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Posts posted by coolspear
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I haven't got round to fully updating the doctor and scientist career mod sets as yet. Working on it, but they're not in a state ready for release just yet. It's not advisable to use the outdated versions, for exactly the issues you are experiencing, and many other bad side effects I should imagine.
Once I have them fixed up I'll upload them to their respective threads. But until then, keep in mind they're not safe to use and it's best you should take them out. I know that's a downer if you're already pursuing the doc career with a sim and my mods are what's helping you along. But they will be problematic as is, so please either put the career on hold till I get the mods fixed up, or continue the career without them. I can't say when I'll have the career mods fixed, there's a lotta mods that need a lotta fixing. But I will get to it eventually.
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When playing a sim from a family who is off gallivanting the likes of Batuu for a good while, (Especially with my upcoming Reworked Batuu mods.) the last thing you want is to be plagued with the sims back home forgetting how to eat, sleep and pee in your absence. I mean why? How? The stuff is all there to take care of you. You all use it fine autonomously when I'm there babysitting you. Why is it my frikken concern? I'm in a galaxy far, far away, a long time ago. How is it even still my concern to take care of them, FFS?! I mean technically, they don't even exist yet from my Batuu perspective! Nothing back home but dinosaurs, probably. And what do I care about their frikken motives, they'll all be extinct by the time I get home. What, are you trying to blame their extinction on me now? The logic of it all, or lack thereof, boggles the mind, eh?
So this bute of a mod will keep them in check back home so that they never pester your travelling sim again. It might take a while to kick in after played sim first arrives elsewhere, but eventually and soon, the sims back home will never again bother you regarding their inexplicable self-care motive fail incompetence, as it will no longer exist. Especially if they shouldn't even exist yet, technically.
(Guaranteed no extinctions are caused back home in your absence, due to your absence. On the contrary, extinctions are more likely due to your presence. But that's a whole other ball of fish and kettle of wax.)
cool1_sim_AwayActionRestoreMotivesFaster_SimsLeftAtHomeNoMoreMotiveFail.rar
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The only way I know how to get the best quality Llama Wool and Cows Milk in the game, is to harvest it from the animals. Very Happy animals to be precise. When buying from shops or ordering it via deliveries, it comes as standard quality if un-modded. Not to mention not all varieties are covered. I do have other mods to improve general quality. But even so, there is always tooltip information missing if using these other shopping avenues. For best quality and all relevant tooltip info, you simply gotta harvest from the very happy animals. And no bad thing, in moderation. However...
The grindy rigmarole to eventually get each colour of wool or milk from your animals is, well, it's just heinous. Life's too short. And I'm talking about my life, our real world lives, not a sim's even shorter lifespan. And yet, I don't want to be cheaty-super-cheaty on this. No instant give stuff debug cheats. Nor setting up a buy wool/milk interaction on an object as I've done with other mods, that will only give you inferior wool with less info on a wool object's tooltip. I still want to use the Maxis harvesting mechanics, as I don't want my cows and llamas to become utterly redundant.
So it is I've adjusted the goodies received regarding two of the special Animal Feeds a sim can make to feed their beloved cows and llamas, so the whole farming mechanic is still in play and sims reap better rewards to cut down on all the heinous grinding.
Give your "Very Happy" cows and llamas some Rainbow Feed, and when you next shear or squeeze those udders, you'll get five of every kind of wool or milk. Best quality and best tooltip info.
Give your Very Happy cows and llamas a Fishy Protein Feed, followed immediately by a Rainbow Feed, and the next harvest will have 10 of each wool or milk.
Now you can actually also get on with things like knitting the best of the best stuff with the best of the best wool without all that farming grinding to boot. Arrgg, Life, you're just too damn short. But 10 won't last too long. Then it's back to the magic animal feeds for more stuff.
Happy farming, knitting and and simming. And Very Happy cows and llamas, eh?
cool1_VeryHappyCows_X5EveryTypeMilkWithRainbowFeed_X10EachWithFishFeed&RainbowFeed.rar
cool1_VeryHappyLlamas_X5EveryTypeWoolWithRainbowFeed_X10EachWithFishFeed&RainbowFeed.rar
I might do chickens, too, their feed and eggs, I dunno. My new "Make A cool1 Copy" mod set can help with resupplying best quality and best tooltip info for eggs (and wool and milk) in the meantime.
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I've never encountered that before, and I do like playing with vamps, two in my main family. I'm not much for rotational family play, but vamp behavior I know well due to their inclusion in my main family.
I know hitting the Auto Solve Button on the Motive bar can make sims do stupid things that will not even address the failing motive. (Thanks Maxis for fucking up what could have been one of the best new features seen in the franchise, but now is a pain in the ass to use for most motive solving scenarios.)
But vamps using toilets without having a true need, I've never seen it. Wires are crossed somewhere. When they do this, is there another motive that is in need of attention? There may hide the culprit.
Thinking on it, I have seen in certain interaction XMLs where Maxis have put in a fake motive attraction factor to push sim autonomy, where the fake attraction was the wrong fit. A hygiene attaction for eating, if memory serves. Where the sim may well go take a shower when starving to death. Granted that's very rare, but it is a bit off. (Hence one of the reasons for the the crappy Auto Solve feature being so... crap.)
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Here is a whole slew of mods with various feature improvements, the main one being a new interaction option you'll see on many objects to "Make a cool1 Copy"
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1 - "Make A Cool1 Copy" is a new Copy interaction given to objects, typically those things crafted by sims - but not exclusively to that type of object. Some crafted things already come with a Maxis Copy function, but that avenue is loaded with punishing caveats, some of which make no logical sense. Like copying a Bestseller book, it makes the copied version lose the Bestseller (highest quality) status, to become "Normal." WTF?! A Bestseller is a Bestseller no matter the amount of copies. It's a Bestseller due to the amount of copies. Akkk!!! Plus it will say "copy" on the copied object's tooltip panel, as if to suggest it's a worthless criminal knock-off. My sim wrote the frikken thing!!! If they (me) wants to make a copy for the sim (me) to gift it to a sim friend, I don't want all these silly, ill-thought-out Maxis
caveats. Bestseller is Bestseller, and my "Make A cool1 Copy" function keeps it that way. Yeah, I understand that making a copy of a Masterpiece painting is paramount to making a forgery. But what the heck. One interaction to rule them all, and in the darkness, copy them. That'll do nicely. Anyway, you can still use the Maxis copy option if that's how you feel about art forgery quality, as my copy function neither replaces nor removes the Maxis one.2 - The "ScumbumboTeleporterAsFloorlight_PutInInventory_MaksACool1Copy" mod needs the original Scumbumbo TeleportAnySim (Knight Statue) mod installed to function correctly. Scumbumbo's original mod is the Alpha from which my mod draws its teleport resources from.
Andrew at Sims4Studio has most up to date version found here - https://sims4studio.com/thread/2617/andrews-studio
My version makes it so it's only a small floor light rather than the big Knight Armor statue. That can also be placed into a sim's personal invetory by either using cursor Live Drag or commanding sim to put in inventory or place it in world. And that it also has my own version of Copy object function, so that you can instantly copy more teleporters to your sims inventory when object is on the ground. Ergo no need to keep going into build mode to get replacement teleporters as Scumbumbo coded his teleporter to disappear after a single use. And I would not dare dream of messing, tampering or altering our beloved Scumbumbo's work in his own mod, as he envisaged it, so I made this complementary floor light version to work alongside, along with, his original. (Floor Light object Found in Electronics/Misc)
3 - "No Walls Down" applies to crafted wall hanging objects like paintings, photos and frames, so they remain visible when walls are down. If you don't like this idea, and prefer these objects to drop down with the walls, then open mod with Sims4Studio, open "Warehouse" tab at top and delete all "Object Catalog" binary files in the list. They're right there, you can't miss them. Delete, save, done. The objects will revert to dropping out of sight when the walls are down.
4 - Storage - In many cases, I've added extra storage variation where it was sorely needed, so crafted objects can be stored in more places than just the sim's personal inventory or Dorm Room Chests - if you even have Uni pack. Mainly the normal, default storage chests that Maxis continually neglect to add storage hold options after eight years of patching because... because... erm... because...
My own personal storage mods have worked great all this while as they work on the Sim inventory storage that Maxis do include in all these object XMLs. (Which is exactly why I picked Sim storage to use in my storage mods.) So I've never really needed to add additional storage variation. But I may as well add it now while I'm working on these object XMLs anyway, so what the heck, I've done it now. More storage variation for Maxis' seldom used default storage boxes. Yay!
For the default Maxis storage boxes to have unique, non-shared private storage per box, - same as my personal storage mods enjoy - see my "LargerStorageCapacity_Aquariums99BuyAllFish" mod. That mod has the XML file where the default storage is edited to be private per box.
5 - The Moschino MixPix Digital Frames (Landscape & Portrait) have been given the treatment so they do not go down when walls are down. They stay visible. Don't use this individual mod at all if you don't want that "stays up" effect.
For the mod that makes these two frame types have unique, non-shared inventories, so that each frame can hold a selection of 50 differernt photos than all other frames of its kind, again see my "LargerStorageCapacity_Aquariums99BuyAllFish" mod. The XML file in that mod is where Maxis "usually" have all storage object related data. Although they did not make any entries for these two frames, (As well as other helpful storage stuff they neglect to put in that file over the years.) so I did tidy up a few things, including entering new data for these frames so they now have unique, non-shared storage inventories.
Make A Cool1 Copy.rar - Personal update December 2022
cool1_object_AlwaysBestQualityEggs&Milk&Wool&MeatFromShops_MakeACool1Copy.rar - new December 2022
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 the 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. I have removed the mod from that Uni mod thread as it is now here.
The Computer Glasses are also edited with simple no auto use their computer functions. So sims can wear them permanently without annoying the player using the computer functions every five minutes. Now they can be super cool cyberpunk shades for your super cool sims to wear everywhere. They can be purchased in Electronics/Computers, no need to craft them. Once on a sim they wear them in every outfit, even when naked taking a shower or during some Wicked Whims shenanigans. Of course they're waterproof.
After purchased from Build Mode, put into sim inventory in Live Mode, then click on sim to find option to wear Computer Glasses and use the Computer functions. If ever you've had enough, just click on sim and scroll through options to find the command to remove glasses. Off they come, back into sim's personal inventory, till the next time you want them on a cyeberpunk vibe.
Even though the option appears for children to wear glasses if object is in their inventory, don't bother, it won't work. Glasses only for teens upwards. Enjoy.
I forgot to include the Eggs/Milk/Wool copy mod in the folder. I've now uploaded it as a separate mod. Next time I'm putting any new stuff in the folder I'll put it in there with the rest where it belongs.
And a final thanks to our dearest scumbumbo for his original sim teleporter mod. RIP.
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I'm not sure when I'll get to updating those "lesser" sorts of mods, currently concentrating on the bigger ones at the moment. Yet I do understand your annoyance, as I too am getting fed up of my sims dropping what they're doing to go cheer and clap at those sims who have high Reputation, and to think I do have a collection of outdated celebrity mods that ended all that crap. So I'm sure it won't be too long before I get round to fixing all that annoying nonsense once again.
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Hi @Esganado
I don't advise using this mod as it has not been looked at since patch 1.62 two years ago and will probably need an update.
I did retire from modding Sims 4 back then, although in recent months I have returned to modding. I have been updating quite a few, and I do hope to eventually check/fix this mod too, though it is not a priority mod on my list.
Best to check in on this thread - https://simsasylum.com/tfm/index.php?/topic/16204-all-updated-mods-186/ - for the time being as that is where I'll drop news and bundle rar folders of fixed mods when I have the time.
I do hope to tidy up all theses individual mods threads in the long run, so all will be safe to download from. But not for a while yet.
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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.
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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.)
Teleportation - The Hidden Everywhere Portal (Get To Work EP) - Alternative Version added March 2025 travel to Hidden Grim HQ
in TS4 Specialized Mods
Posted
Updates May 2022
Lots of new stuff with this mod. Check bottom of main post for all the new details.