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Posts posted by coolspear
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Hi @BlackFrankyI'm on same patch level with same mods but not seeing this glitch. I'd also have to say it's very specific a glitch for the Add-on mod here to be the route cause of. Adding an option to clean, but with a blank pie menu, and sim can then clean the object with animations. That's too specific, as the files used in the Add-on mod deal only with making the Instant Upgrade (The Knack Make Awesome.) available autonomously to sims with the skill and trait to do it. The files have nothing to do with cleaning interactions whatsoever, it's not in their coding at all, so could not add the option - however broken and distorted the interaction is in game.
I tired a few scenarios just to be certain. Different sims, different households, sims with skills and traits to Instant Upgrade, sims without skills and traits. Old sinks, new sinks, nearly every sink in the buy catalog. Nothing odd happened in any scenario.
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There is a "batch fix" option in S4S (Sims4Studios) to prevent clothing from being worn in showers/baths. It's an age old problem that has nothing to do with the mod here. I'd say the problem stems from using CC clothing, where the creators use Maxis mesh templates to base their work on, and this then causes some odd behaviors with Maxis default clothing thereafter. Such as specific job uniforms going crazy and also wearing clothes in shower/bath. Hence Maxis are in no rush to fix it in eight, nine, ten years of TS4 since it's not directly them that cause it. I dunno, I'd have to go check on the EA Help website to see if non mod users and/or non CC clothing users have ever reported this same clothing glitch. And I hate going to that website. Trying to find anything specific in that vast, sprawling mountain of reports is a pain in the butt.
If using the batch fix method with S4S, it fixes things in general, preventing future mishaps of new sims wearing clothing in showers/baths, but you may find that sims already "infected" with wearing clothing in showers still persists. One of my workarounds for these stubborn cases, is to take sim into Cas and give them a temporary nude outfit in a category like swimwear, then next time they take shower with clothing on, is to pause game, use MC to copy nude swimwear and paste it onto them when in shower, so that the sim is now properly back to being nude in shower/bath. Then of course remove nude outfit from swimwear, to prevent any embarrassing moments next time they're down at the public beach having a swim in the sea.
I also use this same method to fix things like hairstyles in showers, even if sim does get properly naked. Their hairstyle could be one with ribbons, headscarfs and so on, that look daft in showers. So I do same thing to make sure they have proper shower hairstyles with no accouterments.
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Utilisez-vous Wicked Whims? Si oui, placez-vous ce mod dans le "Dossier Overrides?" Vous devez le faire.
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This isn't so much a "mod" in the normal sense, not an edit of any XMLs or Scripting that Maxis are likely to change in patches. It's just a small edit to a text document - the cfg file - and as such is beyond the scope of Maxis patches. Ergo it should never need updating unless Maxis do a total rework of how mods are injected into the game. Not very likely. Safe to say, not ever. So it's always in good condition.
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I've kept the penthouse appartments seperate from Alpha Mod for those who do not have City Living EP installed. Alpha has all normal residential housing types and it also has the buffs. If you have City Living and want penhouses to also be effected by buffs then you'll need both.
To be honest, all files should just be in the one mod. But I did the penthouse addon much later in my game than the original mod. I may yet just meld them into a single mod.
I did very recently have to add another file into the alpha for autonomous viewing of art. Maxis had another sneeky autonomous veiw art interaction file where they neglected to add the important appropriateness tag. (They do that a lot, negelcting to add their own damn mechanic to interaction xmls.) So even if I code a buff to say it's innapropriatre to autonomously veiw art in a residential home, their interaction file is not going to take heed. I have remedied that by adding the tag. Now it will work better. When I upload that updated version, I probably will meld the two mods into one. But until then use both if you have City Living installed.
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Thanks for the report @amethyst111On closer inspection of the sonic shower Object XML, I did make an error. Because it's a lighting object, there are two affordance lists on it, one for all lighting effects and one for all interactions. I must have been half asleep when adding the Make a Copy interaction, because I placed it in the wrong list. Meaining anyone without that mod installed would expeirince exactly as you reported.
That interaction has now been moved to the correct affordance list, so the Make A Copy mod, if not installed, has no error effect.
I've fully tested updated sonic shower with and without Make A Copy mod set installed, and now that the interaction is placed in the correct affordance list on sonic shower, all is fine.
Once again thank you for brining the error to my attention. It would have never fired in my game as both mods are installed.
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It is just a clone of the circle ground light. The other stuff in the screen shot is just decor rugs - a serving suggestion - to finesse. It should not conflict with any other mod as first off it's a cloned standalone object, and the coding for the object xml, the interaction xmls and the loot and buff xmls are all made by me and all self-contained in the mod package. The script call failed error is usually experience if something like a mesh or texture is missing. But seeing as the cloned floor light is a Base Game object, that could not be the cause of the problem.
There is an added option on the floor light to "Make A Cool1 Copy" (seen in the picture) which is a function from another mod set of mine. None of the make a copy coding is in this mod, just an interaction tag added to make a copy availalable to prevent having to go into build mode to place more sonic showers. Handy for things like copying and dropping the object from sim inventory in world areas where build mode is not available. That Make a Copy mod set is found here - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/
However, if you do not have the Make a Copy mod set installed, it still would not cause a script call failed error. The extra option to make a copy would just not be there. Exactly like the way Maxis patch newer interactions onto older xmls, but if player does not have the new pack installed to see and use those new interactions it does not cause problems.
It does use Special FX from Get To Work EP and the Vampire GP. But again, all these years modding I've never heard of that causing a script call failed error if player does not have those packs installed. More often than not, Maxis patch those special FX into everyones game whether they have the packs or not. And even if Maxis did not on a rare occasion, it still would just mean the special FX would not be there when using object.
I'm at a loss as to why that error type would trigger as everything it needs is all self-contained in the package from a cloned base game object. And I've never experience an error code 111 before. That's new to me.
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Minor Update - January 23
All sims were still using it autonomously, but I noticed the interaction for Electric Medicine was not working as best it could. It should be permanently visible for all ages, but if sim is not ill it should be grayed-out and unusable. It has been tweaked to be exactly like this now for all ages child upwards. Only the Alpha mod needed this tweak.
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Update December 2022 - This mod is severely outdated. Tried to update it recently but did not work as best it could. I will be discontinuing this mod. Yep, to be scrapped. However, there is a newer alternative found here - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-new-features-december-2022/
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Mood Manager Machines
Here are two new mood machines with a couple of helpful functions. The Little Inspiration Zapper, and the Sapphire of Inspiration. They both do exactly the same thing, but as different objects you can choose from that may better suit the decor of a room. The Little Inspiration Zapper is the Alpha mod, and is always needed to be installed as the Sapphire of Inspiration draws its coding resources from it.
The two current functions are first to help boost sims' Inspiration levels by a massive amount and for a long time. And another interaction to help with the random illnesses sims can get.
After purchasing it needs to be switched on to see the functions.
(Don't ask me why the Wicked Whims interaction appears. It has nothing to do with these objects, yet it does like to pop up on things it has no direct business with. I think it's because the objects are on a table where there are WW interactions.)
Ages child upwards can use it. Teens upwards do not use the Inspiration interaction autonomously, but children do. First of all I like kids to be Inspired to help with all their skill building and creativity. But also to help combat that horrid Maxis glitch where if a child is in a high Playful mood, and they go interact with adults who are flirting with each other, the game can misfire that flirting back onto the child and the next thing you know, the child has a frikken romance bar with one or both of their parents. This happens because Playful and Flirty are very closely linked on the same default Maxis Emotion XML in the coding. Maxis doing it this way so that very Playful adults can "easily" slip into Flirty with each other. Hence the annoying rate at how so many adult sims, who only just met, quickly end up in romantic links. I suppose you have to think like Maxis to appreciate the need for that. Yet there is a coding problem where it can misfire at very Playful kids who are interacting with Flirty adults. If the child is very Inspired, to a very potent level this mod provides, so that it trumps very Playful ever being the their leading mood, then no misfire with Flirty adults. Yay!
The second Electric Medicine Treatment interaction is autonomous for all sims. Should a sim randomly contract one of the illness types, they will very soon after autonomously use these machines to cure themselves. You'll get a notification message about it, and the sim will have a temporary new buff to say they've been cured and are feeling healthy again.
This second Illness interaction works very well in conjunction with my Residential Venue mod found here - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-new-features-december-2022/ - where the push to use cure interaction autonomously if they fall sick is extremely high.
The Little Inspiration Zapper object is a clone form a Parenthood GP object, so you need to have that pack installed. It is found in Electronics/Misc. The Sapphire of Inspiration is a clone from Base Game gem and found in Activities & Skills/Creative (The Chess Table icon.)
Minor Update - January 23
All sims were still using it autonomously, but I noticed the interaction for Electric Medicine was not working as best it could. It should be permanently visible for all ages, but if sim is not ill it should be grayed-out and unusable. It has been tweaked to be exactly like this now for all ages child upwards. Only the Alpha mod needed this tweak.
The mod was originally using a Maxis snippet xml that made it go wonky. Where adults could always see interaction and use it all the time, even if not ill, and kids could not see it at all. (Though they did use it autonomously if ill.) I took out that topsy-turvy snippet and made my own trait blocking/allowing system and now it works exactly as intended.
cool1_MoodManager_TheLittleInspirationZapper_AutoCureIllness_ALPHA.rar - Alpha mod
cool1_MoodManager_TheLittleInspirationZapper_SapphireOfInspiration.rar - Optional crystal version
Happy Inspired and Healthy sims simming, folks.
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No Censor Blur Mosaic - All Sims
Thought I'd knock this mod together as the three versions out there that I know of (Original on MTS and updated version on Nexus Mods and, of course, Wicked Whims.) have certain outdated or incompatibility problems.
The original on MTS is simply outdated. No coding for pets or the werewolves stuff.
The one on Nexus Mods is fine on its own, but is incompatible with Wicked Whims.
The Wicked Whims version no longer covers (or should that be uncovers?
) all age groups.
So then I scrambled together this version that covers all ages and pets as the original versions (MTS and Nexus Mods) do, while also being compatible with other nudity functions of Wicked Whims.
You do not need to have Wicked Whims installed if you want to use this version of the No Censor Blur Mosaic mod. It's just added into the coding for this mod now if you ever wish to use WW. However, if you do use Wicked Whims - as I do - then you will need to place this mod into the Overrides Folder, otherwise the Wicked Whims version may take precedence during game load and this mod won't be doing anything.
If you need more info on what an Overrides Folder is and does, see this page - https://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
Clothing when in Showers/Baths
This mod does not add nor remove underwear or diapers on kids, toddlers or infants. If children wear clothing in shower it is due to other issues. Toddlers and infants wear diapers as per Maxis coding. To fix toddlers wearing diapers and slippers in bath use this mod here - - https://modthesims.info/d/669876/bathtime-fix-for-toddlers.html - Go to comments section of that mod and see a link the modder made for the same diaper removal for infants. Also at bottom of that MTS page is link to LittleMsSam mod for clearing away clothing in shower. Also Sims4Studio has CC batch fix function to remove bathing flag on any CC clothing that has been allowed for shower. You can also use MC Dresser module to copy and paste proper nude outfit from one clothing category to sim in shower wearing clothes so it removes the clothing.
1.96 Infants news - No update required for 1.96. Works fine for 1.96 Infants patch. Even though no new code was added to XML file for infants, there is no censor blur on infants when bathing, nappy changing and breastfeeding while using this mod. More than likely infants are assigned to using the same blur as toddlers in the core files, hence this mod works on infants without Maxis adding any new coding specifically for infants to the XML file this mod uses.
cool1_NoCensorMosaic_OverridesFolder.rar
Happy censor-blur-free simming, folks.
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Update December 2022. See main post for more details.
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The Sonic Shower
Johnny Zest has kindly opted to demonstrate, the return of the Sonic Shower. Well, why not? Maxis may yet redo this object from previous iterations in a TS4 futuristic pack.. in the future. Seeing as ye olde TS4 is gonna keep on going... into the future. But until then, here's my take on it.
I did actually make this thing ages ago, and did upload it as part of a bundle rar folder while I was retired. So some of you may already have it. But it's high time I gave this object a mod thread of its own so all can see it and decide if they want to use it. (So essential to my game now I cannot be without it. Maybe you'll feel the same way.)
It's a standalone clone of a base game floor light. Found in Electronics/Misc and in Plumbing/Showers. Once placed you will have to turn it on for its functions to work. You'll know its on by the glowing yellow ball of light that shines.
Thereafter are new options to "Use Sonic Shower" and "Use Sonic Toilet."
Sims will use both functions autonomously, so handy for futuristic venues where you don't want traditional toilets or showers.
They step onto the light and get hit with the sonic cleansing, maxing their Hygiene or Bladder respectively as chosen.
Quick, Johnny. Use Sonic Toilet too!
Loads of special FX spring into action to make it all seem viable. It was a good modding experiment for me to learn how to place triggered special FX just where I want them, so I am proud of the outcome. Yet it looks so easy, natural and effortless in game. Exactly why I'm proud of it.
And to finesse, the sim gets a short, split-second burst of musical notes, to complement the new buff for using the Sonic Shower. The buff boosts Inspiration for six hours, and encourages sim to go make some actual sonic music now that they're high on inspiration.
So now throughout the land, you'll hear them say to each other, "let's go make some new music," and the immediate response will be, "yep, certainly, but I gotta go take a sonic shower first." How clean and pure is that new music going to be?
Can be used by child age upwards.
Update 16th Jan 23 - Thanks to player report I needed to fix the positioning of a single line of code. The interaction to "Make A cool1 Copy" (From another mod set of mine found here - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/) was placed in the wrong affordance list on the Object XML. This meant anyone without the Make a Copy mod installed would see a "script call failed" error if trying to place a sonic shower. It has been fixed now so you should not see that error type if you do not use the Make A cool1 Copy mod. But if you are also using the Copy mod set as well as this sonic shower, you should still grab updated sonic shower. Because the line of code was in the wrong place and now is in the correct place.
cool1_object_TheSonicShower(Clone).rar - Update 16th January 2023.
Happy sonic simming, folks. And not a blue hedgehog in sight.
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Update December 2022. See main post for more details.
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Update December 2022. See main post of more details.
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You're welcome. Yeah, there's loads of stuff in that folder, all exercise equipment most certainly. Far too many to take screenshots of them all. And it will grow and grow with more stuff.
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December 2022. Mod totally reworked. See main post for more details.
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No, the Alpha mod is fine as is. But I have added new mods for Diplomas, Grad Photos, Computer Glasses, a few other things, in with all the others of this mod set. All are in the one folder.
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Update - December 2022
Hi all. Nothing new changed about the coding of the Alpha mod. Just many more things that now have the Make A Cool1 Copy function added. Such as University Diplomas and Graduation Photos. Some cooking ingredients. A few other things. Also some older mods of this set have had more storage options added that I missed adding first time. I did release a set of Uni mods yesterday, and in that thread I included the mod for the Computer Glasses. That same mod is actually in here with all the others, so if you did grab that one from the Uni mod thread yesterday, then just delete it as the same mod is also in with this bunch.
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Hi @heidiI'm not seeing any LEs when placing rabbit tree stumps on lots. When you get LEs, is it straight after placing a tree stump? Do they happen regularly? Do the LEs happen after a rabbit lives in tree stump?
I placed new stumps on lots, with no LEs. And on my werewolf family where there has been a tree stump for ages, there are still no LEs when they devour a newly generated rabbit.
However, in my game I have modded rabbit tree stumps quite a bit. So they can be placed indoors. The debug cheats to spawn new rabbits or call out existing rabbits have been unhidden, which my hungry werewolves put to good use.
I even cloned a cat travel box from the Cats & Dogs EP and converted it into a Rabbit Box. So the kids who live in apartment blocks can have Rabbit Box and rabbits in their bedrooms or running around the apartment. The rabbits continue to help with gardening if there are any plants in planter boxes and plant pots in the apartment. Or if a werewolf lives in an apartment block - don't need to explain that any further.
Even a mod that allows sims to kick rabbits like they are footballs. Funny? Yes. Cruel? Extremely, even more so than eating them. Mod needs more tweaking and testing, though. May never release.
I have not released any of those mods yet, as I'm waiting for Maxis to fix the stuck and vanishing rabbit glitches. (Don't want my mods being blamed for that.) Though maybe because I have worked on all this tree stump stuff in my game, I may have inadvertently fixed any chance of getting LEs. Maybe.
Even so, this werewolf mod does nothing with the tree stump directly. Just the werewolf trait and devour interaction xmls. Nothing to do with tree stumps.
Do you have any other mods for rabbits and/or tree stumps in your game? Or other mods that edit werewolf trait or werewolf devour interaction?
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How did Elmer Fudd say it in the old Bugs Bunny cartoons. "Be vwery quiet, I'm hunting wrabbits."
Werewolves hunt, werewolves eat freshly killed meat. Werewolves are.
Though that's not the main reason I made this mod. It came about just as a means to end an annoying Maxis guff that is still present in game since Cottage Living released. But then Maxis gave us werewolves. So with a bit of (bloodthirsty) code manipulating, it balances itself out in the end.
You know how Cottage Living gave us wild rabbits, yeah? And you know how cute they are when they first turn up on the lot? At first. And you should then know how very un-cute it gets when the little bushy-tailed buggers start getting stuck. Original bunnies no longer available from rabbit tree stump. Yet still exists as known friends in sim relationship panel. And no amount of MC tinkering to delete sims (rabbits) and past relationships (damn rabbits) is gonna clear that up. So they're stuck in your game somewhere, taking up memory and CPU run time, but you'll never see the vanished-but-still-there shits ever again.
But then it gets even worse. The new rabbits that come from the stump, because the old rabbits have glitched out and are lost in cyberspace, never to be seen again, and them new sods just go sit in a corner and do nothing for the rest of their lives. Can't interact with them. Can't fix them. Can't end them. Even doing debug delete on the little shits does not fully get rid of them. Sure they're gone for the rest of that session. And you sure do get an LE to tell you you did bad for debug deleting them. But save, quit and play again tomorrow, and the fluffy fuckers are back in the game, stuck in the same corner, doing the same thing; nothing! Akkkk!!!
(You can actually go into build mode, pick them up, sell them off, end of. Gone from relationship panel. Gone from game. No LEs either. But isn't that the last thing you always blooming-well try?)
Well, the thing I tried, before I tried that last thing you think of above, was after werewolves came to us, I asked myself why can't werewolves eat those pesky bunnies. Why not? So I coded it for werewolves to eat them, and now they can. Yummy bunny for breakfast. Hooowwwlll!!! Now every werewolf homestead should have a bunny tree stump for the fresh meat, fresh kill experience. Lunchtimes no longer boring. It was only then I discovered afterwards that you can just sell off the stuck ones in build mode and not have LEs. Ah, well, at least now I'm feeding my carnivorous werewolves fresh, wriggling, wrabbit meat.
And don't feel sorry for them. This ain't Watership Down? This is Watership wolf it Down. Let the wolf be true to its nature. Bunnies are breakfast. That's life. What's up, doc?
cool1_sim_WerewolvesCanDevourWildRabbits.rar
Happy simming, folks. Be vwery quiet, I'm hunting wrabbits.
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I've missed this mod terribly. Had so much catching up to do with so many mods. But got this one done, totally remade, improved, better-than-ever, all that jazz. Hey, if you know and used this mod before, then you know exactly what I mean. Green for ages. Yellow don't come till much, much later. Red only in the final stages, then they're happy to go to bed. Yellow, for as long as it takes to get there, and as short as it is when it does before it goes red, it's truly the last remains of the day. Red means it's bedtime, and does not hit until the very end, though that still leaves plenty of time for sims to find their beds. Until then, it's green, baby. Green, green, green, green, green most of the live-long-and-do-more-shit day. "Super Green." (Chris Tucker, Fifth Element, remember that movie? Yeah, my sims is Super Green.)
Enjoy... again.
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Masters of the Uni-verse.
Are these some kind of He-Man and Skeletor mods? "By the power of Maxis... They have the power to make University boring!"
Err, no, enough of that.
I got Discover University way back when it was first released. But always knew it would need a heck of a lot of modding to play it the way I like to play the game. Yep, same old story with Maxis TS4 stuff. So I've just not had any desire to do anything with University until I was comfortable with the fact I will be going down a time-consuming modding rabbit hole once I do. Until very recently. And, of course, as expected, it is a drawn out, boring, shallow and buggy slog playing it the default Maxis way. And, of course, as expected, it gotta be modded. A lot!
I'm certainly late to the Uni party with these mods. Uni's what, two years old?! But the things I wanted to see changed, I just could not find any mods for it out there in the community. So I may be two years late for Uni mods, but they're still kinda new given there's nothing else like them out there that I could find. So if you got bored with default Maxis Uni ages ago, maybe this little handful might renew some interest. Seeing these are only a small part of bigger Sim World Control mods I did for Uni and High School that I'll also release soon. Just making a start on uploading these smaller mods first.
Coursework mods
1 - Excellent Quality Presentation Boards.
Do the two steps 10 times faster. With green interaction timer circle always showing on first phase so you can see just how fast it's going and when you can expect your sim to complete the work. Second phase of work no green timer needed, finishes quickly and Excellent Quality work is final result.
2 - Outstanding Quality Term Paper.
Again 10 times faster for first phase. Again helpful green interaction timer always visible on first phase. Second phase almost instantaneous, no green timer needed. Outstanding quality always end result.
Point of interest. Calling the quality of work "Outstanding" is a misnomer by Maxis. Since the game released nearly 10 years ago, all things that are crafted to Excellent quality in the game have always been called Outstanding in the coding. So the dev who wrote this bit for Term Papers slipped up and actually, literally, called it Outstanding instead of Excellent. Simple human error anyone could've made, I suppose. (Given Maxis' penchant for guffs of this kind, I'm surprised it hasn't happened before... and often.) I did not correct this literal faux pas. Neither has Maxis all this time.
Let's just be kind and say it's unique, unusual, and go with that. Just be thankful they didn't name it "Rare," so as to confuse absolutely everyone. They probably still would not have corrected it if they did. Continuity? To hell with that. I only work here, I don't play the bloody thing. Gotta love Modern Maxis.
3 - Study Research
My fave of the coursework mods. This is now very, very potent. Now comes with green interaction timer to let you know how long sim will be doing it - how blooming fast they will be doing it to be precise. No more wondering in mystery if the sim has actually improved anything over an arduous two boring default hours. Now you can gauge it all with visible feedback. And again, very, very potent at improving grades. Especially when done on the Research Computer that comes with Discover University EP. Making it a more valuable asset than using any old computer to do course research.
With these three coursework mods, especially the Research one, your Uni sim will be A+ with Distinctions in a few hours. And they've still got four weeks till the course ends!!!
I did not make mods for Uni Homework. MC has settings to do School/Uni Homework faster and it works a treat.
(I'll be releasing other Uni mods soon, one of which actually reduces the Course time to a week. There are other mods out there that attempt this too, but the way they do it is not the best, they break certain things. I went about it in a different way to ensure the first week is the final week, the game knows it from the get go, and final exams are registered correctly. Lots of uni mods yet to come. A new Student Bar venue, a new Uni Dorms venue for you to have much better control over NPC students/professors living arrangements - keep those lousy Maxis default rules out of it - and my absolute fave, a new special venue for the Secret Society gatherings and shenanigans. Very Funky. More mods and new lot builds coming soon. Better make sure there's available lot space in Britechester to squeeze them all in.)
And finally. Even if a course is only one week total, and coursework is now only a few hours breeze to reach A+ Distinction levels, you may just have had your fill with Uni and never want to go back. But what about your Main Sim family, that Super Sim family? How are they going to get A+ Distinction degrees in all 13 courses if you cannot be bothered to go back to Uni? There is always a way. Two years late. But better late than never.
4 - The Diploma of the Ultimate Genius
Here is a new object. A standalone clone of a decor diploma object from Get To Work EP. With new interactions to get all 13 courses completed within a few clicks. Sim gets all top tier, A+ Distinction level traits to say they've completed each course. Sim gets every diploma object, in their own name, from the "correct" respective UBrite or Foxbury institutions, at A+ Distinction levels, to hang proudly on the walls. Heck, they can even get themselves a Graduation Photo to finesse the deal. All while never having spent a single minute in Britechester, never been to Uni in their short lives. And life is too short to do all 13 courses the crappy default Maxis way.
First just pick the course trait you fancy "achieving." Only do one course at a time. Never select multiple course traits in one go! That will mess up the process. (There'll will be warning messages reminding you in game not to do it the wrong way.)
Then click that Get Diploma button and get that fancy diploma for that course. Rinse and repeat to get whatever ones your sim is missing if they had previously been to Uni to get one or two. Or get all 13, never having been to Uni at all! And a Graduation Photo to boot! No-one is gonna believe you did not go to Uni. Even the actual students and professors who simply won't remember your sim, will still be convinced your sim is a Uni Ultimate Genius with all this greatness on display, hung on the walls.
Your sim's future careers, skill building and life experiences, the game takes it all into account, as if your sim actually went to university. Something akin to sixty sim years of life completing all this education, - (and who the hell does that?!) - done in sixty seconds.
This is also a helpful way of correcting a longstanding Maxis bug. If your sim has already been to Uni a few times. For instance, first going to ye olde UBrite, then next going to modern Foxbury. That second diploma from Foxbury, when generated, will still be using the UBrite Diploma object design. In fact every course you do thereafter at Foxbury, perhaps all 7, will all be generated in the UBrite Diploma object design. Two frikken years, Maxis?! How about you fix your broken shit?!
I've only been playing Uni a few weeks, and had to fix that sloppy crap. So if you have some older completed Foxbury courses you want the actual Foxbury Diploma design for, (Or vice versa) just use this Diploma of the Ultimate Genius object to generate it for you. Finally get what you, your sim, rightfully earned - if not wanting to use this object to otherwise blatantly cheat.
Should you get all 13 traits and diplomas from this object, and some time later wish your sim to actually attend University, then delete the hidden trait from them relative to that course, and you will then be able to enroll them to take that course.
Object found in Entertainment Activity/Knowledge (The Chess Table icon in build mode.) for 241 simoleons. Get To Work EP (and of course Discover University EP) are required installations for object to work and have purpose.
Also all University Diploma objects and Graduation Photo object have the Make a Cool1 Copy function if you wish to spam your sim's intellectual greatness to be hung on every conceivable straight wall in the world. (Don't think you can add decor wall hangings to the newer round walls?) Those mods are part of the Make a Cool1 Copy mod set found here - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/.
Edit - 9th December 2022 - I have removed the Computer Glasses mod from this thread as it belongs with the Make A Cool1 Copy mod set. The link provided directly above will take you to that mod thread.
cool1_UniCoursework_ExcellentQualityPresentationBoardsX10Faster.rar
cool1_UniCoursework_OutstasndingQualityTermPaperX10Faster.rar
cool1_UniCoursework_StudyResearchX10Faster_NowVeryPotentForRaisingGrades.rar
cool1_objectUni_TheDiplomaOfTheUlitimateGenius_GetAllUniDiplomas.rar
Happy simming, folks.
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I know I keep saying I will look into these career mods. The main delay being, after all these years since the release of University, I only just started playing University stuff a few weeks back. Yup. And, boy, does that need modding. Yup. Happy to say I am pretty much done modding Uni & High School to be more tolerable - to my way of playing the game anyway. The foremost reason for that is I want my scientists and doctors from main families to do all the uni stuff and get their top notch degrees, traits and the like before going (back) into their scientist and doctor careers.
So I am now on the cusp of finishing high school and uni education with them, and will be wanting them to go into their respective Active careers. As proper physicists, biologists and what not. So, yup, soon. Then I release the whole bunch of new and updated career mods that cover their vocations from school, uni, to final career.
Teleportation - Command Sim To Teleport
in TS4 Specialized Mods
Posted
Updated for 1.93