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Posts posted by coolspear
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Hi and welcome @SGTbuttass
Glad you're finding the mod useful. I haven't used the Basemental mods in a very long while. As much as I appreciate all the hard work gone into them, I found they were prone to acting up and never quite did exactly what they were supposed to do. Though that was during the early stages of the mod, I just figured I'd wait a while before using it again, for the creator to iron out the kinks.
With the animation looping, I gotta ask, how many lines are they indulging in, in the one sitting. Just one? Is it supposed to represent a snort for each nostril, ergo more than once. Or is is meant to be done and dusted - if you'll pardon the pun - in one go? Without knowing the methodology behind it, I cannot say for certain.
But one other question, do you use MCCC to slow world time? As that can have an effect on animations triggering more than they should if time has been slowed. Though that is quite rare. But with CC animations, it could be a bigger factor.
How long has the bug been around? I should imagine there would already be reports and discussions regarding it at the Basemental website.
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Ahh, you have been experiencing a new-ish form of lag. Where you say in your last post - "and the simulation lag on lots with a lot of sims is now atrocious" - this is due to a shitty factor introduce into the game since about last May or thereabouts. It has absolutely nothing to do with this mod and cannot be remedied with this mod.
If you recall how Maxis boasted in their patch notes round about last May, how they tweaked the game memory and the game and lot loading should load about ten percent faster for most players. Yeah, that's the new-ish shitty factor right there. With a game engine this old, with over a hundred dlc thrown into the mix, any faffing abut they do for things like that, it's simply a matter of robbing Peter to pay Paul.
The end result of that was any lots and venues modded to have more than the default 20 sims in the area - that includes venue sims and any street walkby sims - were now going to suffer like never before. I was utterly furious at this change as it totally killed my Hospital venue mod and a few other CC venues I've never released such as my Batuu reworked set of mods.
In general I don't usually edit Maxis venues or my own CC venues go above more than 20 sims. But for a select few I do, and they were all murdered by that May patch update and ten percent faster loading, because that's were Maxis reallocated (Robbed Peter) seemingly spare memory, to allegedly decrease loading times (Pay Paul)
Maxis won't ever give a shit because they never allow more than 20 sims anyway. To them it is not an issue.
But to my Hospital mod set, Batuu mod set (Unreleased) and StrangerVille mod set (Unreleaed), it was the kiss of death. Endless jerky camera movement lag for having more than 20 sims.
I've since fixed the Batuu and StrangerVille jerky lag by reducing the sims to only 20 max at any given time. They're certainly less fun, no more singing "Everybody was Kung Fu fighting," to all my CC Jedi and Sith lightsabre battling on the streets of Battuu. But they do now work again. The hospital, however, needs a bit more of a rethink because with all the doctors and patients reduce to a 20 max hard limit, my hospital venue build is just pathetically empty. Gotta size it down to a crappy little local clinic affair, the term and function of "hospital" can no longer apply.
And all because of the pointless introduction of an highly unnoticeable ten percent faster loading. I'm with Peter on this one, he wants his fucking money back! If he could catch that bastard Paul, he'd take it back, but the little shit is ten percent faster at running away now. It's beginning to sound like that joke about the three-legged chicken now. Time to stop writing.
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Hi all. I just added a comment in a conversation on MTS about half an hour ago.
Here is a copy and paste of it as it pretty much answers anything about my modding updates on this great website, too.
"The world of Sims 4 modding might also be taking a hit due to recent events. Sims4Studio hasn't had an update in two months, and without word one from Andrew or Orangemittens on the matter, I can only take an audacious guess that the Saudi buyout malarkey has them holding back in uncertainty.
Speaking for myself, I have not patched since 1.116 (Enchanted by Nature) as that was the last full update of Sims4Studio, so modding - for me - is pretty much in limbo currently. Heck, I even stopped playing TS4 and went back to Anno 1800 these last three/four weeks, due to the attraction of the big mod "New Horizons," and have been loving it. Checking in every day with Sims4Studio to see nothing doing.
But I did have a hankering to play TS4 yesterday, and have had two sessions on it since, and of course jumping out here and there to mod more of the Maxis annoyances I come across, but stuck on 1.116.
All the new stuff I just have no idea about. And listening, heeding, to my conscience - a humanist egalitarian in the most part - TS4 just leaves a Saudi-flavoured bad taste in my mouth so I don't even think I'll be back to modding and buying latest/new stuff even if Sims4Studio does break the wall of silence and get an update. Can't say I blame them over at S4S if they don't want to continue doing anything that benefits EA.
And I can't be the only modder stuck without an updated app or unwilling to defy my own conscience and continue with EA stuff."
In short, nothing but uncertainty for the foreseeable future. After Sims4Studio gets an update, if it gets one at all, we can talk again about modding updates. Though the Saudi buyout looms like the sword of Damocles regarding any long term modding and buying of new packs for me. When the sale goes through, the sword falls. And the fact that it is coming eventually, it really makes me have nothing but overwhelming negativity regarding anything EA right now. Not six months from now, but right fucking NOW. That sword has already fallen, really. Hasn't it? Just going through the motions till then. I wonder if that's what Saudi prisoners think when being beaten and tortured, before the inevitable execution. "Just going through the motions."
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Hi @PokaNYC, the Purifier5000 and Grim Novelty Gnome were also updated, but is was only for the shorter run time on the auto activation feature. They otherwise don't need updating for all the other stuff like fertilizing and EbN fairy Enchanting. Only the alpha mod needs editing/updating for that type of thing, the purifier and gnome just follow what the alpha tells them to do in that regard.
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Update September 2025 - Some files needed a tweak for the Enchanted by Nature EP and the new fairy death from Emotional Starvation.
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Cheers, red. You are very welcome. And don't hesitate to report if there are any further sprinkler issues. We gotta iron these things out, right?
Maxis have reported they did something regarding a fertilizer fix in most recent patch. The minute I saw that I thought here we go a-frikken-gain, more sprinkler issues. But I haven't patched as yet, so we'll have to wait and see if that bridge needs crossing - or burning! - when I do eventually patch. I'm now quite behind on patches actually, stuck on 1.116 till the game improves.
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Hi, red. I know what that problem is. You don't have Enchanted by Nature installed. I guessed incorrectly that the pixie code would not be a problem in games patched up to 1.116 Enchanted by Nature, even if EP is not installed, the game patch level would still understand the coding. Looks like I was wrong. Your game cannot make out what the pixie loot is when sprinkler is activated, so LE of bewilderment is the result, game saying "what fresh hell is this?"
Looks like I'm gonna have to make yet another version. (This is why I hate making alternate versions of mods, once you go down that path there's no end to each player needing/requesting a slightly different version for their specifics.) But since I started that ball rolling myself, I'll have to follow through and do one more version. No good deed goes unpunished, eh?
I'll have that version for you in a jiffy, only need to remove a single file and a line of reference code. No biggie.
Update
Hi @RedMallie, okay, a fifth and final version uploaded that should be just right for players like yourself who are patched to date but do not have Enchanted by Nature installed.
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Just out of curiosity, do you use MCCC to slow down the speed of world time? Or do you play on Maxis default time speed?
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It can happen with some objects that they need to be deleted and replaced or reset to pick up new changes. This was more of a thing for the Sims 3, but does happen every now and then for Sims 4. Especially things like buffs, that can and do get broken and stuck if changing coding while buff is still active.
But as long as it reset and sorted itself out on second run the next day. It may well be it needed the second day to fall in line with new timer coding, as first day was the old timer setting and the coding changed so it got a bit squiffy and "confused."
Like the famous line from the British comedy The IT Crowd. "Have you tried turning it off and back on again?" That's all it needed.
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It does not need updating. I did not promise last November to update it, only to look and see if it needed updating. It doesn't, not for the purposes it covers. I don't normally comment on mods until they need updating. So a great amount of time can pass without any news. Though I agree, it would have been better if I did report last November the same as I'm reporting now, that it doesn't strictly need updating. I can be quite a scatty-brains when it comes to things like this, so a friendly nudge is always welcomed.
Where it's true Maxis has added one new multiplier factor to the recipe files since they were last updated back in 2023, that being for the Crystal Creations pack that a certain moon charged crystal type will increase chance of Masterpiece by a very measly 1.7. That's all very well and (almost insignificantly) helpful in a game that uses no mods and also has the specific DLC required. But seeing as this mod skyrockets the multiplier based on base game creative traits and skills, I felt there was no need to update for a crystal multiplier that means next to nothing when using this mod, for the base game skyrocketing factors this mod already provides.
So, if I was an AI robot, strictly living and dying by the rules, and asked does this mod require an update. The answer would be yes.
As a human modder, knowing the meager thing to update does not bring a single thing of worth compared to what the mod already does, the answer is no, the update would be more trouble and pointless disruption than it's worth.
Though here is one promise I am happy to make, should Maxis ever change the coding in the files this mod uses, such that it breaks the mod and it truly needs an update, then If I'm still active as a TS4 modder and able to fix it, I will add the otherwise worthless crystal multiplier just to be thorough. But until then, it's just not worth the hassle. Simply because no-one would be using this mod for a crystal multiplier that's only relative if a certain DLC is installed, but anyone using it, it is because of the skyrocketed base game factors that all players have and they are more than enough to cover what this mod would ever be used for, never mind the inclusion - or lack of - a feeble crystal flimflam factor from a DLC.
BTW, is that DLC still broken? Does the game still get plagued with LEs if sim takes off crystal jewelry to charge by moonlight? If Maxis haven't fixed that yet, I don't recommend getting the pack as the only way to stop the LEs is to delete the sim who once wore the jewelry. Typical Maxis slop coding. I haven't bothered making any crystal jewelry since I had to delete two of my fav sims because of the relentless LEs. Even if Maxis have fixed it, the time spent suffering the LEs has certainly snuffed out any future enthusiasm to attempt making crystal jewelry again.
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Update September 2025 (Again) - Here we go again! I'll try to keep these notes brief. Firstly, I needed to reexamine and fix the Super Sprinklers chasing away pixies, for when, not if, but definitely when they invade your Enchanted plants. En Mass, all seventy-odd Enchanted plants in one go, causing the game to lag, (Thanks Maxis.) now the Super Sprinklers will definitely chase them all away within seconds, no need for our sims to waste half their lives chasing the pesky pixies out of their Enchanted gardens. Super Sprinklers to the rescue once again. (You can test this yourself buy using the debug cheat, Shift+Left Click on plant for option to have pixies attack plant. Then turn on Super Sprinkler to see it does now chase them away. Sorted)
Also for this update, I finally got round to implementing a shorter automatic run time on Super Sprinklers. I wanted to do this for ages and now have. The default coding is a sprinkler auto activates at 6am every day and runs for roughly an hour, before automatically deactivating. This is far longer than actually needed. The Super Sprinklers do all the normal chores, watering, weeding and insect control (Now including pixies) in about three to four sim minutes, depending on the number of plants. It certainly does not need an hour. And for anyone using the Purifier5000Prototype Super Sprinkler, an hour of that thing running can be terribly annoying. (I like it, but not for a whole frikken hour!) You might even deactivate the auto service to stop this annoyance. But now that it will only run for a few minutes and turn itself off, you might switch the auto function back on. Especially to keep those more annoying pixies at bay. The choice is yours. The time it runs for is largely dependent on the speed your world time is set. Default Maxis speed is about four sim minutes. I use MCCC to slow world speed to three and a half times slower, so in my game the Super Sprinkler runs for about thirteen sim minutes. Still better than an hour (as in my game an hour is more like three hours. Three hours of the Purifier5000, ouch! Thirteen minutes of it, much, much better.)
All four version have been edited for this new shorter auto run time. In the PbnEbn version, I have also included the pixie chase away coding. Even though that version does not Enchant any garden plants, the player may one day choose to Enchant one or more of their plants themselves, then you will be very glad for the Super Sprinkler chasing away the pesky pixies that WILL invade your garden.
Finally, the original Alpha mod (with the bees) has been removed as it was getting too complicated which version does what. If you still have that version for an older game, fine, it's still good. I just won't be maintaining it any more.
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Yes, the picture does show the annoying pixies. I have fixed the sprinkler and it does now get rid of them, though I'm still testing the fix before I release it. Maybe later tonight or tomorrow I will release it.
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Oh my. When I recently swapped the Tesla Toy to the Sapphire Crystal to be the Alpha, I totally forgot to move all the text strings from the old alpha to the new. Meaning if you only download and use the crystal, you'll have no text! Just as you have discovered and reported. (I have both objects in my game so I would never have noticed the missing text strings.) Thank you for the report. All fixed now. The text strings are moved to the new alpha mod. Please download again.
Though please take note that as I don't have any translators, all text in all my mods, including this one, are in English for all languages. But at least there will not be any blank text boxes.
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Hi all. One of the new features on the Super Sprinkler, for chasing away pixies that attack enchanted plants, does not work. I waited and waited when testing last week, and no pixies came to the enchanted garden. I assumed the sprinkler was resetting the cooldown each time, keeping them away indefinitely. But no, they finally attacked my sim's garden last night en mass, and the sprinkler did not get rid of them. There were so many, practically every plant type in the game in one greenhouse, the game even started to lag due to the pixie orb lighting SFX. Overkill, Maxis, overkill!!! You couldn't cap it to only attack five or six plants in one sitting, no?
Anyway, I did actually fix it last night, and the sprinkler does now clear away all the pixies within seconds. And while I was at it, I did another tweak I've been meaning to do for ages. Shortening the time the Super Sprinklers run for when automatically activated. They only need about three minutes to fix up all plants within range, so it's been massively reduced, no longer pointlessly auto running for an hour, just a few minutes then it turns itself off. (Yay, even more Eco-friendly!) More on that when I upload the latest update. I just want to test it for another day before releasing it.
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Yes the mod still works. I think the last two lines on your resource cfg are related to another mod? When did they start appearing on your cfg file? At a guess it might be a Twisted Mexi mod, due to the "tmcatalog" file ref? It looks like its pushing for strings, that being description text for whatever tmcatalog is. If that sounds familiar to you then those lines will be needed for whatever mod and its text that it's referring to. Though I'm only guessing, for all I know it could be a new Maxis addition added in last parch. I still haven't patched as yet and won't be until Maxis do some significant fixing. I don't care about any new EPs, I want the game fixed properly before I'm willing to get anything more from EAxis again, continuously funding their negligence is getting us all nowhere but deeper down in the pit of an increasingly broken game. No more.
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Update September 2025
Please read main post for update information.
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Update September 2025 - Added newer version of the Alpha mod. This is for players who have the Enchanted by Nature (EbN) pack installed. Maxis changed the rules regarding fertilizer, when and where it is allowed to be used, and also gave us new information in a plant's tooltip regarding how much fertilizer remains on a plant. New text stating either "Good," or "Depleted" (In yellow alert writing!) As such, the bee swarms I added to the Alpha mod only last March, now no longer work on plants that are fully maxed, - in other words plants that are fully evolved, fully matured and fully bloomed. There is no longer a need to fertilize maxed plants, so the bees do not. Seeing as the Super Sprinklers fully evolve, fully mature and fully bloom plants, - as well as water, weed and clear insects - then the bees cannot fertilize these plants, so are utterly redundant in this mod. Hence they have been removed in this newer September version for Enhanced by Nature (EbN) pack. Indeed, the noisy mass swarms of horror movie bees are gone.
But in their place are a few new features. The first being, I turned on the A-Team music in the background and got to work in my potting shed, jerry-rigging a workaround for the Super Sprinklers to carry on fertilizing maxed plants, irregardless if Maxis wanna say no. If Maxis did not want anal compulsive blood hounds like me to fret over fertilizing plants, (Which I didn't before!!! Out of sight, out of mind, blah, blah, blah.) they should not have made the "Depleted" text be in yellow alert writing. That's only gonna get my blood up and I simply had to take action. Now sorted. Now the Super Sprinklers will fertilize almost all plants and the somewhat annoying, mildly stress-inducing, "your'e a terrible fucking gardener letting your poor, Maxed plants starve and suffer" Depleted yellow alert writing will be gone!
Though some plants remain stubborn to the Super Sprinkler fertilization treatment. Such as the Sixam Mosquito Plant, or the equally scary horror movie prop; the vertical planter meat wall from Eco Living EP - (Though normal plants on the vertical planter do get fertilized.) Other methods to fertilize the stubborn few will be required. Also Giant Crops do get fertilized, but it does not last as long as it does for normal plants. But that's by Maxis default making Giant Crops eat through fertilizer in a day, not this mod.
Lastly, to get the best from the Enchanted by Nature features, the Super Sprinklers will now Enchant all garden plants, - even the stubborn fertilizer haters - so that they all mildly, magically glow in a spectacle that is beautiful to witness in a busy greenhouse. Noisy bees replaced with quiet, magical glowing, yes please! I added new coding to also take care of the new house pot plants, so they get watered and Enchanted also if in radius range of a Super Sprinkler. And a final touch to shoo away any nasty pixie invaders that may attack the Enchanted plants. Though I haven't seen any pixies in my gardens as yet. I'll assume the Sprinklers automated, regular activation cycle is keeping the pixies away by continuously resetting the pixie cooldown countdown. So player feedback will be helpful on this should pixies invade your Enchanted gardens and the Super Sprinkler is not chasing them away when activated, please let me know if this occurs.
The new Alpha mod has EbN at the end. I have left the older version here for players to continue using if they do not have Enchanted by Nature installed. All this updating was done only for feature changing purposes, not because it needed it for the patch. So both versions are fine to use, depending on what features you want. However the newer version only has a point when using it in the Enchanted by Nature pack, pointless and not advisable to use it if you do not have that pack installed. Only use one Alpha mod.
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Knocked this one together in the midst of doing other gardening mods. The Apothecary Table will now allow sims to purchase ALL apothecary ingredient types, not just a handful of half the stuff - I hate it when Maxis only put half the stuff available. Not only this, but a few other bits and bobs added that are loosely connected to Apothecary. Fairy Dust and the three plant seeds for the magic bushes are also available to buy. Some of the ingredients will only be visible to buy if sim is at Apothecary Skill Level 10. The mod is not broken, your sim just has to be at max skill to access them. Plus when purchasing a new Apothecary Table, one of each of the ingredients will be in the inventory. Maxis default also does this, but again only half the ingredients. Now it will be all, plus one each of the magic seeds to get your gardener/apothecary sims up and running with the magic bushes.
Speaking of maxed Apothecary skill, if sim is at maxed skill level then crafting is incredibly faster. I know most folks who mod world time to go much slower, myself included, appreciate mods that speed up crafting so it does not take all frikken day. The poor, sick sim would die while waiting for the Apothecary to finish crafting otherwise.
Take Note - Fairy Dust and the three magic bush seeds cannot normally be placed into the Apothecary Table storage. When spawned in the storage hold, as one of each will be when buying a new Apothecary Table, they will be fine and can be moved to sim inventory. But once removed they cannot go back inside. No biggie, as they are not required as Apothecary ingredients. You'll probably want to plant the seeds straight away anyway, or sell off the freebies for mucho deniro, nothing to put back into the storage hold! When purchasing them from the buy menu, they go straight to sim inventory as per normal.
Download
cool1_crafting_BuyAllApotecaryIngredientTypes&MagicBushSeeds&FairyDust_SkillLevel10Faster.rar - New for September 2025
Happy simming and curing sick sims easier and faster, folks.
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Hi @RedMallieNot sure about an LE. I think if you are patched up to the the Enchanted by Nature patch, but don't have the EP, I'll guess that there will be no LEs. But I cannot know for certain as I do have the EP installed.
The thing is, I did remove the Bees (the animated swarming effects) from the Super Sprinklers, because their method for fertilizing just will not work with the Super Sprinkler. The Sprinkler will fully mature, fully bloom and fully evolve all garden plants, - as well as water, weed and clear insects - ergo the bees can no longer fertilize plants in this maxed condition. No point in having them as a function on the Super Sprinkler. That didn't last long, did it? I only implemented them on the Super Sprinkler a few months back, now they have to go as there is no longer a point to them (In Maxed gardens.) Even you were a bit annoyed with the mass bee swarms in large gardens. Quite noisy, eh? Now they're gone, quiet returns, and the enchanted glow of a large garden is quite a pretty- and very quiet - thing to witness. I even added coding for the Sprinkler to also tend to the new house plants. Initial testing last night and today suggest it's working, they certainly glow enchanted, but there is no tooltip indication if they need watering, - as yet - so I just have to keep testing to see if they remain in good condition via the Super Sprinkler.
If you have the patch but not the EP, I can only guess it won't be problematic. But if you don't have the Enchanted patch either, then all the new fertilizer coding added to the Super Sprinkler won't make any sense in your game. I'd recommend sticking with the older Super Sprinkler until you do at least patch. But if you are holding off because you don't want this latest rotten patch, I fully understand. So am I not rushing for it.
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Update September 2025 - Had to rework all plants to correctly show in their tooltips that they are in season for all four seasons. I noticed that not all plants were displaying they are in season all year round, but only for two seasons, spring and summer. That is now fixed.
I've been trying to get to the bottom of what I thought was a fertilizer glitch introduced with the fairy patch. In my last few posts in this thread even calling Maxis dozy fuckwits for breaking it. But I'm the true dozy fuckwit, as I just didn't realize until tonight that Maxis changed the rules regarding fertilizer, and it's not actually broken, just different, a little more strict on when and where it's allowed to be applied.
The bees are not broken, nor is the hermit super fertilizer. The more stricter rules that came with fairy patch are that if a plant is fully bloomed, fully mature, fully evolved, there's no real need to use fertilizer on it, with a new hidden value in the XML files saying you cannot apply it. Though with no text box prompts on the screen to say that, fertilizing just comes across as a broken system, hence my initial reaction.
But tonight I've been thoroughly going through the XML files and all these new fertilizing values, to discover the change of rules, because I am also working on my Super Sprinkler mod so it can fertilize and magically enchant plants, and also chase away pixies that infect enchanted plants. That's how I learnt tonight that fully maxed plants cannot be fertilized any more. (The bees and hermit potions are not broken.) But I also dislike the new text on a plant's tooltip saying "Fertilizer Depleted" in yellow alert writing - like it's a bad thing and my sim is a bad gardener to leave the poor plant unfertilized. So I've been working all night just trying to find a way for the Super Sprinkler to get around this ban and fertilize the plants at the same time as maxing out all their other values - (That would otherwise prevent a plant from being fertilized.) I got it working, yay, fully maxed, fully grown, fully bloomed, fully evolved and also fully fertilized too, yes please! So I'll be uploading that updated sprinkler mod very soon. (Just need to test if it does actually chase away the pixies after they come to infect the enchanted plants. I must say, the garden full of enchanted plants does look quite nice, and no fairy dust required. Just a good, old Super Sprinkler.)
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Ha! The fertilizing plants interactions are worse than I first reported. Those dozy devs who worked on the fairy pack really did not bother checking in with other dlc packs. We know they broke the Seasons EP bees fertilization, but it seems they also broke the Outdoor Retreat Hermit fertilizer. When you make good friends with the hermit, they teach your sim how to make the super fertilizer - "Fungal Infusion Fertilizer" - the most potent fertilizer in the game. Well, your sim can continue making as much of that as you like, but the option to pour it on your garden plants is no longer available. So, did they nerf that, too? Or are they just bumbling fuckwits who simply did not bother to check beyond what base game features exist for fertilizing plants? I think the answer is the latter.
Okay, time to go make a new Fairy Super Sprinkler that will do all the things a Super Sprinkler does, plus Enchant garden with special fairy dust magic and properly fertilize the garden plants with Fungal Infusion Fertilizer. I may as well remove the Bee fertilization from the Super Sprinklers while I'm at it, seeing that's now broken.
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Have you been hearing what the latest patch does to games? Have you seen the vids and whatever about warnings not to patch yet. I am one of those players who never patch straight away because Maxis have a tendency to break things with each patch to a lesser or greater degree, - is that their idea of "Surprise Mechanics" for TS4? - so I generally tend to hold off till the all clear. And with the reports of the latest patch breaking the game so that you cannot even access it properly, I won't be rushing for this one for a while yet.
You may have noticed I have been updating a few mods on this website this week, but they have all been for the fairy EP patch, not this latest patch. This latest patch is to be avoided till Maxis fix it, so until then I cannot speak about any mods for this latest patch.
I have just come off the back of starting a third new save file, still haven't quite finished moving sims across from old, corrupted save files, twice in a row! I have done everything I can to prevent this latest save file being hit with corruption, with strict rules for dos and don'ts, and so far so good. So the last thing I need is to be prevented from even loading my game with this latest patch. If that happened I would quit this game for good because you just can't play it, at every turn, something stops you. It's better I don't patch till this game improves and Maxis can guarantee we will not run into these problems. That may be some time yet, if ever.
But I'll keep tinkering and updating mods for the fairy patch, but that's as far as I can go right now. Latest patches, I'm not touching them till Maxis fix the game.
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Nah, no way they nerfed the bees intentionally. Whichever dev team in whatever far flung country they farmed out the EP to, the main purview was to make this new pack work with the Base Game, as per usual. So that's what those devs did, put on the horse blinkers and made the new EP work with the Base Game, not taking a first or second look at Seasons EP and its bees. Same old, same old. And when completed, those devs handed finished project over to Maxis HQ, and nobody there took off their horse blinkers to take a first or second look to see if it worked and played well with the Sims 4 back catalog. Same old, same old.
That's our job. We pay them for the privilege of being the game testers and are the best at doing so as none of us ever wear horse blinkers.
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This is a new-ish mod set uploaded here for first time. Not new to my game, I've been using these motive mods for yonks, but I updated the files recently for the fairy patch, and thought other players might like to use the mods. Specifically if a player uses MCCC to slow down world time speed in a significant way. I like to slow world time speed by three and a half times Maxis default speed. That is my preferred Goldilocks speed, and that's been the way of it in my game for eight years or thereabouts.
But of course, some functions in game do not sync up very well with this type of time speed adjustment, and start to become annoyingly slow, or fast, or whatever. Sim motives being such functions to name a few.
So I tweaked most of them to match my preferred slower time speed. I've been using them for ages, and it's a better balanced game for it.
Energy Reworked - This is almost exactly the same mod as the other one I made Energy Vs Tiredness, found here - https://simsasylum.com/tfm/index.php?/topic/13935-motives-energy-vs-tiredness-reworked-update-august-2025/ - only energy depletion is also edited to deplete quicker as I find, with energy bar being mostly green up until the last little bit, it could do with also going down a little faster, to match my slower world time speed. Especially helpful when your played sims have NPC visitors who are staying for the night, and you're getting annoyed while questioning, "when are these restless, feckless freeloaders ever gonna go to bed, ffs?!" Now you know it won't be too long before they hit the sack. This Energy mod will conflict with the other Energy mod linked above, so only use one.
Hunger Depletes Quicker - Not a good mod at all if playing on default Maxis world time speeds. Do not use it in that case. But if time is going significantly slower, then this mod brings a better realism to each day that a sim will need to eat three square meals a day on average. This is one of my favorites of this set, and if I ever get round to updating that old Better Eating mod of mine, it will be a fantastic combination.
Hygiene Depletes Quicker - Again, this would be too potent for default time speeds, but for slower time speeds, this will make it so sims will need to bathe/shower at least once a day on average.
Fun Reworked - Can be used in any time speed, I guess. It's actually an old mod I used to have here, to work with my Simulation Lag mod. I fixed it up a while back and think it's time to upload it again. When sims are content with their high motives, they can and do choose to stand around doing nothing for a while. A player can easily mistake this lollygagging for the infamous Simulation Lag. But not so, it's just sims procrastinating because there's no immediate need to satisfy a low motive. Maxis, sims, that's not how we real humans work. We may often find ourselves with nothing important or imperative to do for a while, but then we just go fill those vacuums with more fun. Not stand around doing nothing for hours on end. Actually, we're more likely to be arrested if doing that in public spaces, so, sims, get real, and get on with doing something fun, even if you don't imperatively need it. Welcome to being more human.
Sleeping - Motives do not decay while sleeping - Much needed when using the hunger or fun mods above, as those motives can fall abysmally low while sims are in bed. But you can use this mod all on its own, if that's what you prefer, as sims living at any world time speeds can still prove to be idiots who will allow all motives to drop low doing nothing to address them, then take themselves off to bed. Not good. But now that won't matter. The motives will freeze until the sims are awake again. So no waking up in the wee, small hours to take that wee you should have done before going to bed. That's now business for the morning and each night is a good, sound sleep hereafter.
I opened this mod to edit it for the fairy emotional hunger to freeze during sleep, only to find Maxis beat me to it and did the very same. I love it when Maxis thinks the same as I do.
Download -
All Motives Reworked.rar - New-ish for August 2025
Happy simming, with longer days having more balanced motive management, folks.
Quicker Sim Autonomy & Simulation Lag Improvements - March 2023 1.96 update!
in TS4 General Mods
Posted
https://sims4studio.com/thread/29786/sims-studio-windows-star-open
By all means, if you spot S4S gets updated before I do - and I've been checking in every day for three months - then let me know. That's when we can talk knowledgeably about me checking and updating my mods.
Or if the devs finally make a comment as to why the delay, again, let me know if I don't spot it first.
Until then, there's not much I can do. My game is still stuck on the 1.116 Enchanted by Nature patch, the last time S4S got an official update.
This is the third time I've had to respond with this information in very recent posts above. There will not be a fourth time should anyone else come here and ask same thing without checking recent posts first.