Maxis laziness. Concentrate on the good stuff, little as there is. Five genuine new meals that have been included. New mesh, new visuals, new names. Good. Two nice drinks, Kava and Lotta Cocolata with unique cups. Good. Everything else, rip-off, rehashed stuff, all already here, same mesh, same visual, different name, not going to include the Island fake foods. Not good.

    Another lazy rip-off I almost did not include, coconut cake. It is the base game birthday cake rehashed, same everything, different name. Only when baking it in an oven, a coconut is used as an ingredient. But same cake in the end, and no special buffs to let you know there is even a difference. Is there another word for lazy I can use as I'm getting bored repeating it? Well, let me tell you who is not lazy. Me. Cause I made a new, special coconut cake buff when eating a slice from here. Now you'll know it's different than the birthday cake and celebrate the coconut joy. Also drinking Kava from here will give you a unique new buff I made, squeamish beware! Finally, I made my own rip-off, too. Because that new coconut cup was too good not to use for a crazy, cockamamie cocktail your sims can have bizarre fun with. Enjoy. 

    Personal update August 2019 - Removed the Coolspear's Cockamamie Coconut Cocktail drink from the autonomy lists for drinks. Played a large house with autonomy on, for the first time in a while, and yeah, autonomy for that special drink has to go. Ouch. Now only available to drink via direct command.

    Personal update April 2020 - I've finally caved in and I'm going to give up on my original idea to allow sims to be the ones who actively turn on and turn off these Cornucopia dispensers. From the start I just wanted it to feel more connected to them, the way they turn on a stereo, something they are involved in. Then again, even Maxis leave the turning off of most things to the player, including stereos. So, for this object to fall in line with all the many other On/Off Autonomy Switch mods I've released, this fridge too is now directly switched On or Off by the player and our sims have nothing more to do with it. You'll just have to be that extra bit vigilant if it's the only food source in the home and you forgot you turned it Off, because it will remain Off indefinitely until you switch it On again. Meaning the sims will die of hunger now, unable to switch it on for themselves. The Nectar Rack dispenser has also been given a player-controlled On/Off switch.  

    Personal update May 2022 - No patch code updates required after all this time. I just love making my own files for mods. They just sail along in harmony. Not unless Maxis drastically rework the game of course, which they have not done since last update of April 2020.

    So what's new?

    Added many new foods and drinks from Snowy Escape and Batuu mainly. Still got quite a few to add, namely from Cottage Living and a few others. Though I have included all the new Milk types from cows, that are now available in "Grab a Cold Drink" option. Maxis have given us quite a lot of new meals since the last update of this mod in 2020, so I'm still working at it.

    New option to grab some otherwise impossible to get hold of Paranormal ecto-cake and unique spirit drinks when living in "normal" residential homes. We can't all live in a designated Paranormal home, be we do want us some spooky Paranormal treats, Maxis. So Storage Galorage Ltd provides. Enjoy. The Paranormal pack is a required install, of course.

    Made some more compatible clones of fridges from dlc game packs. You'll need those packs installed to enjoy these new clones.

    Made two special Snowy Escape objects, a fridge and dinner bar, that only serve meals best eaten with traditional chopsticks. Mostly the meals that came with that pack and a few other base game meals and City Living stuff. Just to keep it a little more real in those Snowy Mountain homes where autonomously stuffing your face with fork-loads of fish and chips or bangers and beans is not the normally done thing. Protocol, people, tradition and protocol. Storage Galorage Ltd understands this.

    A new sci-fi fridge - the Purifier5Million model again - that only serves Batuu meals and drinks. Originally designed for my upcoming Batuu Reworked venue mods and the new dining sims thereof. Though I have to say this comes with the very same random LEs as seen with getting Experimental Dine Out meals from the fridge. I cannot get to the bottom of the randomness. But what I can now gather from it, all these years later, is that Batuu meals and Dine Out Experimental meals come on the same black plates. The plates are the culprit, but why the heck is it so random without any discernible pattern? Maybe when the plates are spawned in the fridge they randomly don't sit right because they are unique and Maxis never did design them to be repeatedly taken out of a fridge, and bang, the random LE when sim tries to grab it. Sims still sit and eat the Batuu food, no sim resets, nothing but the the game sometimes randomly hates that plate type coming out of a fridge. Maybe your sims will have better luck with it and never get a random LE. Because I'll be damned if I or Storage Galorage Ltd know the real answer. Consequently it won't be used in my Batuu venue mods, especially if I'm testing them for other things and don't need this poxy random LE stealing my thoughts and concentration any more than it already has done. Funnily enough the new Batuu family meals for the Cornucopia Buffet Table never cause an issue. Sweet and smooth plate grab every time. But that's a whole other mod. 

    Update June 2023 - For the Alpha mod there's been a few new drinks additions. When selecting from fridge they are found in Bar Drinks and Cold Drinks menus. Some I don't even know what they are, Dyed Cocktails? From Eco Pack. Okay, yeah, just slip in some industrial strength chemical dye into my drink and pray to the heavens it doesn't melt and disintegrate my liver in utter agony. Oh, I see, it's only organic, biological dyes made from the crushed corpses of vermin insects for their pigments. Then that's much more palatable, like glace cherries. Everyone loves them sticky beetle-dyed treats. Bring it on. Another great night out for the daredevil risk-takers with ironclad stomachs. I dunno.

    Also added Bubble Teas. (For drinking "high quality" bubble tea my new mod for fixing a Maxis glitch is also required -  https://simsasylum.com/tfm/index.php?/topic/16522-a-fix-for-the-bubble-tea-quality-glitch-new-for-june-2023/)

    I also added a clone of the fridge model that comes with the kit dlc. There are now 12 DLC fridges in that optional addon rar folder. The DLCs for each are required installs.

    I moved all other nectar racks, dinner bars and other specials into their own rar folder, as the download list below was getting a bit cluttered and confusing. (DLCs required for most.)

    So now only four rar folders below with everything you may need in them.

     

    Cornucopia Fridge Dispenser Alpha - Required for all others to work correctly

    cool1_food&drink_CornucopiaDispenser1_VintageIceBox(Clone)_ALPHA_OnOff.rar  -  Update June 2023 

    Optional Models of other Fridges

    cool1_food&drink_CornucopiaDispenser2_AllBaseGame.rar - All optional clones of base game fridges - No update required

    cool1_food&drink_CornucopiaDispenser3_DLCPacks.rar - 12 optional clones of additional DLC fridges - Update June 2023

    Optional Nectar Rack, Dinner Bars and other Specials - DLCs required for most except one base game dinner bar

    cool1_food&drink_CornucopiaDispenser4_Specials.rar - Update June 2023

     

     

     

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

     

    XML Resource Used:

    B61DE6B4!0000000B!000000000001FEDE.food_Popcorn_Cheddar_SP05.ObjectTuning.xml
    B61DE6B4!0000000B!000000000001FEDF.food_Popcorn_Kettler_SP05.ObjectTuning.xml
    B61DE6B4!0000000B!000000000001FEE0.food_Popcorn_Plain_SP05.ObjectTuning.xml
    B61DE6B4!0000000B!000000000001FEDD.food_Popcorn_Caramel_SP05.ObjectTuning.xml

    This will conflict with any other mod using same resources. All other files and XMLs are unique builds by me and should not conflict with anything unless creator is using these files without my knowledge or permission. Mod first made and uploaded with Game Version 1.29

     

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

    Known Issue - Experimental Meals when eating at home have about a 1-in-4 chance of causing a sim to reset. Also same random LE for recent Batuu foods. The 1-in-4 randomness is totally bizarre. However, both the Experimental Meals and the Batuu Meals both come served on the same black plates. I suspect that is the reason behind the random LEs. But as to why, you got me. The randomness, is just so random. Maybe connected to left-handed, right-handed sims getting confused on these black plates, as I've seen similar LEs happens when left and right handed sim are given wrong, opposite animation when grabbing drinks. As such, until this random glitch can be identified and remedied, I have made the Experimental Meals and Batuu Meals to never be an autonomous choice from the Cornucopia Dispenser.

    Footnotes of interest - 

    - 27th Sept 2021 - Star Wars fans might appreciate the descriptions in Cold Drinks options menus for Batuu milk. "Luke's Tatooine Blue Milk," because in original movie at Uncle Owen's dinner table, the young Luke drank blue milk, and "Luke's Irish Isle Green Milk," as we all know the infamous scene of older Luke getting himself some freshly squeezed green tiddy milk, filmed on an Irish Isle, and the color green and the Irish are inseparable - I should know, I'm Irish, and my blood just as green as old Mr Spock's. This name change won't effect the names of the buyable milk when visiting Batuu food stalls, they're only seen on this Cornucopia Fridge Dispenser.

     

     

    Happy fridge raiding, folks.

     

  2. "Dear Deaderpool?"

    I should imagine it has something to do with daylight hours, and vamps burning to death during the day. Sure, some vamps might have daywalker powers, but others do not. If it's opened for vamps to come to work, the game isn't going to be selective for which vamps, and that would be a random death sentence for some vamps.  Though I haven't really played vampires much to get a true sense of such things. I can't see myself making any vampire mods until I do get a better sense of their unique occult life.

  3. If you do wish to try S4S for yourself, I'd be glad to help show you the very simple 2/3 step process of how to remove entries you don't want in any mod. S4S truly is as easy, straightforward and as user-friendly as using Microsoft Word or something. Especially for the simple task of deleting an entry. It's also a brilliant tool to use for cleaning up errors in CC clothing and objects with its batch fixing commands. And that's nothing to do with modding on the user's end, just a great help to keep your game content in good shape. It's a must have tool for players, as well as modders.

  4. I do my best to keep the Impeccable Quality mods separate, specific to EPs and SPs, but I know they're not 100%. The Deluxe version of TS4 and the cakes that came with, being one example. Furthermore, I don't do any No Ingredients for Cooking mods, so I don't see why you are commenting on that here. I do my best not to "clump" things together, but it cannot be avoided unless myself, and other modders who work on similar projects, make many variations of the same mod. One of the problems modders face with doing mods relating to recipe adjustments, is there are so many recipes. And the clumping together, more often than not, starts with Maxis releasing more meals under the same base game titles as Homestyle or Gourmet. It would be quite a daunting task for modders to decipher which ones belong to which packs out of the hundreds available. Lest I uninstalled each pack to see which ones vanish from my own game. Not going to do that. Not going to make multiple variations for those that have one pack, but not another. Come patch time, you'd be there all week just working on the variations of one mod alone. Life's too short.

    The easiest alternative to fix the issue, would be to dabble in a bit of modding yourself. Learn how to open the files with S4S and simply remove the recipes you don't have. There are great tutorials at the S4S website that could have you cleaning up mods for your own, personal usage preference in no time. Much, much quicker than it would take me to tidy up 20 variations come patch time.

  5. New Version 2 added.

    I don't normally take requests, especially for mods that I will not even be using in my own game. But as I am currently making and testing a new super fridge that covers almost all of the food and drink recipes to date, I thought I'd be friendly and make this version that a couple of folks have been asking for.  A new Version 2 added for those players who like to store bar drinks which their sims made and tea in the fridge, but don't want sims to drink them autonomously. It was easy enough to stick the recipes on the XML, and I'm almost certain this will work. Stored items in fridge, such as food your sims cooked or drinks they made previously, are somewhat different to those food and drink items that they grab autonomously when the "Have a Drink," or "Have a Quick Meal" is autonomously chosen. Those objects are generated on spec, never having existed until autonomously requested. So I'm not entirely sure if putting all the bar drinks and tea recipes on the XML used for this mod is going to stop sims drinking premade drinks from the storage hold. You guys who use Version 2 are going to have to let me know as I will not be using Version 2 in my game. I'm too busy testing and tweaking my super fridge for Version 2 to possibly get in the way of things.

  6. Only the few default drinks that Maxis put on the Grab Drink Autonomous XML are the ones that are stopped when making said XML non autonomous. The recipes for the teas would have to be put on that list for them to also be barred from autonomous grabbing. Exactly as Alamain - a few posts up from yours - needs doing with the bar drinks for sims to stop grabbing them if you store them in fridge. I did say I'd take a look, but just haven't got round to it (forgot.) Hang on, I'll sort something out soon for bar drinks and teas.  

  7. Update 29th April 2017 - Added some more flowers. A couple of base game flowers that I missed, and some others, Here's what's now available - Snapdragon, rose, tulip, daisy, lily, chrysanthemum, orchid, bluebell, bird of paradise, bonsai, death flower, chamomile, toxic chamomile, fang flower, sixam mosquito trap and wolfsbane. That should be all the flower types now.

  8. Update 26 April 2017 - Another update to cover 4 changes. First off is a correction of a mistake I made. To those keen-eyes users, you may have spotted "Master Fisherman NPC" entry in there twice. Dang, the second one should have read "Master Gardener NPC." Now it does. There's not enough hours in the day to drink all the coffee which I need to function correctly?! Secondly, we have the inclusion of the Human Species trait with text and icon. (That handful of lame llamas getting ever smaller.) And thirdly, a little change to the vampire traits. Maxis did care to give the two traits an apt thumb and some text, but they called them both "Vampire." So which is which? I have renamed them according to their XMLs as "Occult Vampire," and "Occult Vampire Manifested." Which is which, I hear you ask? Good question. Next. Lastly, I have added the language strings which I missed doing the first time. Normally S4S auto-generates the language strings for packages, so at least everyone gets English text rather than nothing at all. But S4S did not do it for this package file automatically, which I only spotted earlier today. I have now manually added all language strings, so hopefully you should see the English names in all languages now, rather than blank text boxes.

  9. Thanks, Catalina.

    Just been playing the doc career today "properly" for the first time in many months, - (Getting the Hospital lot in order to upload here.) - and yes, I am still seeing the borkiness that has been there for six months now. Shame on Maxis. Utter shame on them for crippling an entire expansion pack and leaving it in such a sorry state for so long. The "but we were working on the toddler surprise for you guys..." excuse no longer holds any weight. Six months of a crippled, major Expansion Pack, for such supposedly prestige game developers, is further testament of how Maxis have become an insult to the industry.

  10. For sure, the detective career has been on my list of things to do for a good while now. I had begun an initial start on collecting and examining the related detective files just before the release of City Living. I even cobbled together a couple of early test mods. But then noticed weird, glitchy things with the career. At first I was not certain if it was my initial attempts to mod the career. But then also noticed weirdness with doc career and broken pregnancy events. Then saw a lot of people reporting GTW career bugs to EA. That's when I put all further attempts and ideas to mod detective career (and indeed any new stuff for doc and science careers) on indefinite hold until Maxis confirm fixes for the many reported issues. Modding broken coding is just daft, as you'll never know who broke what.

    We're now coming into the sixth month since City release where Maxis have still not fixed the career issues. Or if they have implemented their sneaky fixes they don't mention in patch notes, then I've yet to play the careers to find out if they're now more stable.

    At this stage feedback from players would be helpful. Are the pregnancy events still borked? Does a doc still get all the detective choices when clicking on a computer? I need to know the careers are clean, so I'll know if it's my mods that are wonky. Just can't work with it otherwise.

  11. I'm almost ready to upload my lots. The trouble I faced a few weeks back was my old world, my main sim thereof, became corrupted, and as far as I could tell that's what caused the issue with random, disappearing objects at the science labs when he went to work, and the build mod problems at his residential lot - placement of objects caused some to randomly be un-grabble in build mode and un-selectable in play mode. Whatever the frik glitch he got up his butt, it only ever effected him and the lots he was tied to (work and home.) No matter what I tried I could not remove said glitch from his butt. Good and stuck! Even if I saved him to library and played him in a new world. Him, and only him, could seriously mess up lots. It's a given that any town in any iteration of the franchise is going to get buggy after that amount of time. Especially with all the tricks, cheats, mod testing and antics going on over two years of gameplay. Something's gotta give in the end.

    Anyway, started a new world, new sims, - (my old sim deleted forevermore :cry:) - almost done getting it into shape and initial testing sees none of the problems, so will be uploading all the lots quite soon.:Thumbs:  

  12. The Motive Manager Machines are a set of unique objects with many animated interactions, all focused on the theme of filling or reducing a sim's motives. Each object does this in its own different way, no two are the same, and some can even have a visible change on the environment, be that snowy weather or surreal fantasy effects.

    Some have more interactions than others, but each with very different animations, reactions, special effects and on-screen messages during and after usage. All designed to be of a humorous nature, as a bit of fun for the player. As there are many interactions and animations, I will not be describing them all beyond the screenshot pictures of the pie menus. I'll leave that fun part for players to discover for themselves. But be assured in knowing that our sims will never actually come to any harm, nor have any major life-changing events thrust upon them, when using these objects.

    The object here is Plantsim Specific. While all sims can be commanded to turn this device on and off, only plantsims may use the photosynthesis feeding function. Once switched on, plantsims will use this function autonomously to fill their hunger and water in their unique, plantsim way if and when needed. Switch it off to end autonomous usage. Unlike all other Motive Manager Machines, this item cannot be placed into a sims personal inventory. Just place it on the wall and let plantsims get on with it whenever you make them switch it on. Specifically designed for night usage where plantsims may find themselves perilously close to starvation due to lack of sunlight. Now they can enjoy the photosynthesis process as a midnight snack!

     

    The Sunny Aspect Radiator

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    Theme - Sunlight & Photosynthesis. Child Usage - None (Children cannot be plantsims.) Music Style - None

    Build Mode Description - 

    "Motive Manager - The Sunny Aspect Radiator - by Storage Galorage Ltd

    Storage Galorage Ltd have harnessed the mighty power of the Sun, and stored it within this pretty wall-mounted device. Imagine as the more commonly known wall water radiators generate heat, this remarkable unit radiates a Sunny Aspect that is primed for photosynthesis feeding. That doesn't really mean a great deal to most normal sims, and even sun-fearing vampires don't have to worry about being in close proximity. But to a plantsim, the radiating Sunny Aspect is like manna from the heavens. Resembling something close to the energy of sunlight, if not the bright glow, and great for a spot of photosynthesis as a midnight snack.
    SGL Coronal Mass Ejection Warning! Never activate the unit during the hours of daylight! Putting aside the fact the Sun is already present, so there's simply no need. But more importantly, activation while natural sunlight is occurring will cause an electromagnetic spectrum magnification cascade. In simple terms, it will drown the whole town in brilliant light and cause severe solar radiation contamination throughout the sector. Endangering all local life and invalidating the warranty on this product. You'll see. There's always some devil-may-care dimwit who has to try. (Radiation suits sold separately.)"

    2.jpg.eda97ea238a8fb3888b999794faaee63.jpg

    3.jpg.38895cea463e1d3d678a0b0ec61f8f98.jpg

    4.jpg.6529eb91a8961ebbea7ecde3f105eae3.jpg

    5.jpg.fdb5a064cccff92bd8786873b5865492.jpg

    6.jpg.53fddf73a3008f401a3bd7cda59d4782.jpg

    7.jpg.e9f2338af5fa8526e142a3ed91c87dc0.jpg

    8.jpg.7920a4cbd12f37df709d1a736b344ce3.jpg

    9.jpg.dba54a1286244be1f41e2257c8931475.jpg

    10.jpg.461eb4b649e0827433a7f03a82dd2ea5.jpg

    11.jpg.bd05cb1b34c1a21bf7569f3038387fb9.jpg

    The object is a standalone clone from a base game object. The interaction animations are also base game. The special effects used are from base game, Get To Work EP and Get Together EP. These extra packs are not required installs, though you just won't have some of the special effects in your game without these packs installed. The Sunny Aspect Radiator can be found in Electronics / Misc in Build Mode.

    (I recommend placing the object at chest height, as seen in the pictures, for best results.)

     

    cool1_MotiveManager_TheSunnyAspectRadiator.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 are cloned and unique XMLs built by me, so could not possibly conflict with any other mods out there unless Creator is using these files without my knowledge or permission. Mod first made and uploaded with Game Version 1.29

     

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

  13. As already stated in my original upload post, I will not be making any other versions such as non Jedi or non autonomous, due to the amount of work involved making a set, making the new xmls and the biggest job of incorporating all the build mode thumbnails, - 9 x pics for each tray - otherwise there would be a horrible red x when in build mode. It was a big enough job doing it once, and sorry to report I have no desire to repeat. I'd rather spend that amount of effort on making shiny, new mods for you lovely folks. :giggle2: 

    And if you have not given it a try yet, I highly recommend my Jedi Dish Trick (Yoda Supreme version) mod to help you with those piles of dirty glasses. I can tell you, it's one of those mods most overlook, but once you try it you'll never want to be without it. You certainly won't be mentioning piles of dirty glasses again.

  14. 58fb41e8d1913_04-22-17_12-36-21PM.jpg.33aa36f468d03233222679e45baa28b4.jpg

    Here's my delightful plantsim lass, Moonleaf Amaranthine. Seeing her change for the first time and being forced to have the green skin, and worse still that rather unremarkable green hair, I knew something had to be done to remedy it quick-time. Actually, she had green skin before the change, (In preparation for the change) but that hair? No thanks! I changed her skin to red after the plantsim change, just to highlight it can be altered in Cas now if you want to tweak your plantsims that little bit more uniquely, especially in the hairdo department.

    I'm of the ilk that once they're a plantsim, then they're always a plantsim, and I'll be using mods to make the buff and trait as a mainstay for their entire life. Just so long as that default hair can be removed - can't be looking at that lacklustre mop every day, on every plantsim. No, no, no.  Well, that's been taken care of now. So now let the plantsim population explode!

    That's it for now. I'm off to make Moonleaf green-skinned again. But I will say I'm working on another object mod to give plantims access to sunlight in towns where they do not have sunlight. Moonleaf is a creature of the night, living with vamps in Forgotten Hollow. She feels perfectly safe among them, as they prefer drinking plasma (blood) and she only has sap running through her veins. But the lack of sunlight will cost her. (Until I get the new object built and tested for her.)

     

    cool1_sims_PlantsimsNoChangeAppearance.rar  - Updated for 1.55

     

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

     

    XML Resource Used:

    6017E896!00000000!0000000000027B8E.Buff_Motives_PlantSim_Water_Thirsty.BuffTuning.xml
    6017E896!00000000!0000000000027B8F.buff_Motives_PlantSim_Water_Parched.BuffTuning.xml
    6017E896!00000000!0000000000027C53.buff_Motives_PlantSim_Water_Invisible.BuffTuning.xml
    6017E896!00000000!0000000000027E6D.buff_PlantSims_MainBuff_Visible_NPC.BuffTuning.xml
    6017E896!00000000!0000000000027B6D.Buff_Trait_PlantSim.BuffTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.29

     

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

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

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

     

    cool1_sim_NoAutoViewTalkingToilet.rar  - Updated for 1.44

     

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

     

    XML Resource Used:

    0C772E27!00000018!0000000000020ECE.loot_Reaction_objectFamiliarity_TalkingToilet_low.ActionTuning.xml
    0C772E27!00000018!0000000000020F36.loot_Reaction_objectFamiliarity_TalkingToilet_med.ActionTuning.xml
    E882D22F!00000018!0000000000020ED2.reaction_objectFamiliarity_Low_talkingToilet_mixer.InteractionTuning.xml
    E882D22F!00000018!0000000000020EF4.reaction_objectFamiliarity_High_talkingToilet_mixer.InteractionTuning.xml
    E882D22F!00000018!0000000000020F23.reaction_ObjectFamiliarity_TalkingToilet_LowAggregate.InteractionTuning.xml
    E882D22F!00000018!0000000000020F24.reaction_ObjectFamiliarity_TalkingToilet_HighAggregate.InteractionTuning.xml
    E882D22F!00000018!0000000000020F32.reaction_ObjectFamiliarity_TalkingToilet_MedAggregate.InteractionTuning.xml
    0C772E27!00000018!0000000000020EC4.loot_Reaction_objectFamiliarity_TalkingToilet_high.ActionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.29

     

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

  16. This mod is to add text strings and icons to all those hidden traits you can see when browsing through the debug list when looking to add or remove traits to your sims. Normally they have the generic llama icon and no descriptive text, so it's virtually impossible to know what they are. This mod tidies most of that up. There are still a small few that I've yet to add appropriate icons and text to, but you can count those lame llamas on one hand now. All others you'll now know much better what they are for.

    This mod first began life primarily to remove a hidden trait from one of my sims. I had the pollination alien move in with the family of children as she was responsible for impregnating the father, to take on the proper role of motherhood alongside the overworked dad. Yet her hidden trait remained, and as such I could not invite her to any community lots with the rest of the family. Identifying the trait with this mod helped to resolve this issue. Where I could delete the trait, and finally she is able to join the rest of the family on their many outings.

    A great many traits identified here, many NPC roles as much as other status and completed goal traits. Please do not ask me what they all do. They range from the obvious to the less certain. I just put the name that was on the XML and gave a relevant thumbnail icon to match the text.

    I strongly urge you to save your game before to start to play around with these now unhidden, exposed traits.

    To access the debug cheats an external mod will be needed. I use MC Command Centre to unlock debug menus.

     

    Update March 2023 - 1.96 - It's been a while since I wrote anything in this mod thread. I had been adding any updated versions of this mod to a bundle rar these past few years. But it's time to be more tidy and use it's own thread again, and also update the description here to highlight any notable changes.

    Firstly the hidden trait for plain, normal human occult needed the new INFANT tag added, otherwise infants won't be seen as human - ouch. Now they will be. Yay!

    Also added many more hidden traits from several patches and packs over the last few years, so plenty more explained traits with actual names and better icons to find in the trait list now.

    Also removed a lot of "NPC only" tags various special NPCs Maxis has given us over the years. Doing this so that you can actually move them into a home to play with them, work on them in Cas or whatever, and they won't lose their special NPC status or special jobs or be replaced by another sim. I can't guarantee I've done all of those special NPC types, so save game before you move them into a house just in case. And keep in mind some of those NPCs are more trouble than they're worth to try and play with normally or regularly. But if you just want to edit them a bit here and there before making them homeless again, this mod will help you do that. Though if you try with a special NPC and it does break their job, let me know which one I missed and I'll add it to this mod. Though that only means some base game NPCs. Chances are I'll either have my All-In-One NPC mod covering those jobs already, or if it's a special NPC from more recent SPs, GPs and EPs, like old Mrs. Crumplebottom, then I will have them covered in my World Sims Control mods for those regions of the game. Those WSC mods coming soon.

     

     

    cool1_traits_UnHiddenTraits_Icons&Text.rar  - Update for 1.96

     

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

     

    XML Resource Used:

    Spoiler

    CB5FDDC7!00000000!000000000001F9C8.trait_isRepair.TraitTuning.xml
    CB5FDDC7!00000000!000000000001FDED.trait_isGardener_Service.TraitTuning.xml
    CB5FDDC7!00000000!0000000000009DA7.trait_isMasterGardener.TraitTuning.xml
    CB5FDDC7!00000000!0000000000009E13.trait_isMasterFisherman.TraitTuning.xml
    CB5FDDC7!00000000!0000000000018C0D.trait_Hidden_HadWooHoo.TraitTuning.xml
    CB5FDDC7!00000000!0000000000018C0E.trait_Hidden_BeenKissed.TraitTuning.xml
    CB5FDDC7!00000000!0000000000018C0F.trait_Hidden_HadFight.TraitTuning.xml
    CB5FDDC7!00000000!0000000000020AA6.trait_Hidden_IsEventNPC_Challenge.TraitTuning.xml
    CB5FDDC7!00000000!00000000000021A4.Trait_Hidden_JoinedFiftyMileHighClub.TraitTuning.xml
    CB5FDDC7!00000000!0000000000021FB2.trait_Hidden_HasMonsterFriend.TraitTuning.xml
    CB5FDDC7!00000000!0000000000022A1E.trait_isNanny.TraitTuning.xml
    CB5FDDC7!00000000!0000000000027B6C.trait_PlantSim.TraitTuning.xml
    CB5FDDC7!00000000!00000000000041D3.trait_isGrimReaper.TraitTuning.xml
    CB5FDDC7!00000000!00000000000041D4.trait_isMaid.TraitTuning.xml
    CB5FDDC7!00000000!00000000000041D5.trait_isMailman.TraitTuning.xml
    CB5FDDC7!00000000!00000000000189B2.Trait_Hidden_JoinedFiftyMileHighClub_Teen.TraitTuning.xml
    CB5FDDC7!00000000!00000000000211A9.trait_Hidden_SpringChallenge_2016_Gave_Pristine_GrowFruit.TraitTuning.xml
    CB5FDDC7!00000000!000000000002117F.trait_Hidden_SpringChallenge_2016_Gave_X_GrowFruit_Completed.TraitTuning.xml
    CB5FDDC7!00000000!000000000002181F.trait_Hidden_SpringChallenge2016_GotGrowfruitStarter.TraitTuning.xml
    CB5FDDC7!00000000!0000000000002955.trait_isPizzaDelivery.TraitTuning.xml
    CB5FDDC7!00000000!0000000000006986.trait_Hidden_PaintingMaster.TraitTuning.xml
    CB5FDDC7!00000000!0000000000019325.trait_Hidden_Rocketship_HasWatchedAlien.TraitTuning.xml
    CB5FDDC7!00000000!0000000000022267.trait_isTragicClown.TraitTuning.xml
    CB5FDDC7!00000000!0000000000025799.trait_Hidden_Event_FallChallenge_DoTD_RecievedSkullDisplay.TraitTuning.xml
    CB5FDDC7!0000000A!0000000000020BB8.trait_Hidden_HasTastedExperimentalFood.TraitTuning.xml
    CB5FDDC7!0000000A!0000000000022F16.trait_Hidden_ReceivedExperimentalFoodTNS.TraitTuning.xml
    CB5FDDC7!0000000A!00000000000220F9.trait_isRestaurantCritic.TraitTuning.xml
    CB5FDDC7!0000000A!0000000000023579.trait_Hidden_RestaurantAtWork.TraitTuning.xml
    CB5FDDC7!0000000F!0000000000023EB1.trait_isButler.TraitTuning.xml
    CB5FDDC7!00000002!000000000001A8D8.trait_isForestRanger.TraitTuning.xml
    CB5FDDC7!00000002!000000000001A65D.trait_Hidden_UnlockCampingSculpture.TraitTuning.xml
    CB5FDDC7!00000002!000000000001ACF7.trait_Hidden_SuperFertizier_Unlock.TraitTuning.xml
    CB5FDDC7!00000002!0000000000018DDA.trait_isMasterHerbalist.TraitTuning.xml
    CB5FDDC7!00000002!0000000000018F79.trait_Hidden_Camping.TraitTuning.xml
    CB5FDDC7!00000002!0000000000019818.trait_isBear.TraitTuning.xml
    CB5FDDC7!00000003!000000000001920A.trait_isBornFromAlienAbduction.TraitTuning.xml 
    CB5FDDC7!00000006!000000000001D374.trait_isMassageTherapist.TraitTuning.xml
    CB5FDDC7!00000006!00000000000204BD.trait_HasVisitedDeepWoods.TraitTuning.xml
    CB5FDDC7!00000009!000000000001DFC4.trait_Hidden_NPC_isDJ.TraitTuning.xml
    CB5FDDC7!00000011!00000000000260D4.trait_Hidden_Vampire_SpiritPowers_BatEnabled.TraitTuning.xml
    CB5FDDC7!00000011!00000000000260D5.trait_Hidden_Vampire_SpiritPowers_MistEnabled.TraitTuning.xml
    CB5FDDC7!00000011!00000000000260D6.trait_Hidden_Vampire_SpiritPowers_VampireRunEnabled.TraitTuning.xml
    CB5FDDC7!00000011!000000000002511C.trait_Hidden_VampirePowerSusceptibility.TraitTuning.xml
    CB5FDDC7!00000018!0000000000020AA8.trait_Hidden_Landlord.TraitTuning.xml
    CB5FDDC7!00000018!0000000000023B02.trait_Hidden_FoodFestival_CurryContest_Winner.TraitTuning.xml
    CB5FDDC7!00000018!00000000000239D2.trait_Hidden_Basketball_DreamBig.TraitTuning.xml
    CB5FDDC7!00000018!000000000002615D.trait_isCityRepair.TraitTuning.xml
    CB5FDDC7!00000018!000000000002615E.trait_isWeirdo.TraitTuning.xml
    CB5FDDC7!00000018!000000000002615F.trait_isStatueBusker.TraitTuning.xml
    CB5FDDC7!00000000!000000000001D192.trait_Hidden_Likes_Fruitcake.TraitTuning.xml
    CB5FDDC7!00000000!000000000001D193.trait_Hidden_Hates_Fruitcake.TraitTuning.xml
    CB5FDDC7!00000000!00000000000281C8.trait_isPlantSimNPC.TraitTuning.xml
    CB5FDDC7!00000011!000000000002590B.trait_OccultVampire_Manifested.TraitTuning.xml
    CB5FDDC7!00000011!0000000000024817.trait_OccultVampire.TraitTuning.xml
    CB5FDDC7!00000000!0000000000024DFF.trait_Species_Human.TraitTuning.xml
    CB5FDDC7!00000003!000000000001B830.trait_isAlienPollinator.TraitTuning.xml
    545AC67A!005FDD0C!000000000001B830.trait_isAlienPollinator.SimData.xml
    CB5FDDC7!00000006!000000000001D2C8.trait_HasVisitedForgottenGrotto.TraitTuning.xml
    CB5FDDC7!00000006!000000000001D269.trait_HasVisitedSylvanGlade.TraitTuning.xml
    CB5FDDC7!00000006!00000000000204BD.trait_HasVisitedDeepWoods.TraitTuning.xml
    CB5FDDC7!00000010!0000000000027AA7.trait_Hidden_Bowled_Perfect_Llama.TraitTuning.xml
    CB5FDDC7!00000013!000000000002AF64.trait_Hidden_Skeleton.TraitTuning.xml
    CB5FDDC7!00000013!000000000002B692.trait_Hidden_Skeleton_ServiceSkeleton.TraitTuning.xml
    CB5FDDC7!00000013!000000000002B905.trait_Hidden_Skeleton_TempleSkeleton.TraitTuning.xml
    CB5FDDC7!00000013!000000000002C2DA.trait_Hidden_IsNative.TraitTuning.xml
    CB5FDDC7!00000013!000000000002C3C9.trait_Hidden_VfxMask_Cursed.TraitTuning.xml
    CB5FDDC7!00000013!000000000002CB59.trait_Hidden_Jungle_WelcomePackage_Received.TraitTuning.xml
    CB5FDDC7!00000019!000000000002A5F4.trait_SpeciesExtended_SmallDogs.TraitTuning.xml
    CB5FDDC7!00000019!000000000002A5F5.trait_SpeciesExtended_LargeDogs.TraitTuning.xml
    CB5FDDC7!00000019!000000000002A17C.trait_Hidden_LighthouseConception.TraitTuning.xml
    CB5FDDC7!00000019!000000000002AF34.trait_Hidden_isAdoptionOfficer.TraitTuning.xml
    CB5FDDC7!00000019!000000000002C4BA.trait_Hidden_isNativeStray.TraitTuning.xml
    CB5FDDC7!00000019!000000000002007A.trait_Species_Dog.TraitTuning.xml
    CB5FDDC7!00000019!000000000002352D.trait_Species_Cat.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E3F.trait_PetQuirk_Fear_Dishwasher.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E4F.trait_PetQuirk_Fear_DoorBell.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E40.trait_PetQuirk_Fear_Fire.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E41.trait_PetQuirk_Fear_Swiming.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E42.trait_PetQuirk_Fear_Microwave.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E43.trait_PetQuirk_Fear_FitnessEquipment.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E44.trait_PetQuirk_Fear_CoffeeMaker.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E45.trait_PetQuirk_Fear_Gaming.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E46.trait_PetQuirk_Fear_Computer.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E47.trait_PetQuirk_Fear_Toilet.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E48.trait_PetQuirk_Fear_Shower.TraitTuning.xml
    CB5FDDC7!00000019!0000000000029D37.trait_PetQuirk_Fear_RobotVacuum.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026990.trait_PetQuirk_Fear_TV.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E3C.trait_PetQuirk_Fear_Stereo.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E3D.trait_PetQuirk_Fear_Stove.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E3E.trait_PetQuirk_Fear_Instrument.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E13.trait_PetQuirk_Obsessed_Fridge.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E50.trait_PetQuirk_Obsessed_DoorBell.TraitTuning.xml
    CB5FDDC7!00000019!0000000000029D38.trait_PetQuirk_Obsessed_RobotVacuum.TraitTuning.xml
    CB5FDDC7!00000019!0000000000029F88.trait_PetQuirk_Obsessed_Swimming.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026C13.trait_PetQuirk_Obsessed_TV.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E0A.trait_PetQuirk_Obsessed_Microwave.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E0B.trait_PetQuirk_Obsessed_FitnessEquipment.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E0C.trait_PetQuirk_Obsessed_CoffeeMaker.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E0D.trait_PetQuirk_Obsessed_Gaming.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E0E.trait_PetQuirk_Obsessed_FishTanks.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E05.trait_PetQuirk_Obsessed_Stereo.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E06.trait_PetQuirk_Obsessed_Cooking.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E07.trait_PetQuirk_Obsessed_Instrument.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E08.trait_PetQuirk_Obsessed_Dishwasher.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E09.trait_PetQuirk_Obsessed_Fire.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E10.trait_PetQuirk_Obsessed_Computer.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E11.trait_PetQuirk_Obsessed_Toilet.TraitTuning.xml
    CB5FDDC7!00000019!0000000000026E12.trait_PetQuirk_Obsessed_Shower.TraitTuning.xml
    CB5FDDC7!00000023!000000000002CC69_trait_Hidden_Pet_Minor_Cage_RodentDisease_Immune_TraitTuning.xml

     

    This will conflict with any other mod using same resources. Checked and first uploaded here with Game Version 1.29

     

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

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