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Posts posted by coolspear
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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.
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There are other reports for my mods relating to Personal Storage Objects that do need an update. Maxis have certainly changed something regarding sim inventories with their werewolf patch storage that I do need to look into. I have put off updating to latest patches for a while now. However, I am gearing up to take the bold step and patch with their latest High School patch that's only just released. It'll put me in a tight spot with my own game. But fuck it, "needs must."
I was put off with patching the werewolf patch because it broke all Cas CC sliders. I just did not bother patching all this time due to this. I use so much CC and modded sliders, that I just could not be... fucked, could not be annoyed, with having to update so much CC stuff. But annoyance does eventually wear off. One does eventually gear oneself up to accommodate. (The rules of survival in any circumstance) So that's where I'm currently at. Looking to get all sliders and CC updated so I can - at last - patch game to current High School patch that's now just released. So please bear with me, I will plug on through. Just as equally as I'm pissed off with the constant barrage of mod-breaking patches, I'm also pissed off with my mods being so frikken out of date. My current state of mind is in the upcoming weeks I'm going to plough-on through this fothermucker and get shit done. For fuck's sake, just get shit done! Hopefully, by the end of it, I'll have the personal Storage mods sorted and maybe, just maybe, this sort of LE will be put to rest.
Thanks for your patience Freeasabird. Thanks for you patience to everyone. I've got some drive in me now. What with the Covid lockdown last year and my beloved ma passing, I became mobidly obese in the year that followed. Not exactly slim-Jim to start with, but I just... fell away and ballooned-up in my unhappiness. But in very recent times I lost a shit-tonne of weight - (quite literally) - and I just feel driven more so than in ages to get shit done. So this more lithe and slender modder is going to get stuff done. I just gotta remember to take a break and actually eat stuff once in a while before I disappear into thin air!
Hey, no shame in being ample. As some might say, "fat." My body-frame has been "ample" the best part of my existence. Yeah, fat, the best part of my life. But this last 18 months as morbidly obese was something else. And all through other emotions that I just sank into and let myself go. No body-shame. You always gotta love yourself. I do understand. I've always been ample-framed. But I'm half-way through my 50's now and hitting morbidly obese is exactly what it says on the tin; a premature death sentence. I had to shift it if I'm to see sixty in five years. (Hopefully TS4 will end before I'm 60.
But maybe not...)
Love your body. But, hey, if ample, get down to something normal when you hit mid 50s, for fuck's sake. (And my sake. Peace. PS. Sorry for the fat tangent. Been there, done that. Bought the XXX size tee-shirt - that was still too fucking small!)
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Funny coincidence is, it was the mod set I was doing for Batuu that made me have to update the Yoda dishes mod. A spooky Star Wars connection. Seeing as Maxis coded Batuu venue like restaurants, meaning no sod does the instant vanish dish trick like they do on most normal non-restaurant community venues, so the dirty plates, cups and glasses are very quickly left sitting everywhere.
Maxis thought it a cool idea for the bar staff to stop serving and go round collecting dirty dishes every so often. An ill thought out and very, very not frikken tested idea that works terribly. Bar staff go to start cleaning, a frikken walk in customer then goes to work behind the bar instead. Dirty dishes still left everywhere. An hour later, 20 sims in the joint are all now bar staff all bumping into each other to get behind the bar and every surface slot in the place filled with dirty dishes or piles of rubbish on the floor where they just drop them if they did "attempt" to clean up. Maxis. Maxis, Maxis.
Yoda's Jedi dish cleaning trick to the rescue. Oh, and also a new dedicated cleaner (like the busboy NPC I made for restaurants) so the dedicated bar staff stay frikken put and the customers stay frikken customers only.
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Hi, it'll be in the next lot as I have worked on that one.
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That's exactly what my teleport pad mods do - https://simsasylum.com/tfm/index.php?/topic/13401-teleportation-the-sim-teleportation-pad-system/
Place them on lot for quick movement all over the lot, and even off lot miles away, close to spawn points for visitors to arrive then teleport instantly to the lot they intend to visit. Cuts down on shoe leather dramatically. May even put shoe manufacturers out of business!
Certainly the teleport pad system makes stairs, elevators and even doorways somewhat redundant. And it's only a small pad, (versions with or without funky sci-fi special effects.) not a whacking-great-big magical archway. The Magical Archways are somewhat restrictive, that a pair only work together and connect to no other magic archways. My pads are highly versatile and can have several pads all over a lot. Put down one A pad, then as many B pads as you want all over place unrestricted (unlike elevators) so that sims never have to walk more than a few steps ever again to travel vast distances.
And to also compliment the teleport pad system is one of my all time favorite mods - https://simsasylum.com/tfm/index.php?/topic/13368-teleportation-command-sim-to-teleport/
(The links to the threads I've given above are only so you can read up on the mods, but the mods there are outdated. Use the most recent versions of the mods in the 1.80 bundle rar thread for pads and 1.86 thread for Command To Teleport mod. One fine day I'll get round to tidying up all these mod threads. We can but dream of perfect days yet to come.
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Using these teleportation methods combined, along with the Hidden Everywhere Portal, you cannot go wrong for the best in quick sim travel here, there and everywhere.
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Hi @helene912
If referring to the pink crystal for changing outfit types of all sims on the lot in one click, (and alien sims can hide or remove all human disguises from all Sixam alien sims on a lot in one click - very helpful for story telling purposes where aliens want to hide their true identity and can instantly change to disguise en mass if ever a natural human sim comes to visit their home lot, or comes to one of their secret alien parties.) I never did get round to giving that crystal its own individual thread. It will be in the Bundle rar folder from 1.80 uploaded here in General Mods section last October. In game, the crystal is found in build mode Storage section and directly purchased where all the dressers and wardrobes are.
I don't know if the werewolf patch has made any code changes to clothes/outfit changing that would break the crystal. I doubt it, but I cannot presently confirm.
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Over last couple of sessions I'm also seeing random LEs regarding inventory_manager. Again with random inventory objects across all households, not just the one I'm playing. "Cause: inventory_manager failed to handle on_all_households_and_sim_infos_loaded due to exception" with other data on LE suggesting "is_object_hidden"
No idea what that's all about.
Many of the objects listed as being part of the "inventory problem" are ones I've never modded, nor have mods from other creators that touch them. And given it is so random, that it may not spawn any LEs in a single session, or if it does at start of game after loading, it's never the same inventory object twice, and it's related to all households in the region (apparently) and it's all Maxis stuff I have no mods that alter, I'm guessing Maxis have somehow messed up inventory coding (would not be for the first time) and the game randomly flips out on it.
I am currently on game version 1.87, so it's not something brought about in latest patches. And the randomness of when it hits or it doesn't, coupled with the randomness of inventory items reported - never the same ones twice - (Frikken Wall Plaques in the last LE, from a house I wasn't even playing, that don't have any Wall Plaques in inventories - unless one was delivered to their mailbox as a reward after completing a collection that I forgot to retrieve. WTF?) - I'll not be pulling apart any of my mods to try and get to the bottom of it. This smells like a Maxis mess up. A mailbox inventory (Which is supposed to be hidden, so maybe related to the "is_object_hidden" data in LE) and a wall plaque causing an LE. That definitely isn't anything I've ever modded.
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No, that's a different kind of lag. The infamous Simulation Lag is still an ongoing, unaddressed issue and probably always will be.
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Seems a bit random. Was it just a one-off LE, never to be seen again? Or does it repeat? I mean when you quit game and play next day or something, not same session.
Is there an Insect Repellent object stored in the Cooler inventory, as Adventurer's Cooler does have its own storage hold? Looking at the LE, it does seem to be suggesting the owner - in this case the Cooler - is holding the object. Not that it's buyable from Cooler's pie menu options, that's a whole other thing, but that it's actually holding an Insect Repellent in its inventory.
Are you also patched up to date with latest Werewolf patch?
All my mods that have storage holds are all based on the Sim Inventory storage coding, to ensure that whatever a sim can hold, my objects can also hold. Why it's taken a dislike to Insect Repellent I cannot say. I don't use or alter the coding for things that can be purchased, just make a simple reference to them on the list for stuff to buy. After that it's all Maxis.
I haven't patched yet to most current level, but let me know if same LE persists over several game sessions. Maybe they have altered something regarding the Sim Inventory coding on Object XMLs that all my storage object mods are going to need updating. Just a guess until I patch and confirm.
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I haven't got round to checking that venue mod as yet. Soon, hopefully, as I am currently going through the venues stuff.
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Major Update May 2022
See reworked main post for all the new details.
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Important Update May 2022
See main post for full details.
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It's for every instance when you're playing a controlled sim visiting anywhere, the family sims left back home steadily quit with the pointless and illogical motive failing. The longer you and your played sim or sims are away, the better they are back home at looking after themselves. Might get a couple of orange/red portraits of sims back home in the early stages, but eventually, and not too long, not a single pip out of them as they are fine forevermore, or for as long as you're away having fun elsewhere.
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Important Update May 2022 & New Objects
See bottom of main post for full details.
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Hi RedMallie
My no fade columns mod is one that I probably, actually definitely, will not be continuing with. Same as my no fade ceiling lights and no fade trees. There is a very talented modder out there who has made a mod that covers it all, "everything" and I enjoy using their no fade mod set that I simply have no need to continue my mods.
That modder is Mizore Yukii and here's the link to their no fade mod - https://mizoreyukii.tumblr.com/post/188087358146/no-fade-on-everything
It's worth Googling this modder to see their other mod projects, some is on MTS as well. One of their mods on MTS is updating Shimrods no fade sim mod, which is also worth having to complement the rest of the no fade set.
If I'm not mistaken, Mizore Yukii also collaborates with another modder on some projects, and there was some work done on one or two of my outdated mods when I was retired. Worth checking it all out. I highly recommend their work.
Now if it's just no fade columns alone you're after, I do believe there is a modder on MTS who does this. They started their project on columns a while back, when I was still active, and their mod is pretty much the same way of doing it as I was. They likewise knew you had to edit all eight transitional states of the column, not just the one main state as seen with the platicbox column fade mod from many years ago, otherwise there's no point. And back then, it was another reason for me to have considered abandoning my project, as it would be one less thing for me to do, seeing someone else is doing it the "right" way. I have no idea if this modder continues to update their no fade column project.
Happy with Mizore Yukii's mods, I need look nowhere else for my no fade effects. Nor do I need to continue maintaining my old no fade mods.
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Update May 2022 - No patch code stuff needed after all this time. This mod just keeps on trucking. Added Snowy Escape group meals and Batuu group meals. The relevant dlc packs need to be installed for these foods to show.
Cottage Living meals and others coming soon.
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Personal update May 2022
See bottom of main post for most recent update information.
Autonomy & Interaction On/Off Switching - Assorted Objects - (Base Game & Various EPs) - Update July 2025
in TS4 Specialized Mods
Posted
December 2022. Mod totally reworked. See main post for more details.