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Posts posted by coolspear
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It's forever on my list of things to do. The trouble is I get so into tweaking mods to suit may own style of play, so many become intertwined with cross-over features, it's hard to keep track of which mods effect which mods with all the various tweaks. I get a little put off uploading because I'm worried I'll forget to mention how mod A also works with mod B to do such and such, and how they both also work with mod C to do a little something else. Such that if folks only download mod A, then next thing they'll be getting back to me saying it's broken or causes glitches. Or even if I do remember to mention all the connections, folks might not want the overall main features of mod B, so they avoid mod A thereafter.
A good example would be things like my drink trays. Not long ago I added the On/Off feature to the the autonomous restock interaction versions of the trays. I'd like to upload the new set for all the long time users of those trays, especially since there're about eight or ten new trays added with all the newer drinks and nectars from various packs and kits, but if some folks don't want to use my ON/Off Alpha mod, then they can no longer uses the trays at all and that may well upset them if they liked using the trays all these years. (As you may know I'm not a fan of doing alternative versions of mods, not while Maxis are still rampantly and recklessly patching the game. I only like uploading those mods I use in my own game.)
There's a lot of that that type of mod crossover features going on now, I just don't stop tweaking mods to be more and more personalized to my play style, to the point to continue using one favorite, you may have to start using two or three others you never had an interest in.
So the idea of a bundle rar keeps getting put off because of all the explaining I would have to do regarding which mods now cross over with which mods, but more so in case I forget to mention which mods do this and mess up someones game due to this forgetfulness.
The most heavily effected by this sort of interconnected tweaking are all the World Sims Control Sets. I'd love to upload those, but I wouldn't even know where to begin. And for the longest time I've been holding back thinking Maxis are gonna quit patching soon, they're gonna abandon ten-year-old TS4 any time soon, but they just don't. They just keep piling on the packs and the patches. And so I keep putting off doing this big mod upload taking the time to detail all the interconnections, knowing Maxis could knock it all dead into the dirt with any given reckless patch of theirs. Yeah, dead in the dirt being a pun on their next EP-but-GP releasing for Halloween. And no doubt an infamously reckless patch likely to proceed it. I still haven't dared getting the last patch yet, and a little over a month from now they're doing it again! Do they even realize the scariest thing about their spooky-death-Halloween pack will actually be the fear of patching?
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Update September 2024 - Just a quick fix for the On/Off Gym Treadmills, nothing else. That's the only mod in this set that needs to be replaced. I missed including a base game treadmill - (The "Zen" one that unlocks via completing career goals if playing default game rules.) I could have sworn I fixed that about seven months ago, but found in game yesterday that, nope, I still haven't included it. It should now have all options available again.
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Update September 2024 - I cannot remember if the last time I updated these, when Maxis totally broke them, did I upload the fixed storage objects elsewhere to this site in a bundle rar, or here in their own thread. Probably not the latter. So here they are in their own thread, as they should've always been. (Especially seeing the aforementioned bundle rar is no longer available on this site anyway.) Also has newer storage boxes added from the more recent packs and kits. Also has the reworked Droids from Journey to Batuu, that now come as pre-upgraded, has the tooltip name fix and has a personal storage added. Great for smuggling many things to Batuu the game would otherwise hide from your sims' personal inventories while visiting Batuu. Game does not hide the droids, nor subsequently anything stored inside them. Make Han Solo jealous with your newfound smuggling greatness. Call yourself a smuggler, Han? Ha! Most importantly, always make sure to use the Alpha mod that governs this set no matter how many storage boxes from this set you use. All storage boxes are in one rar folder to download. Each is initialed with which pack they came from in their mod names. Only use ones you have the installed pack. (If it has no pack initials in mod name then it is a base game object.)
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I would need to look at the coding for this venue mod. It's quite old, I haven't used this mod myself in a very long while. Been too involved in making, tweaking and tinkering other venue types I've not got round to releasing. I did plonk this park lot down in my world as a generic venue and tinkered with the build a bit, adding a tree house and stuff. But have yet to look at the venue coding to see if anything is amiss. Perhaps some newer lines Maxis added to simdata file formats might be missing on these old files, so that's what BE is alluding to. That'd be the most likely culprits. So, yeah, all in all I wouldn't say it's good to go as is, and definitely needs a look at before getting a clean bill of health.
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Update August 2024 - It's been a little over a year since I last updated the mods here. So here's the latest versions. First of note is the Sinks On/Off part of the mod has gone. Maxis gave us in-game features since Horse Ranch to decide what type of sinks should be in bathrooms and kitchens, so that element of the mods is redundant, extinct and now removed. Some older ones tweaked, and some newer ones added. Such as my old Hot Tubs mod. That was a favorite back in the day, sims using it better, longer, less hokey-cokey in-and-out with it, using more often, and now with the On/Off treatment. Yay! Please keep in mind that I don't dare patch to latest Lovestruck shambles and its umpteen hot fixes.. I'm waiting till it's safe to patch, so some of these might not be compatible if you have risked patching. Most certainly the last one in this set Command to Teleport might need patch updating, it usually does with big patches. That teleport mod used to be in another thread, but I did a big rework on it a while back to click on ground to turn On/Off a lot of clutter features, barely used interactions, and auto bike riding, so it got moved to this set because of the On/Off features. So keep in mind if Maxis has added any new ways to walk (walkstyles) with Lovestruck, then the terrain files in the Command to Teleport mod will need updating, and I cannot put an accurate timeline on when that will happen. Only when Maxis tidy up their act, their shit and the game, will I risk patching.
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That all depends on which version of the mods you use and/or how powerful your computer is. Although it is not required to have my own build for the heartbeat hospital for any of the mods, it has been designed to best suit and cater for what goes on in mod version 1 - with all the extra CC patients and the activities they do. And only recommended for high end gaming computers.
But if a player is comfortable building all that for the CC patients themselves, then my build is not required.
Also the mod is designed to call the hospital, "Heartbeat Hospital" in the pop up message when your main sim arrives for work at start of day. I see no difference in that naming, than one of the three names that Maxis will randomly call the hospital in default game.
I was toying with the idea that for a very small fee, I could let players pick their own names for their hospitals that I would personalize in a standalone add-on mod for them. I still might float the idea out there, see if anyone is interested.
For the mod versions without the extra CC patients and extra staff, (and/or not so powerful computer) then a smaller, regular, more Maxis-like hospital build is better suited.
Keep in mind that until the next update I do on these mod pair sets, the cafe barista NPC worker comes in all versions of the mod, so a barista serving station will be needed even in a small hospital for the NPC to have somewhere to go. I will be removing the barista NPC from the sets where no CC patients come, as they are the only ones who autonomously use barista services. No point in a barista service without those CC patients. And one less sim for those lower end computers and their strained CPUs to bother with.
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If this is occurring after installing latest patch and umpteen hot fixes and most recent WW, then I cannot give any helpful advice. I have not and will not patch until the all clear is given and confirmed. Keep in mind that after the shit show patch of For Rent late last year, I did not start patching my game again until April of this year when the worst bugs were finally fixed and confirmed. (I never take Maxis' word for it, but wait for more credible confirmation.) So it may be some time yet before I'm willing to patch again after this Lovestruck Super Shit Show of patching. Steer clear of that!
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This set of gardening mods is one I will be looking into soon. Just as soon as Maxis make a patch that doesn't break the game and needs multiple hot fixes for days and days afterwards that in turn also break the game. When it's safe enough to patch again, pfffttt, that's when I'll take a look.
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Although I have not patched yet to verify, it is usually only when Maxis introduce a new life stage, new occult or new playable animals to the game would they need to do anything to the little amount of data in the file this mod uses. And even at that it would only be to add something completely new, not to edit older data regarding older life states etc.
So take it as read until Maxis add such "new life" to the game, this mod needs no attention. Ask same question again if and when they give us fairies. Although I'm sure I'll already be on the case if and when they do.
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I think I need to edit the main post to double-iterate that although the player can start using this mod for their doctors at level 8, it is strongly advised to get all the Maxis objectives, like having baby and promotion to level 9, out of the way before using this mod. I did write in the Important Notes that all Emergencies are switched off, they will not happen with these mods, leaving it to user discretion when is the best time to install the mods. But I see now I'd better edit that a touch to emphasize more clearly that it's probably best not to use these mods until all Maxis objectives are done and your doc is at level 10. It's clear to me now I do need to spell it out more thoroughly to avoid this very type of confusion.
If you are intent on experiencing your level 8 doc doing the Pregnancy Emergency and getting the promotion the Maxis way, then you will need to remove these mods for that to happen. If you have already done the Preg Emergency before, in an older save, so don't really care if you don't see it any more, or you are aware that Preg Emergencies are glitched and are more trouble than they're worth, - (A female sim you would rather not be chosen is randomly selected and forced to keep the baby afterwards, hence the reason I removed it till I can rework it if possible.) - so you would rather never see the annoyance again, then I suggest using cheats to promote the doctor to level 10 before their next shift at the hospital.
For quick and easy pie menu access using a great many cheats on sims, such as job promotions, adding or removing traits, etc, see my mod here - https://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required-updated-july-2024/
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First things first, what type of computer are you playing TS4 on? A high-powered gaming rig? A mid range PC? A low-powered laptop?
Second question, what do you want to see at the hospital? Maxis only staff and patients? Or the Maxis stuff but many more default patients than Maxis normally send, plus some extra custom content visitors (Physiotherapy Patients) who do other things at the hospital such as use all the gym equipment and spa stuff and also use the barista?
If you have a powerful computer and a large hospital venue that can cater for all these extra sims, then try out the first mod pair 1A. See if you like it. If you try it and don't like all the busy features, then try another pair with less default patients and no CC visitors.
If you have a mid range or low powered computer, than I advise not to have more default Maxis patients and the extra CC visitors as your game will probably experience lag.
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Thanks for clicking the Me Too button.
Another thing regarding the auto delete of the localthumbs cache, or players doing so on the advice of other seasoned players, is it may very well now backfire on the new feature of hiding sim portraits from relationship panel. I haven't patched yet to test this, but I have a sneaking suspicion that once the thumbs are all deleted and need regeneration, the game will also lose the memory of which portraits were hidden.
That may curb the almost superstitious enthusiasm of deleting it so regularly because a bloke down at the pub said it was a good thing to do.
It's true that there are certain mods that do certain changes to the game, that even after the mod is removed it can leave some horrid, broken artifacts that break the game. But they are rare indeed, and if ever a player is unfortunate to experience that, it's better to just delete the Sims 4 folder itself - once all valuable files have been removed. But that is rare, and as such I'm not one to advise deleting the localthumbs cache so regularly. In fact almost never, only if you know it's bloated with out of date, junk thumbnails because you've done loads of Cas changes to many sims, families get new members and you delete whole armies of unwanted Maxis generated sims, but the file hasn't quite reached the maximum auto delete file size yet. You gotta be hitting over 600 sims to start encountering that malarkey.
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Hi all.
Just yesterday I finally went and made a report of an increasingly annoying game feature over on the EA Help website. Here's the link - https://answers.ea.com/t5/Bug-Reports/localthumbs-cache/m-p/13907983#M284866
It has annoyed me for a long time and is steadily getting worse. It's the auto delete for maximum file size allowed on the Localthumbs cache file. Not something a player is likely to experience if only playing a small number of sims in their world save. But, if like me, your sim world and its regions gets filled with more and more sims, then this may also be a factor you too experience. I won't say much more in this thread as I have explained all in the EA Help report. I would ask for you to go and read that report and if you are also experiencing same, or don't relish the idea that one day you might experience same in your ever-growing game and its ever-growing sim population, then hit the Me Too button to help garner some traction and interest from EA support for them to at least read the report and consider what it's saying.
I know that some mod-using players swear by regularly deleting the Localthumbs cache in an almost superstitious, religious routine. So may be surprised to learn that it already comes with an auto delete function when reaching a maximum files size. Basically to help noobs who don't even know what the localthumbs cache is and will inevitably amass a load of old, junk thumbnail individual sim portraits and family portraits that need deleting. But seasoned players know what it is and know when it's the right time to delete it, and don't need the game auto doing it every damn session because the file bloats to maximum size allowed due to the large amount of sims and their portraits in the save game. A help to noobs, a hindrance to seasoned players with many, many sims. Maxis need to know of this, to adjust and increase the maximum file size allowed that triggers the auto delete and give the seasoned players a break from this crippling rule.
Thanks all. BTW I'll be patching to 1.108 soon. It's a big patch with a lot going on so I'm currently working on my game to make it ready for such an upheaval. Also waiting for my 600-odd thumbnail portraits to regenerate, YET AGAIN, every damn session! Ouch!
Happy simming, folks.
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Deliver a baby?! With any of these mod pairs that cannot happen. Pregnancy Emergencies are not included, I removed them - the coding - completely because the default rules are so rotten. (I'm currently working on re-coding them to be... not like the Maxis crap where sims I do not want to be used for pregnancies are forced to come and have a baby then KEEP IT afterwards.) But that's a ways off till I include the re-coding - if ever.) If you're seeing that at your hospital, - (Pregnancy Emergencies or Collapsed Patient Emergencies.) - I don't know what to tell you. A conflict of mods from other creators, perhaps?
With my mods alone you should not be seeing this. You should only be seeing what I see in my game, meaning no emergencies whatsoever.
I'm almost done reworking the Collapsed Patients. Meaning they will come into hospital like regular patients, and your doc will deal with them, no big, annoying emergency about it. I'll be adding that to these mods after some thorough testing. Then I'll try same for pregnancies. But until I add them, you should not be seeing any of it. If you are seeing broken versions of emergencies, with broken staff at hospital all day, you should look in your mods folder for conflicting mods.
BTW, thought I'd better ask while on this subject, you are extracting the package files from the rar folder, yes? Because your description of what goes on at your hospital sounds very much like the Maxis way of it, (if not due to a conflicting mod.) So I also wonder if the mods are installed properly?
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As stated in the short, opening paragraph of Part 1, and repeated again for good measure in the shorter opening paragraph of Part 2, and here now again for a third time for measures above and beyond, no you do not need them all in order for them to work.
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Thank you, that's exactly what I needed to know and easily fixed. All the older coworkers who predate the mods, you need to remove them from the hospital careers, thus allowing those new 8 sims you got from here, with the much needed new traits to do all the new tasks, to replace them and turn up for work.
I understand if you have formed an attachment to those older sims, if you like them and want them to stay in their jobs, so there is a way to keep them and then see them properly get to work at the hospital, but you will have to know how to use cheats and give those older sims the needed hidden traits. See my mod here to make this fiddly process a lot more user friendly - https://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required-updated-july-2024/ - If you go that route then you don't need the new 8 coworkers, who won't even come to hospital anyway seeing as the jobs are already covered by older, preexisting coworkers.
It's all about the hidden traits that gets them working at the new tasks, thus why the older coworkers who don't have those traits are doing nothing. (To be honest, I coded the sim filter files for each of those jobs to only send sims with my cc traits, so I am baffled as to how older sims with no traits were allowed to even come to the hospital and the game did not auto replace them with the 8 sims who do have the needed traits. I'm glad I've now learnt it doesn't, even though it should. I'll have to look into that, but that's a whole other thing.)
But if you're okay with decommissioning, retiring or even deleting those older sims, so that the new 8 coworkers can fully replace them at the hospital, then that's the quickest way to get it on track and working right.
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Hi @NikkibabiWhich pair from this set are you using?
I have only used the V1A pair in my game, and even playing earlier today, a whole week had passed and a new day at hospital, and the coworkers were as busy as can be with their new tasks.
All other pairs I have not tested directly, but as they are just copies of original V1A pair with simple edits to removing CC patient types and reducing staff and default patient numbers, I cannot see them, the coworkers, not working at all. Just less sims than the original pair, just as they're coded. But even so, it would be helpful to know which pair of mods you are using.
You say they are all just standing around doing nothing? Does this include the receptionist and orderly? I would need to know exactly who is failing at doing their jobs, and to what degree. Are they not ever doing a single thing all day? Doing some of the Maxis default jobs but nothing else? Occasionally doing an x-ray, treadmill or surgery, but standing around for far too long in between work?
If using pair V1A it is designed for the more powerful gaming computers. But even then the game is, has been, long since afflicted by the infamous Simulation Lag that pretty much has sims standing around doing nothing for very long periods of time. Even on powerful computers. Is there a chance this could be what you are experiencing? If so, I do have a very popular mod you might be interested in to help alleviate some of that Simulation Lag. Here - https://simsasylum.com/tfm/index.php?/topic/14126-quicker-sim-autonomy-simulation-lag-improvements-march-2023-196-update/
Either way, I'm going to need to know what mod pair you're using and more accurate details regarding every coworker's behavior - or lack thereof - to get to the bottom of what you're reporting.
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I see what the problem is. I need to rephrase the Green Text to say "click link below." The page displayed below green text is the link.
Edit - Now rephrased. Hopefully that's more clear now and gets you where you want to be.
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All No Autonomous Mods are found in here now. No longer 30-odd individual threads making up three pages on this General Mods forum. Just one thread now and the one rar folder below has them all.
cool1_sim_NoAuto_CleanObjectsThatDoNotEvenNeedCleaning
cool1_sim_NoAuto_Kids&TeensAskLifeSkillAdvice
cool1_sim_NoAuto_WhisperYouAreMyFavorite_StopBreakingChildrensHearts
cool1_sim_NoAutoAliensMemoryErase
cool1_sim_NoAutoBeachcombingTrashOrSeashells
cool1_sim_NoAutoBrowseBooks
cool1_sim_NoAutoCleanAquariumNPC_NowInOptions
cool1_sim_NoAutoComputer_BuyRockClimbingGear
cool1_sim_NoAutoComputer_CheckHighSchoolSchedule&Grades
cool1_sim_NoAutoComputer_ResearchMountainClimbingCrap&BlogAboutSkiing
cool1_sim_NoAutoCrossStitch
cool1_sim_NoAutoDrinkFromSink
cool1_sim_NoAutoGrabDrinkFridge
cool1_sim_NoAutoInteractWithDroids_JtB
cool1_sim_NoAutoKickOverTrashcans
cool1_sim_NoAutoMakeAMess&LessTime
cool1_sim_NoAutoMakeBarDrinks
cool1_sim_NoAutoMakeBarDrinksGlobe
cool1_sim_NoAutoMourn
cool1_sim_NoAutoOfferOrAskForMassagesOnResidential_ViaRandomSimChat
cool1_sim_NoAutoPickSimsToWatchTVWith
cool1_sim_NoAutoPossess&NoAutoBreakStuff_Ghosts
cool1_sim_NoAutoPracticeSinging
cool1_sim_NoAutoPrankToilet
cool1_sim_NoAutoPushUps&SitUps&Stretching
cool1_sim_NoAutoReadEpitaph
cool1_sim_NoAutoSeranade_Singing&Instruments
cool1_sim_NoAutoSetTheTable
cool1_sim_NoAutoSmashDollHouse
cool1_sim_NoAutoSmellFriutPunch
cool1_sim_NoAutoSmellsGood
cool1_sim_NoAutoSnowAngels
cool1_sim_NoAutoSnowballFight
cool1_sim_NoAutoSnowpalBuild
cool1_sim_NoAutoSnowShovel
cool1_sim_NoAutoSprayMonsterUnderBed
cool1_sim_NoAutoTurnOnStereo
cool1_sim_NoAutoViewBubbleBlower
cool1_sim_NoAutoViewFishAquarium
cool1_sim_NoAutoWashHands
cool1_sim_NoAutoWatchSkaters
cool1_sim_ToddlerNoAutoWakeUpSleepingSimsJustBecauseYouCan
cool1_sim_NoAutoUseGrill&Microwave&Tea&Coffee&IceCream&GrabSnackFromFridge - Sims won't auto use Barbeque, Ice Cream Maker, Microwave or make coffee or tea, but they will auto drink and eat if any have been made. They will no longer auto Grab Snack from Maxis fridges. All in all to make sims eat the main meal that is prepared, and not do other stupid things instead.
Download -
Happy simming, folks.
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No issues today, but I have had in the past over the years. I keep all the jpg pictures under 150kb. A TS4 screenshot is 1920 x 1080 pixels png format. I usually resize them to 700 x 393 pixels and save as as jpg file, bringing them all to under 150kb filesize.
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The Admiral's Wreckage - Pirates and the Plantsims
This lot is a rework of the Off the Grid lot in Sulani, The Admiral's Wreckage. Somewhat inspired by the classic movie The Goonies. So much so, the lady pirate with the eye patch is Captain Wilhelmena Stearn, more commonly known throughout the Sulani seas and islands nearly three hundred years ago as One-Eyed Wilma. How she is still alive in these modern times and living with plantsims is indeed a tale to tell.
But first let us look into where they all live, before we go on any grand adventure stories about how they all live.
Open the spoiler tab below to see screenshots of the lot.
SpoilerA pirate ship trapped in a cave. Just like in the Goonies. But how did it get in there? I mean a ship in a bottle is one trick, but a ship in a cave? Next thing we know, you'll be telling us this ship actually floats on water. Pffft, you can't do that in TS4. I mean, how the heck did it get in there?
Hold on... I mean it looks like it's floating on water? But, but, but... Nah, this can't be TS4. TS3, Island Paradise, that's it. Gotta be. Ships float there. But not TS4.
The glass flooring is nice though, real pretty. And all those little fishies underneath, I could look at them all day. Not exactly safe though, glass floors on a ship. Then again, it's not as if a 300 year old pirate ship trapped in a cave is going on any seafaring high adventures where a glass floor would be ridiculous and deadly. Because it can't float. Not in TS4, it just can't.
Okay, it's floating. It's definitely blooming floating. But... but... akk, whatever floats your boat. That One-Eyed Wilma is a very powerful spellcaster, so maybe it's a kind of magic.
Very pretty magic at that.
And you can actually swim in there with all those fishies nibbling on your toes? Nice one. I'm sure I'll take a dip later.
Okay, one last look at the little fish, now can we go look at the rest of this crazy cave.
Ah, a bit of Precision Fishing. Nice.
That must be how the ship first got in here. A massive portal entrance, now overgrown with jungle foliage, looking out to an endless black infinity beyond, I wonder what you see when looking through that telescope.
A stash of old, undiscovered pirate booty. They'll be happy when they find that. If they ever do.
And an undiscovered ladder hidden in the jungle overgrowth. Where could that possibly lead? So there's hidden gold, hidden ladders, all these magic portals leading to who knows where. Any wonder ships can float down here. You can feel the magic in the air.
All that mess of pretty flowers up top actually conceals three double beds for the three planstims. Flowerbeds, indeed. Mods will be needed to remove the blocking footprints of those flowers otherwise the sims will never get in there to the beds with all the route fails. A link for those mods will be provided at bottom of page, not in this spoiler tab.
Well, thanks for the tour. Now I'm off to have a swim with the fish. See you later.
Any of my CC objects used in this build, such as the FX Stones for all the different fish, can be found here -
A link to download the mods that Remove Blocking Footprint from things like flowers will be added here shortly. I need to upload the bundle rar folder that will contain them all.
If you also want the sim family, just let me know and I'll add it here. But the reason I'm hesitant to upload, is that a lot of Cas CC is used on them, and I cannot share that as it's not mine. Nor will I take a day to list it all here one by one with download links, because life is too short. But other than that, I'm happy to share the sims. If you're an avid collector of Cas CC like me, you may have a lot of it anyway. Just let me know.
Download -
AdmiralsWreckage -Pirates and the Plantsims.rar - Place contents of rar folder into Tray Folder. Make sure to activate CC in your Library to see this lot.
Okay, coolspear, now that it's all wrapped up and you're about to leave this thread, just tell us, how did you get that pirate ship to float?
What? What do you mean it's a mystery? What kind of answer is that? Some pal you are. You're gonna make us tear that lot apart just to find out, aren't you?
Happy simming, folks.
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They like to use most gym equipment on arrival, and then relax on spa stuff about half way into their three hour shift. (The timing of the hidden buffs and pushes is set up that way.) The Steam room is a favorite of theirs. and also now the Japanese hot springs (onsen) as I've added the auto push for that into their coding. Soaking in the honey-type bath treatments they can be found doing, (as you mentioned) rock climbing treadmill occasionally. Not forgetting coffee and food at the barista station, they like a bit of that. TV watching, but no longer in a big way. I've curbed their enthusiasm for that, but not removed it.
The default hot tub is a waste of time anywhere in the world. But I did mod that years ago to be more useful, and for sims to use it more logically, then I let that mod lapse, but finally updated it last week also giving it the On/Off switching as seen with my on/off mod set. With that mod installed, the Physiotherapy Patients will most definitely find their way to the hot tub regularly enough to make it a worthwhile object at the hospital - or anywhere else for that matter. The same goes for the default steam room. Without my on/off mod for that, they're probably ignoring it mostly, right? By next week you'll have a bundle rar full of mods that makes a world of difference improving all this.
Any day now I will be uploading a large bundle rar folder with all these mods and many more never before seen on this site. It is on my list to do next after doc career mods, and so will be next as the doc career mods are pretty much done.
And funnily enough, I have seen the Physiotherapy Patients in my game sitting at check-in area, too. They never used to do that. It is odd, as it's not set up in the coding for them to do that at all. It's like they have a mind of their own, become self aware, and decided if you're gonna call me a patient then I'm gonna act like one and sit in the patient waiting area.
I'll be looking into that for sure. Perhaps something to do with the front desk "badge-in" mechanic that most others have to do when going to hospital. Maybe they're jealous and want to badge-in like everyone else.
Although you say they sit in the assistants chair? The actual front desk seat for a receptionist to normally sit in? I've never seen the Physiotherapist Patients do that. They have plenty of opportunity to do that at my Heartbeat Hospital, as the front desk area has two receptionist desks, but I only allow one assistant/receptionist to come to work, so one desk seat is always empty. But the patients never sit in it. That'd be far too bold of them. But sitting in the check-in seats, yep, I've definitely seen them do that. But only one or two of them, then they eventually move on to use spa equipment of get a drink or food from barista. To be honest I actually find it cute, even somewhat fitting, patients and hospitals and all, even though it's not supposed to happen at all. That's been my recent experience of it.
It's just dawned on me that the odd one or two who now choose to sit in check-in area, might actually be sims with a dislike for gym workout stuff. Last time I played the hospital properly, regularly, two years ago, the game did not have any likes and dislikes mechanics. And as said at top, when first arriving, the role is setup specifically to push using gym equipment. The spa stuff push after ninety minutes, which is why they do then leave check-in area to do spa stuff. It's beginning to make a whole lotta sense to me now. I will probably have to ban sims with newfangled hidden hates fitness trait from coming as Physiotherapy Patients. I think that's the nail hit squarely on the head.
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Yeah, of course I cheated with my Degree mod. Though the mod has not needed any updates since I first made it and uploaded here about a year ago, was it? Time flies. The mod still works perfectly fine. Seven of the eight sims here are evidence to that.
Though I did have to faff about in Cas giving most of them the uni hat for their graduation photos. Well, gotta be done, right? No use doing a job unless you're gonna do it right. And they all look proper smart in their photos.
The closest thing to a medical degree at uni is the Biology Degree, which the coworkers here, except for one, all have. Under normal circumstances, once a sim has achieved that degree, then is given the Doctor Career job, they naturally start at career level 8 with a nice bonus to their wage and a couple of extra job perks. so I guess that's the one Maxis intended as the Medical Degree. A rose by any other name...
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Here is the household of 8 sims who are the Hospital Coworkers in my game. I've uploaded them, not just because they're all so gorgeous , but because they have already been given the job levels, skills, normal traits, hidden Maxis traits and, most importantly, the hidden CC job traits they will need to be able to work at the hospital.
This is how they look in Everyday Outfits. I have dressed them with a few unique extra things suitable for hospital work that Maxis do not put on coworkers. Eye protection for them all, special clinical gloves for some, the right clinical shoes that came with Get To Work but Maxis fail to put on staff. (Go figure.) And also dress some of them more suited to their personality. The Japanese Goth Girl as the Orderly, in head-to-toe black attire. (Maxis won't let her look like that!) Sofia, she wants to continue respecting her life, faith and culture and wear the hijab to work. (Maxis won't let her do that! You're not so all-inclusive after all then, Maxis, eh?)
So it is then, as well as the sims, there is also a mod here to send hospital coworkers to work in their Everyday Outfit. And if you've made the effort to make them look anything like this, you do the hospital proud.
If you are also using the reworked hospital staff mods found here - https://simsasylum.com/tfm/index.php?/topic/12257-doctor-career-reimagined-part-3-npc-staff-massive-rework-for-july-2024/ - then this Everyday Clothing mod must, must, must go into the Overrides Folder.
If you are unfamiliar with what an Overrides Folder is, and/or need to download it, see my thread on this site all about it - https://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
In the Everyday Outfit Mod rar folder, there are two versions. V1 and V2.
V1 is if using hospital staff mods linked above and you have 2 Nurses, 2 Regular Doctors and 2 Diagnosis Doctors, then use V1
V2 if using hospital staff mods and only have one of each staff member, then use V2
Downloads -
8 X Hospital Staff. (Place contents of rar folder into Tray Folder. Make sure the CC checkbox on your Library screen is ticked to see these sims.)
8 x NPC Hospital Coworkers_TrayFolder.rar
Everyday Outfit Mod. Two mods in rar folder. Only use one mod. (Place the one of these you want into Overrides Folder.)
CoworkersWearEverydayOutfit_OverridesFolder.rar
Important Notes -
- Everything the 8 sims are wearing is all Maxis Cas stuff, no CC. However I do have Wicked Whims in my game, so it may have automatically changed some of their body parts and such the like. If you do not use Wicked Whims, then when you have these sims in Cas it may report missing items. No big deal, just WW stuff, no problem if you don't have it. Then again it might not report anything missing. I dunno. Also if you are not patched up to date I don't think the game will allow you to place these sims in your world.
- I think if you have MCCC with debug cheats switched on, then you can take these sims into Cas and change most things about them. making them completely different. Yet they should still keep the jobs, skills, the Maxis hidden traits and the CC hidden job traits I have given them, so all should be fine.
- The two Diagnosis Doctor sims, (In the blue doctor coats.) One of them has the special CC Surgery Trait, so that they can perform autonomous surgery at hospital. If only sending one of each coworker to hospital, then make sure it is the Diagnosis Doctor with the Surgery Trait. It is the red-head sim in blue coat who has this needed trait. It would be best, at the very least, to remove the Doctor Career from the other Diagnosis Doc, so that Maxis' random picking does not send the wrong Diagnosis Doc to the hospital. Or, better yet, if you know how to add and remove hidden traits, then give the other Diagnosis Doc the Surgery Trait and remove it from the first. Or just give them both the Surgery Trait and then don't give a flying fig which one Maxis randomly sends. Again, you only need to do any of this if you only have one of each coworker come to hospital.
(If anyone dares suggest that you could just delete the surplus Diagnosis Doc, then I will make sure that your name never finds its way onto my Christmas Card list. Even though, ironically, I've just now suggested this very thing myself. Okay, I won't be sending myself a Christmas Card this year. Bad, bad coolspear. Putting evil ideas into peoples heads.)
Oh, yes. Try not to give both Diagnosis Docs the Surgery Trait if both are coming to hospital. The whole point of the trait is to only allow one to autonomously perform surgery, so that two Diagnosis Docs are not nabbing surgery patients from each other half-way through the procedure. Ouch! That's bad stuff right there. Just the one, for smooth, optimal operations.
Happy simming, folks. And take care of these hospital angels, and in turn they'll take great care of the hospital, the patients and your newfound enjoyment in watching them Get To Work like never before.
Career Mods News - June 2024
in TS4 Career Mods
Posted
Sorry, but without having the almost god-like knowledge of knowing the coding, the files used and the format of any given mod out there in the wider community, it is not possible for me to know and make lists of what conflicts my mods might have with any mod, be it a similar mod to my own or not. I think you'll find that's generally the case with most modders, you know, not being actual gods.
But sure, some modders may indeed include such lists, but only if they themselves use the mods in question, or those folks who do use both mods in question and are kind and considerate enough to report conflicts with other similar mods to each modder. As neither apply here, - I don't use the mod you mention nor have any users of both mods reported any conflicts to me - then I do not have the foggiest idea.
That's where you come in. If you are eager enough to try both, then by all means if you do find any conflicts, then please be kind and considerate enough to report here. That's how conflict lists, a rarity in and of themselves, are born.
Perhaps one day, if I ever attain the immortal lifespan of a god, then I might frivolously spend my days downloading every TS4 mod possible in the world and begin opening and comparing each of them to my own, then make an almighty conflict list. But then again, that sounds too much like a punishment of the gods, akin to when Odin punished Thor to go count pebbles on a beach in Wales. I can't see any fun in doing that, frivolous or otherwise, if ever I do become blessed, or indeed cursed, with an immortal lifespan. So I guess at no stage I would ever attemt it, so I'll offer you my deepest apologies at failing you on this as I close out this text.
Thanks for the giggle, though. Stay beautiful.
Although, if it's a list of all Maxis xml files used in my mod package files, that you could compare to other mods if creators of those mods also include a list of Maxis xml files used, then that's a different matter entirely. Though again the most current trend is for modders not to really bother with this time-consuming element these days. Certainly you don't need an immortal timeframe to make such cumbersome lists of files used, but nonetheless a time-consuming bore. Especially when the better alternative currently trending is for mod users to use the S4S (Sims 4 Studio) app to very quickly open mod package files and see for themselves at a glimpse the files used, taking mere seconds to do that which would take me, or any other modder, several hours to otherwise compile. Help your local modder, meet them half way and take on some of the burdens yourself. Ahh, the Perfect World.
"Hey, Thor, how many pebbles is that now?"
"Er, 42 million, five-hundred and sixty nine thousand, four-hundred and twenty two. And I'm only half way down the beach. I'm not yet anywhere near the water, and it looks to be four times bigger down there under the surf."
"What about that pebble you're sitting on wedged into your butt crack?"
"What?" He plucks it out.
"And all those under your pile of shiny armor? You know your dad want's a proper and full accounting. Don't piss him off."
"What? Why? Pissing him off is what got me here in the first place! Oh, bollocks, I've lost count. Gonna have to start all over again now!!! Akkk!"
"Keep at it ,sunshine. You've got all the time in the world." Rather you than me. "I'll just call the Avengers and let them know you'll be busy for some time yet."
"Any chance Thanos would click his fingers and get rid of half these pebbles for me?"
"Sure, I'll ask him next time I see him. And remember, the answers to everything you seek are never more than a stone's throw away. Cheerio, then."
"You what? Hey, where'd he go? Come back! I'm so frikken bored."