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Chaavik

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Posts posted by Chaavik

  1. @coolspear, I figured to touch base here to find out if the Vampire trait has been fixed in this mod. I wanted to say that for some reason, this mod prevented the Vampires from performing Vampire interactions with each other like sharing knowledge, sparring each other (Under Friendly, not under Mean) or even showing off their powers. Something in the revised Vampire trait from this mod caused most of the Vampire interactions to disappear between Vampires. The interactions showed up fine when I clicked on a Human Sim to drink their plasma or to turn the Sim.

    It's just the Vampires not being able to interact with each other. I don't know why the trait affected these interactions profoundly enough like I described. I spent the night searching through my Mods folder with a fine-toothed comb *cueing Spaceballs "We ain't found no sh%t sir!"* and finally deduced it was this mod. I don't mind taking it out for now until something can be done down the road.

    It's not a big deal, but I wanted you to be aware of the changes to the revised Vampire trait in the mod affecting most of the Vampire interactions only between Vampires.

    Keep up the great work! It's a lot indeed, but at least you have some kind of report in case no one else reported here. :)

    Edited:

    I honestly didn't think it would be this simple mod causing a headache because I honestly looked at OTHER mods affecting interactions only.

  2. I'm going to experiment with the cooler tonight to see if normal Sims and other Occult Sims (no Mermaids) will autonomously grab drinks whenever their Hygiene motives drop low. I do not have Realm of Magic yet so I won't be able to see if Magic Sims (better term for spellcasters and whatever else they are) are affected too.

    Banning Mermaids from the Island bar does make sense. I don't want Mermaids drinking themselves silly either. Is it even possible to drink themselves to death? :hmm:

  3. Thank you for clarifying the differences between these three mods, @coolspear. What I was saying was the picture itself not showing the Aging cheat. I've had trouble getting the Sims to bake cakes for the birthdays so I had to use the Aging Up/Down cheat to take care of the aging I do for my Sims. The cheat showed up fine in my game if you need to know.

    Still, thank you for this one. I feel like I have more access to cheats we may not know we have. :)

  4. @coolspear, I didn't click on my Sims' hunger motives to have them go to the cooler and grab a drink. Their hunger and hygiene motives were full. My affected Sim is a Mermaid however. I am wondering if something is prompting her to constantly get a drink to replenish her Hydration motive, and if that is the case, then something else is affecting the motives and the cooler. I don't know what.

    So it wasn't my imagination when my Sim tried to grab what's supposed to be a bowl of Caprese salad. I don't think you have to worry about that one lousy bowl or should I say a plate of Caprese salad. I haven't seen problems with the other bowl meals so far.

    I'd love to give Sims their "favorite" foods so when they get hungry, they can automatically grab their favorite meal and eat it.

    And sorry for my late response. I was working a 3-day shift over the weekend. Better late than never.

  5. What's the "no auto" code I will need to stick into the XML for now?

    Yeah, my Sim has that trait. Seems like EA/Maxis overdid certain things with traits and objects. In this case, the Sim was doing something until the "Grab A Drink" interaction showed up in the queue, canceling everything the Sim was doing like getting ready for work.

    I don't mind Sims doing things autonomously, but grabbing drinks repeatedly was causing a lot of problems because those drinks don't quite fulfill the Sim's hunger needs. They just cancel everything in the queue.

    But, thank you for clarifying these issues. I haven't used the cooler much and thought maybe something in Island Living changed the cooler code.

  6. I encountered two things causing problems that might need to be looked at, @coolspear. The first issue is that the cooler is pushing the Sims to grab drinks constantly from the cooler after their Hunger motives are full. I had to keep canceling the interaction in their queues, but a few seconds later, they queued up the interaction to grab more drinks from the cooler. This forced me to go find the No Autonomous Make Drinks mods from the other section to stop the insane amount of queuing up the interactions. The reason I had a cooler out on the beach in Sulani was because I started exploring the beach life concept introduced by Island Living. A tent, a grill and a cooler were perfect for a beach bum.

    The second issue has to do with one recipe from the "Have A Quick Meal" menu. I sent my Sim to the cooler to grab a bowl of caprese salad. My Sim failed to grab the bowl from the cooler. I thought maybe the interaction dropped from the Sim's queue, so I made the Sim grab the bowl of caprese salad again only to see the Sim failing to grab it from the cooler.

    I don't know if something was changed in the recipes for the bowls from "Have A Quick Meal" menus on the cooler or if it is the same issue with all of the fridges and coolers.

    I got nothing else conflicting with the food and drink mods.

  7. Hey @coolspear , I got a question after encountering something strange in one of my Sulani game saves. Are the "Fish Poacher" NPCs part of your NPC set? I came across one when I sent my Sim to the waterfall to catch a frog, and I had no idea what to do dealing with a Fish Poacher NPC.

    I'm wondering if this particular type of NPC is contained to Sulani only? It might be interesting if this one appears in Granite Falls and Selvarada to add a bit of variety to the atmosphere.

  8. This bugged me so much that I was hoping you would make something to rectify those odd jet skis and canoes left all over the island. I had to look all over the water for my Sim's canoe that the stupid Sim left behind. I don't know why they do that, but I thought if they went to the land, the canoes and skis would automatically go into their inventories. When they go back out on the water, I would assume they will whip out their water-based vehicles from their inventories to go somewhere rather than SWIM halfway across the water! Like in Sims 3.

    Thank you for coming up with this solution to fix the annoying oversight. I appreciate your time and ingenuity to fix what should have been redone.

  9. Sorry to post again here because the edit ability expired an hour ago. I placed the bar on the same lot the original Sand Bar bar was at, and I got a popup saying that an item had been removed in Build Mode. The thing is. I have everything from this thread to make sure I did have everything.

    I wasn't sure what item had been taken off.

    I'm curious if you have the Mochino pack installed and might have used something from it? Because I don't have that latest pack yet. Making sure I didn't miss anything.

    Plus I can't remember if there IS a Sims 4 program to view the content of a lot before installing it or not.

     

    EDITED:

    Found the problem. It was a potted palm tree or coconut tree that is missing on the right side of the bar as shown in the 7th picture down the initial post (or 8th if you count the 1st pic) where there should be three potted plants instead of two.

    That might be the  missing potted plant (coconut or palm tree) causing a popup alert in my game. Thought to let you know what's up with the island plants.

    But still, I like this bar. Very festive!

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