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Posts posted by coolspear
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Thanks for the report. I expected this to be the likely outcome, given the coding for that job - to have a satisfactory conclusion to inspection - will probably have all the Maxis eco object numbers referenced on an inspection checklist. I can't promise I'll ever fix that, as I never give any Maxis careers to my sims. (Haven't even played a doctor or scientist in ages.) If I happen by that career xml by chance one day, though, I might give it a look in a "why the hell not" accidental serendipitous kind of way.
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I've heard some chatter on that. It seems after patching you also need to tell Origin to Repair the game for that build/live mode lag fix to work properly. I cannot verify this, though, as I have yet to install the latest patch.
I'll have to patch soon, though, as the Reworked Batuu Cantina WSC mod set I'm working on is nearly done and it can't be released until I've ensured it's compatible with latest patch level.
Not to mention it's probably best if I check if their latest lag fix alters anything in the same files this simulation lag mod uses. Could be, could be. Needs a check for sure.
Edit - If you are going to try an Origin Repair Game, and you also use my reworked .cfg and Overrides Folder - (Which I have insisted upon when using this Simulation Lag mod.) - I have heard that the Origin Repair will reinstate the original Maxis .cfg which will then cause the game not to recognize the Overrides Folder and all the extra nesting depth. So be ready to replace the Maxis .cfg with my one once the Repair is complete.
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At this stage the game is beyond saving. Eight years, 1000 bucks worth of dlc from a gazillion packs, a gazillion more patches jammed into the mix, - that are infamously known to break as much as they fix - and Maxis' half-arsed spaghetti coding all the while, nope, it was never going to be good by this stage. Sims 3 all over again.
In yesterday's patch notes it seems Maxis were referring to fixing a terrible lag issue that's been in the game for a couple of years now. When going from build mode to live mode, or vice versa, the game can undergo some terrible lag similar to a massive frame rate drop, and it can linger for a good while. One trick to clear it instantly is to open the Options panel and close it again. A habit I've developed in my game for this last couple of years. It works almost 100 per cent of the time. If you don't do that trick, you could be waiting up to ten minutes or more for the game to clear it up by itself. And here's the rub, Maxis say they've addressed it? Knowing their track record it's one step forward two steps back. I have not patched myself to see if this particular lag issue is finally resolved. but either way, it is not the same simulation lag my mods helps to reduce. The game suffers a few forms of lag not connected to each other and one fix does not cover all. And one of those unsolvable forms is related to everything I opened this response with and my mod cannot do a thing about that inevitable crippling of the game unfortunately.
Won't be long now before TS4 gets yet another infamous treatment, a "1.69 patch." Referring to the final patch of TS3 that breaks up the game so it only loads base game and not all other 1000 bucks of dlc unless you tell it to load more packs every damn session. (As if to suggest you've only got yourself to blame if it lags for loading all the packs you bought in good faith.) Yay, Maxis knows how to fix the lag eventually, before they finally abandon yet another game. Fixing it by blaming you for it. Coming soon to TS4.
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The turbines could certainly seem "at home" on a roof if using the game's own resize cheats and height placement cheats - if the object doesn't sit on rooftops naturally.
Though as for adding solar panel versions, a rooftop solar panel certainly defeats the primary ideal of it being a shared, neighborhood off-lot object. As for a ground-based version, I dunno. I did consider the idea a while back when doing other versions, (As in if I'm going to do a job lot of these things, then it's now or never.) but decided against it. Visually speaking, it'd take a hard and wide stretch of the imagination to see it as an object that also collects and pumps water. Magic alien crystals notwithstanding, already stretching the boundaries of credulity, even in a game with magic and aliens.
Also the ground solar panels are rather large, (Even if shrunk with cheats, objects return to normal default size after being carried in an inventory.) and at least half the regions in the game don't really have suitably large off-lot areas. Hence the inclusion of the smaller crystals.
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Hi @arieslena, it's okay, no need to apologize. In fact it's me who should apologize as the install description and method to make All-in-Ones is now completely different and I need to find the time to rewrite the messy and long-winded main post and upload the most recent updated mods to this thread.
The old version of this mod - and original setup method - are both very, very outdated and should not be used.
The most recent version can be found here - https://simsasylum.com/tfm/index.php?/topic/15991-all-updated-mods-180/ - It's a rar bundle folder, with many of my mods in it all recently updated. I just have not found the time as yet to upload them all individually to each their home threads, so I released the bundle rar to tide folks over till I can tidy up the threads one by one. (Probably in the New Year.)
In the bundle rar, find the General Mods folder, inside that folder is the World Sim Control folder. The updated All-in-One mods are in there.
The new rules and method for creating All-In-Ones is right at the bottom of the main page here titled - "Personal update - April 2020"
So scrap everything else written before that. I really do need to edit this thread, delete all the original stuff. I know it's far too much info and all now wrong info, so I'm sorry for making you trawl through all that, sending you on a wild goose chase. Just follow the info under the last personal update note. The mod is much easier to use now and the player has much more control setting up and selecting who they want to be All-in-Ones. You'll like it it better than the old redundant method.
Happy simming.
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Update 30th November 2021.
New versions added and minor tweaks done to original wind turbine and crystal. See main post for more details.
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Thanks for the offer @FreeasabirdI can't think of anything. I'll just do the water collector and was also thinking the Eco power generator unit to match the set.
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I suppose it would not be much of a bother to clone a version of the EL Industrial Water Collector and give it the same object id as the new Turbine/Crystal. My only concern is there are hidden animations/SFX to do with a tall wind turbine being struck by lightning, that would not suit the shape or function of a water collector. I did mess about with the lightning SFX for the crystal, for that once in a blue moon it might get hit in a storm while outside. (Even though I use a mod I made to stop objects getting hit by lightning, not everyone will use that mod.) Then again, there's not much chance of a water collector being hit by lightning when in a basement.
(We hope...)
Edit - Actually, just remembered I can deactivate lightning strike in the cloned object files, so that would never be an issue even if water collector is left outside in a storm.
I do intend to add the crystal to this thread very soon, (I've got some free time next weekend I wanted to use fixing up mods and threads.) so I'll get the water collector sorted then too.
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Thanks, glad you like it. In the rar bundle I included an alternate version not yet added to this thread. A green crystal, the one from Sixam, that works the same way. For those "magical" neighborhoods where a bunch of whacking great wind turbines would seem out of character, or where there just isn't enough room for multiple wind turbines. Inspired when I was playing the Goth household and discovered there just isn't enough space in that section of the map for the original wind turbines. But a few green alien crystals placed down, - a nice crystal garden behind the Goth residence - for that same Super green effect.
And if anyone asks to explain the logic of it, just tap the side of your nose three times while saying the Goths do indeed seem to have a mysterious history with the Sixam aliens.
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Update - 7th October 2021
Rare though it is for Maxis to change a basic commodity xml file, - as this mod uses - in my time away they did manage to do a very minor change to the coding structure of this xml. I'd say pointlessly so. (After seven years I should think it entirely pointless! Statute of Limitations and all
) It's that Sheldon-like coder they once hired, (a rarity among Maxis staff.) who finally got round to looking at these types of files and dotted the i and crossed the t.
Of course the mod needs an update after the action, but will make absolutely no difference in game whatsoever - other than a possible LE for outdated xml in outdated mod. Gotta love 'em. Especially that Sheldon-like employee. (Where was this coder at the start?!) TS4- the seven year public release Beta project.
So yes, this mod now updated to latest compatibility. BTW, it's the same mod that was recently included in the September bundle rar, in the Chefs Kitchen Helper mod thread. So if you recently got it from there, then it's the same one here. If you want to see what else is in that bundle, go to Chefs Kitchen Helper mods, page five of comments, go down comments till you see where I've posted the rar. All those mods in the bundle will eventually be put in their respective mod threads as I work my way through the updates, same as I've done for this mod here today.
I've changed the description of the mod in the opening post, as I'll only be doing the one version from here on. The "No Decay Ever" version. Simply to make this mod fall on line with the Fresh Chef trait which I give to all my important sims. That is to say, make the food spawned on buffet tables fall in line with the trait, and likewise not decay.
Happy simming folks.
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My Dalek vision of the Sims world is universal, and all new regions will fall in line with older ones. EXTERMINATE! EXTERMINATE! EXTERMINATE! That's to continue exterminating the possibility of walkby sims on the streets. Not exterminate the sims themselves.
Yes to stop all that idiotic grilling of hamburgers and hotdogs at 3am, but also to exterminate the stupidity of the game generating new, unwanted homeless sims for some equally stupid NPC walkby job that has no other relevance in the game. And, just as importantly, to exterminate the sheer pointless drag on our computer CPUs and any additional simulation lag - like the game doesn't already have enough of that from other sources - having to process and maintain bunches of sims in the far corners of the map that we don't even see most of the time anyway, and to exterminate the cause of certain LEs we would otherwise not have to suffer (Those dang stalls and customers doing stupid things like drinking 50 cups in a row then causing LEs because they freak out trying to get rid of the cups.) So yes, Dalek mode for them all, coming soon.
Of course I will try to look into preserving some of the more unique NPCs, such old Mrs Crumplebottom. Not exactly sure what her role is, running a market stall from what I've glimpsed in the coding? But does she do more? Get up to her old tricks of visiting community lots and harassing lovers with handbag beatings, who display their affection in public? How important is the market area in Henford-On-Bagley? Because my usual treatment of the xmls would remove all that permanently. I'd have to go out of my way to make special exceptions to keep it running if it is truly important to gameplay. If it's just like the market area in Magic Realm, then I'd happily close it all down and not think twice about it. I'll just rework the stalls so player can buy directly from them without need of NPC workers, as I did for Magic Realm stalls.
What is it, three regions I have to look at? (I do have all, but not yet played.) Eco, Snowy Japan and Cottage Living. (I won't touch Batuu. Well, not in that "exterminate" way at least. But I will have to do something with it, especially if updating the mod that makes the Forest and Jungle residential areas. Batuu will be part of that system no doubt and will need special exceptions to keep it a destination world.) If there are any special street NPCs for the three "normal" regions, such as old Mrs. Crumpybutt, or any special street events that must remain, let me know. Otherwise it could take me weeks playing each region to find out for myself - no modding getting done in the meantime.
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Okay, I'll keep an eye out. But after all the latest mod tinkering I've done, I did - once as noted above - actually order a grocery delivery via the phone. And an NPC did turn up with a bag of ordered items. I found no quarrel there. Just peed-off the game roped in and otherwise innocent homeless sim to be the delivery NPC, which they would then be foreverafter because Maxis rules are quite poo. After seeing that, I cannot express how much I need to get my All-In-One mod back on the go. Hell yes. But I did not otherwise encounter a problem. With all the mods I have installed, I ordered delivery goods on the phone, a sim came with a bag of what I ordered, and that's what it was. Nothing seemed to be wrong in the scheme of things. Other than me wanting to get my All-In-One mod back in charge of this stuff. Which is why I did not save that game. Because I do not want Maxis dunderhead NPC rules. All-In-One or nothing. I started it ages ago, and I do mean to go on with it, Simply because it works.
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In what way? I've only tried that grocery delivery service once, as I was trying to see if delivered groceries have a proper description and quality tooltip for things like eggs and meat. The ones I added to Fruit Bowls do not have a tooltip after buying, nothing when hovering over the purchased eggs and meat. Since uploading the mods of this bundle, I have actually removed those groceries from the Fruit Bowls that don't display tooltips because of this. (I also won't order deliveries again until I get my All-In-One NPC mods sorted, I can't stand the Maxis rules for picking new NPC workers. But that's another story.)
I'm currently looking into other ways of getting groceries, so they do have the proper tooltip after purchasing. Such as the very recent update to Cornucopia Fridge for all milk types from Cottage Living and Batuu. Proper tooltips there now for milk. And I think it may be possible to add eggs to the Six of the Best drink trays - as I did for bee honey a while back. Six of the variant eggs on a tray with permanent tooltips. I think that's doable and will work on it soon. Though it is not a fault of the mod for the missing tooltips. It's been a problem since base game. In the way that if your sim makes a drink at the bar, the tooltip info for quality, creator and such the like instantly shows on the drink. But if ordering a drink at a bar from a worker NPC, no tooltip for the drink shows. This has bothered me from the start, over seven years ago. You have to save, quit, load, for the tooltip to finally show for an NPC made drink. Akkk... But this same trick does not apply to groceries. No tooltip ever if purchased via the Fruit Bowls, period. That's why I took out all the ones that refuse to display a tooltip. (I'll upload that mod update soon.) I also upgraded the ones that are happy to show a tooltip, to be excellent quality. So the recent update does have some positive notes. Like Excellent quality buyable Flour and Sugar. So there's that to look forward to on my next update upload for these mods.
Meat is my current concern. Where I've also made meat Excellent quality, it does not ring true till you see a tooltip confirming this. I also want a way to easily get hold of meat/poultry (Beef & Chicken) without having to send my beloved animals to the abattoir, and have the tooltip display properly once I do get the meat. That's proving tricky at the moment, if not willing to kill off current livestock or order from delivery service I don't want to do till I get my All-In-One worker NPCs back in play.
I'm toying with the idea of either making meat a thing that can be copied on the Scientist's cloning device, or just straight up add the copy functionality to the meat object, and certainly make the tooltip properly display afterwards. That way I may have to kill off one beloved cow and chicken, but thereafter just copy or clone the meat. It's a farmers lot, killing of cherished animals, but this way only do it once, and that animal's sacrifice lives on in copying and/or cloning. No more slaughter. Just for the sake of goddam visual tooltips showing.
Sorry to hark on about tooltips. Your issue might have been something different altogether. Obviously my own current issue is with tooltips showing or not showing.
Love you, dude.
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Personal Update 27th September 2021
I have to say, this fridge has fared rather well since I last officially patch checked it two years ago, back for 1.62. Still works great for 1.79, probably because every last xml - hundreds of them - were made by me, so Maxis have not done enough changes to thier own similar recipe xmls to break anything here, mercy be.
I never did include the original Off the Grid power coding when Island Living first came out, so the change in power and Off the Grid that came with Eco Living would not have crippled this fridge. (No Last Exceptions for "broken coding" that does not even exist. That's a bonus.)
Though I did change a few things for recent times. Edited some text strings for a drink name that was far too long, messing up the view when buying stuff. Much better, smaller, now. Also added all the new milk types from Cottage Living and Batuu. Star Wars fans might appreciate the descriptions in Cold Drinks options menus for Batuu milk. "Luke's Tatooine Blue Milk," because in original movie at Uncle Owen's dinner table, the young Luke drank blue milk, and "Luke's Irish Isle Green Milk," as we all know the infamous scene of older Luke getting himself some freshly squeezed green tiddy milk, filmed on an Irish Isle, and the color green and the Irish are inseparable - I should know, I'm Irish, and my blood just as green as old Mr Spock's. This name change won't effect the names of the buyable milk when visiting Batuu food stalls, they're only seen on this Cornucopia Fridge Dispenser.
In time I will certainly add any other new meals and drinks that have been added to game since University pack.
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Hi all. My first mod thread upload in two years, good to be back, though I am a bit rusty at making new mod threads.
Got a new shiny for all you folks with Eco Living, think you might like it. I've only had the EP for over a week now but it wasn't long before I wanted to make this beauty. I know there are instant cheat codes for instantly ramping up the green footprint, but I wanted something a little more tangible, and something that worked well for the community ethos of Eco Living.
What we have here is a deluxe portable wind turbine/water pump. The reason for it to be portable in a sim inventory, is that it can be taken off lot and placed in an open world area, and it will then service every lot in that area, be it four or five homes. The beauty being that all homes can contribute, the community ethos thingy, and each can buy and place a turbine, building something of a community wind farm. Each one added will stack, and increasingly boost the power to all homes, the ground water pump extracting from the water table also supplying water to all homes. Also stacks - massively - in increasing the green footprint for each lot and eventually the neighborhood. A true community endeavor that beats any of those silly N.A.P initiatives, and more than just whacking in a cheat code, as a tangible, physical wind farm is supplying the area.
I do think you have to play each household in the area for each of them to pick up the green eco footprint so it displays properly in town view. I've seen just two of these turbines turn every house green in a neighborhood very quickly after a bit of rotational play of the houses, very, very quickly. Perhaps even one turbine will work just as quickly. Changing the neighborhood itself green takes a few more turbines, even with every lot green, the neighborhood needs a bigger push. So if the community has plonked about five of these turbines down, then that green neighborhood footprint wont take too long to amass. In fact, just as quick as the houses change green with just two turbines, five will make the neighborhood change green just as fast. Anything less than five though, it's slow going. And I'm too impatient to find out just how long it will take the neighborhood to finally turn green - if ever - with less than five turbines.
(Super-Powered Sulani! My main sim added a sixth turbine, that being two contributed from his household - and a travel portal just for quick passage off the island. Over-egging the cake, to be sure. But what a lovely super green, super Sulani cake it is.)
The deluxe ground turbine is a standalone clone, with its own unique xml coding, so should not interfere with the Maxis default version. It comes fully upgraded so no need to mess around with any of that, it's found in the same place in build mode as the other Eco ground turbine, but is twice the price. Just get all in the area to contribute to the growing wind farm in the chosen world area and all will reap the benefits. So much so you don't have to put a single power generator and such the like on the home lots. Or be a total meanie and keep it on their own lot just for that family.
Not sure how this might effect the career that involves inspecting homes and evaluating them for their compliance to ecological policies. I don't generally play those types of careers, so not really a concern for me. But I can imagine with these turbines being off lot, despite all homes and the neighborhood itself being "powerfully" green, with a rich supply of electricity and water, without any other green items on a lot, the inspector might give a poor rating. Maybe someone who cares to play those careers can let us know the outcome after a home inspection, while using nothing but these deluxe turbines to supply the neighborhood.
New Additions
As requested, to add more variety and make this a set, the Water Collector and Power Generator have been given the same treatment as the Wind Turbine. Also a bonus Alien Crystal. They do exactly the same thing as the original modded Wind Turbine here. Just plonk them down wherever, off lot for whole area, or on lot for just that residence, and they'll start doing their thing. I added some visual effects to the Alien Nitelite Crystal, just because. Turning the visual effects on or off for the crystal has no bearing on the water, power and green footprint output. It'll do that regardless.
Eco Living is needed for the cloned objects and Get To Work is needed for the cloned Sixam crystal.
Also the Lot Trait for Green Footprint has been tweaked, so giving the lot that trait will massively boost the green footprint. Green, green, green. If only it were that easy in the real world.
Temporary Note - The Wind Turbine and Green Alien Crystal have been tweaked, so that they display more relevant stats when seen in build mode. So replace the older mods with these latest versions. The objects in game should pick up the change with no need to replace them. Seeing it's a purely cosmetic change for the displayed stats in build mode. Also the Water Collector does not have the effect of water filling in the glass tank, nor the Power Generator with the constant hum of the engine running. I do want to add those, but it's fiddly, so it's on the back burner.
Update June 2023 - No patch related stuff needed. But I did get round to giving two objects, the water collector object and power generator, their correct sfx and animations. So they don't all sound like the wind turbine which they were copied from. Now see the water tank fill up, the computer screen come alive with graphics and the cooling fan turn when switched on, and the power generator make the correct motor-humming noise. (Actually I did these corrections a while ago but forgot to upload until today.)
All Objects
cool1_PortablePowerfulEcoFootprintObjectSet.rar - Update June 2023
Lot Trait
cool1_trait_EcoLotTraitMassiveBoostToTurnGreen.rar - No Update Required
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It's the Mechanoid character named Kryten from the British sci-fi comedy Red Dwarf. (I'm a big, big fan.)
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Hi @nynvieealmerecheers. Not sure what SCCO is. I've been off the scene for a while. I presume it's a food mod of some kind? If it's a big affair, getting its fingers into a lot of pies, it may well conflict as my versions of the quicker eating and sit at tables mods do involve messing with a lot of food/drink object and recipe files - hell of a lot - and a lot of eating/drinking interaction mechanics.
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Hi all. Got a new shiny for all you folks with Eco Living, think you might like it. I've only had the EP for over a week now but it wasn't long before I wanted to make this beauty. I know there are instant cheat codes for instantly ramping up the green footprint, but I wanted something a little more tangible, and something that worked well for the community ethos of Eco Living.
What we have here is a deluxe portable wind turbine/water pump. The reason for it to be portable in a sim inventory, is that it can be taken off lot and placed in an open world area, and it will then service every lot in that area, be it four or five homes. The beauty being that all homes can contribute, the community ethos thingy, and each can buy and place a turbine, building something of a community wind farm. Each one added will stack, and increasingly boost the power to all homes, the ground water pump extracting from the water table also supplying water to all homes. Also stacks - massively - in increasing the green footprint for each lot and the region. A true community endeavor that beats any of those silly N.A.P initiatives. and more than just whacking in a cheat code, as a tangible, physical wind farm is supplying the area.
I do think you have to play each household in the area for each of them to pick up the green eco footprint so it displays properly in town view. But if the community has plonked about five of these down, then that green footprint wont take too long to amass.
The deluxe ground turbine is a standalone clone, with its own unique xml coding, should not interfere with the Maxis default version. It comes fully upgraded so no need to mess around with any of that, it's found in the same place in build mode as the other Eco objects, but is twice the price. Just get all in the area to contribute to the growing wind farm in the chosen world area and all will reap the benefits. So much so you don't have to put a single power generator and such the like on the home lots. Or be a total meanie and keep it on their own lot just for that family.
I really should put this new object in its own thread. A picture of the community wind farm I built on one of those small outer sand islands in Sulani would really set the idea, five turbines from the five houses, all now reaping the stacked rewards - maybe a little too OP with the power and water supply they now enjoy, but hey, that's mods for you, gotta be a bit cheaty somewhere - could always make a smaller wind farm though. Guess I'll have to get a thread for this mod sorted soon as there'll be a few more new goodies coming for the Eco pack now that I'm tearing into it.
Edit - mod has been moved to its own thread here - https://simsasylum.com/tfm/index.php?/topic/15971-portable-powerful-green-eco-wind-turbine-eco-living-ep-new-for-sept-21/
Please make any comments about that mod in that thread, thank you all.
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Hey all. Uploading the first little bundle rar with some up to date goodies. All good for 1.79 and new stuff added.
The full set of Chefs Kitchen Helpers all tidied up and new produce added to purchase from the two Fruit Bowls, all that new stuff from Cottage Living. Many other mods of a similar type, with objects that allow purchasing of collectible goodies and some with storage holds. Most notable of them is Plenty O' Presents. Maxis went and broke that fancy search for presents interaction on it again, they love doing that, so I've removed it completely. Just straight up buy stuff from it now. Heck, my sim made himself a lightsabre from the parts without going anywhere Batuu. I'll probably scrap the V.A.T of Life Genetics mod, if anyone was using that. Maxis broke it again and I just can't be bothered faffing around to fix it. It was a good mod, but too intricate, too many "moving parts" just the type Maxis love to smash over and over.
The Cornucopia Buffet Tables and Fridges are in fine working order. Have not added any new models for fridge or any new meal types to them since I last left off, that will come later on down the line.
Updated the Garden Plants for all seasons mod, making sure the special feature for Master Gardeners to pick the growth state and instantly spawn new produce is working great. Extended that function to the new Giant Plants from Cottage Living. So if you haven't already seen the most supermassive giant plants as yet, just get your Master Gardener to go chat with the melons, mushrooms and what not, and you'll see some jaw-dropping whoppers spring into existence immediately after. Competition winners every time. That mod was broken way back for 1.63 Eco patch, right when I retired, so many of you may have missed another special feature I included in the 1.62 patch. Well now that it's all updated and 1.79 compatible, you might get to play with it for the first time. Remember Sims 3, and that crazy harvesting tool you could build? Now you have similar for harvesting your gardens in Sims 4. No matter how big your gardens, hundreds and hundreds of plants all over the lot, now the Master Gardener can just whip out the harvesting tool and suck them all into their inventory in minutes without moving from the spot. Yay! RepoMan style - or should that now be ReapoMan? Akk, forget it... Just click on any garden plant that has harvestable produce and the level 10 Master Gardener will see the new Suck It Up option just for them. Choose it, and let it ride.
The next mod types I'll be working on are the Improved/quicker Eating and Drinking mods and sit at tables and such the like. The game is simply awful without them, I just can't bare to watch, waiting in agony, as they eat and drink in dreadful default rules. So maybe a couple of weeks working on that due to the many xmls and trickery involved getting the balance right. Happy simming, folks. Right, I'm off now to have my sim get a lightsabre production line on the go with Plenty O' Presents and he can sell them all on the internet. Batuu, pffft, who needs it?
Edit - the bundle rar folder that was here has been removed. For the most up to date mods and info see here - https://simsasylum.com/tfm/index.php?/topic/15991-all-updated-mods-180/
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Hi Kimi, it'll be a while before that can be decided. I've been playing the game without mods on purpose, to get a feel for what mods I'll need to update. Oddly enough, the first I did was No Auto make a mess for kids, because they were at that every five minutes, and it takes them so much longer to mop up than it did to make the mess, it's just horrible to watch over and over. No Auto wash hands is gonna be next for them, because the youngsters are now doing that excessively since make a mess is denied them (Or, if memory serves, maybe it's that silly thing they do of washing fake, non-existent dirty dishes to get good influence points, either way it has to go.) The no auto drinking from sink or fridge don't seem to be needed any more, haven't seen a sim do any of that yet, not even once let alone excessively.
But what I'm getting at is I'm just playing and modding as I go, to see just what is still needed. So it may be a while before I've got anything worth uploading. Though I'm sure I'll have all these kitchen helper mods and vase mod and a few others of similar nature all updated to 1.79 and any new produce added all quite soon, so I'll upload a bundle rar with all them in the near future.
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^^^^^Great Minds Think Alike!!!
Would you believe it, over the last few days, I've only gone and got myself every last blasted pack for TS4, everything I was missing up to date - even Batuu, for the love of all that's holy. And of course, patching the game to current 1.79 was an unavoidable part of the process. Equally unavoidable is the agonizing process of updating all my mods I simply cannot play without. Well, that's a slow-going agony, as you can imagine. But I was right now, just now, trying to update the All Produce Perfect mod and the Fruit Bowls and Flower Vase for buying all the produce. I came here to see what you did to the Milk Churn, and as coincidence will have it, not four hours ago, you posted the very code I was looking for to reinstate the interaction to continuously purchase stuff. (Beats searching through the extracted game file XMLs to discover what Maxis did, let me tell you - which I have to do for most of my mods anyway, seeing they've changed so much all over the place since I was last actively modding. Even the never-changing statistic xmls, they've thrown a little extra <U/> in at the bottom, just to break that which they never broke before. ) I cannot believe the coincidence. Just four hours apart!!! MenaceMan, that is some serious messing of eternal fate going on there, God bless you!!! There is a plan, and I'll be turned upside down, inside out and forevermore gobsmacked if I were to ever fully realize what it is, but there is most evidently "a plan."
And yep, it seems I'm back on the TS4 modding trail. I needed a break from playing and modding Anno 1800, so TS4 is where I've returned as the familiar stomping ground.
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It was not intentional to make these objects only sell one thing at a time. They never used to. Maxis must have changed something in recent times for these objects to now do this. Like making them the same as only selling one buyable Trait at a time in the Rewards Store - an annoyance I also had to mod to make multiple sales available. It truly baffles me how those folks whose career it is to develop games, fail to see how annoying such features are. That's the defining line between developing games and playing games, I guess. Some of those in the industry do not do both, it seems.
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Hi @SailorEffinMoon thanks for explaining the Overrides Folder element. Also the TS4 (Time Slice 4) version is certainly the fastest, but designed moreover for folks like me who use MC to slow down the global game time to at least half default speed. (I actually slow down three times slower, such that my game days last three times longer than default.) That's where the TS4 speed version works the best. If playing on default global time speed, the difference between TS4 through to TS16 would not even be noticed by the player in most aspects of the game.
Also, the Resource.cfg file you attached, is it the same one from here? - https://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
I see it's been edited, the blank lines removed - made more tidy. Even shaved off 50 bites from the file size.
Also worth mentioning that this Resource.cfg adds extra nesting depth (Allows more folders within folders 5 deep) and allows for Script mods to be placed into a single folder and still be recognized/read by the game during loading, unlike the default Maxis version. As well as setting up the Overrides Folder to also be recognized and giving load priority to any mods placed within as you rightly explained.
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Thanks for all your kind words. Of course it was hard to see someone you love deteriorate in the hospital. But then it's merciful when it's all over. Though the hardest part was having to empty out her flat. She'd made a lovely haven for herself over three decades. And we've had to go pull it all apart. Like deconstructing a life. I mean if she was going to be anywhere after that fikken time in the hospital, she was going to be at that haven. And we had to pull it all apart. Not easy. And of course the funeral this Thursday.
Thank you all. All the years she played the sims she would often visit this site and see my mods, reading posts from you guys. So in a way, she knew quite a few of you.
More Nesting Depth for Folders
in TS4 General Mods
Posted
Update April 2022.
For future reference, it's also worth keeping in mind that if you ever need to use the function on Origin to "Repair Game," during the process it may replace this Resource.cfg with the original. So be ready for that if ever the need arises. In recent times, 2022 and patch 1.85, there was a supposed fix for the lag latency that happens when switching between Live Mode and Build Mode, and vice versa. Much like a frame rate lag spike that could go on for several minutes before clearing up. Some players reported it still occurs after patch, and were advised to then do an Origin Game Repair for the fix to finally take hold. So there is one example to keep an eye on this Resource.cfg if you feel you need to try that repair trick to fix the Live Mode/Build Mode lag spike if it still persists after patching to 1.85+.
What I can confirm from my own experience is that yesterday, I patched from game version 1.83 to 1.86. Only to find the Live Mode/Build Mode lag fix, as expected, did not take hold in my game. It was still there. Before I took to cursing Maxis' typical ineptitude, I came out of game and tried the Origin Repair. Took about ten minutes, then I was back in game. More surprised than I ought to have been, I discovered the lag has indeed gone. Yay! Two years of it now finally over. Slowpoke Maxis comes good in the end. Also the Origin Repair process did not replace the modded Resource.cfg with original. So that report I got some time ago does not seem to be accurate. Though it may vary from game to game, perhaps. Depending on how much damage Origin has to repair, I'll guess.