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coolspear

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Posts posted by coolspear

  1. (Temp Note - This mod used to be in with the Multipark Venue mod when first released. Moving it to its own thread is better.)

    This mod contains almost all the World Region XMLs. Whenever I create new, CC Venue types, they will be included onto some or all of these Region files so they can be recognised by game and placed in world by player.

    The reason I have kept these files in a separate mod, so it will be much easier for players to edit the files themselves. Should you wish to use CC Venue mods from other creators, they too will have put their Venues on some or all of these Maxis files. All you need do is open this package file with Sims4Studio and copy and paste the Venue code lines from other CC Venues onto these files, and then you can have all Venues from all creators without conflicts arising.

    (For more details on how to do this copy and pasting of code lines, see the discussion thread of the Mutlipark Venue where it has been shown in some detail how to achieve this. Link to that thread provided below.)

    Over time I will add new venues to this mod.

    CC Venues currently available:

    Multipark Venue - Added 2019 - http://simsasylum.com/tfm/index.php?/topic/14108-world-sim-control-14-multipark-venue/

    Scouts Group Park  -  New for May 2020 (Mods and Lot to be uploaded soon.)

    Teen Hangout  -  New for May 2020 - http://simsasylum.com/tfm/index.php?/topic/15123-world-sim-control-19-teen-hangout-venue/

     

     

    XML Resources Used:

    Spoiler

    51E7A18D!00000000!000000000001D46D.region_Residential_Newcrest.RegionTuning.xml
    51E7A18D!00000000!0000000000019680.region_Residential_WillowCreek.RegionTuning.xml
    51E7A18D!00000000!0000000000019681.region_Residential_OasisSprings.RegionTuning.xml
    51E7A18D!0000001B!000000000002FBA5.region_Residential_FameWorld.RegionTuning.xml
    51E7A18D!00000009!000000000001E0F9.region_Residential_NorthEurope.RegionTuning.xml
    51E7A18D!00000011!000000000002526F.region_Residential_VampireWorld.RegionTuning.xml
    51E7A18D!00000018!0000000000020C6C.region_Residential_CityLife.RegionTuning.xml
    51E7A18D!00000019!0000000000028A93.region_Residential_PetWorld.RegionTuning.xml
    545AC67A!00E7A1DC!0000000000020C6C.region_Residential_CityLife.SimData.xml
    545AC67A!00E7A1DC!0000000000028A93.region_Residential_PetWorld.SimData.xml
    545AC67A!00E7A1DC!000000000002526F.region_Residential_VampireWorld.SimData.xml
    545AC67A!00E7A1DC!0000000000019680.region_Residential_WillowCreek.SimData.xml
    545AC67A!00E7A1DC!0000000000019681.region_Residential_OasisSprings.SimData.xml
    545AC67A!00E7A1DC!000000000001D46D.region_Residential_Newcrest.SimData.xml
    545AC67A!00E7A1DC!000000000001E0F9.region_Residential_NorthEurope.SimData.xml
    545AC67A!00E7A1DC!000000000002FBA5.region_Residential_FameWorld.SimData.xml

    Any other mods using these files will conflict.

     

     

    cool1_venues_Regions.rar  -  Personal update May 2020

     

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  2. LMS Butler mod and all its addons are going to conflict with a good number of my mods. From simple no auto mods, to the Filter mod here you mention and the Template mod here also, to the Unhidden Traits mod. Probably a few others I can't think of.

    A lot more weighing up to do than a choice between two mods.

    But as far as the mod itself goes, the Filter one here is good up to 1.61.

  3. Personal Update - 16th May 2020 - All Catering Tables now fixed, reworked and improved. Quite different from those that were first released only yesterday, so please read main post again and Temp Notes at bottom of main page, to find out what's different and why the older ones needed changing.

    And completely delete all mods from yesterday and start again with the new ones. Delete them ALL, and start again.

    Thanks for your patience, folks. We'll get there in the end...

  4. Never fear, I'm bringing the catering tables back from the verge of extinction!

    I've successfully reworked the Pizza Catering Table to be more like the Buffet Tables. No longer based on the Actor Career tables. You command sim to generate whatever pizzas you choose, no random spawning now. So far that element is working great. Spaced them out a little bit further apart on the table too, just in case that was causing any blockages that bunged up the Simulation. This object reworking should also stop the tables disappearing after a certain time. (Currently testing that.)

    I'm in the middle of doing same to Ice Cream Table.

    The first two tables based closer to the Actor Career ones are probably going to be scrapped. But I do intend to replace them with a unique Winter Holiday table cloned from those ones that look festive. And have the 3 Grand Meals, a Winter Cake and, I dunno yet, something else festive to take up the fifth spot on the table. Again Buffet-like, no random spawning.

    If they all behave as well as the Pizza one now is, this thread will be saved - and better for it with them being more like Buffet tables than random spawning Catering Tables. From the ashes rises the phoenix, eh?

  5. Whoops...

    Akkkk, just noticed something with these tables that I did not see coming! They disappear after leaving lot and returning at another time, tables are gone! Just like at Film Studios. Yep, I'll look into it. There isn't much coding to these things, and none that stood out as them being removed once you leave the lot. There's always more stuff to do! Never frikken simple.

    Might be in the mod that prevents Food being deleted after a certain countdown. Maybe it's actually the tables that get deleted, not the food on them as I first assumed. I'll sort it out. Until then, these tables will vanish after a while, so will have to be replaced.

    Update - Not only do these tables disappear after a while, but I am beginning to see a disturbing pattern emerge when the are placed. That before long the sims on the lot all become catatonic. Standing around or sitting around for long periods as autonomy somehow begins to suffer. Lots I know to be active and fun with a good flow of movement and autonomy, yet somehow dying a death once these tables are placed. When a lot goes sour like this, I delete these tables and it soon picks up again. That's three times now, I cannot be imagining it.

    If anyone else is seeing this, then please let me know here in the comments. It's out of my hands to fix it, as I have no idea what is causing it. There's not much to these mods, so there's not much more I can tweak to attempt preventing the Simulation slow down. At first I thought it might be due to restricting access, putting tables up against walls. But no. It still just happens. Perhaps these tables are continuously trying to spawn food even after the five slots are filled and that's just slowing everything down as it hogs hidden autonomy queueing for everything that occurs on a lot, even curtains flapping in the wind. Not an element I've touched regarding these tables, nor one I'm going to dig into. Rather than remove these mods, I'll say they can still be useful in placing tables to spawn many Excellent things quickly, move the foods to other surfaces, then sell off/delete the tables. Not ideal, but still handy if you feel a pizza-fest/Ice cream-fest coming on.

    That's a real kick in the ass, though, eh? You may feel these mods aren't worth the trouble so not bother downloading, and I can't say I blame you. I'd delete this thread myself, if there was absolutely no use for them. Let me know what you think. I haven't played the Actor career in ages. I wonder if the food spawning process slows up things there too? (If it even is the cause. I'm at a loss.)

  6. It's not so much that they whip it out and play it anywhere that bugs me, well it does, but more so that they oftentimes drop it where they last played it, even if told (coded) to put back in inventory. As seen with the Tablets.

    Two factors contribute to this. First being if another sim tries talking with the performing guitarist, (when they shouldn't be trying.) then there's a little T-Pose reset and sim now drops and abandons guitar forevermore on community lot. Second factor, a (non controlled) visiting sim is playing their guitar somewhere on lot, you decide to send your controlled sim home or somewhere else. The loading screen starts up and all sims holding stuff in their hands are forced to drop their stuff. Ergo more abandoned guitars, tablets and whatever hand-held objects found on community lot floor next time you go back there. I hate it.

    I have my own workaround to this, especially for guitars. That all guitars in all sims homes are actually gifts from sims from other households. That a sims buys a guitar, goes to visit another sim at home, and leaves that guitar there for the family. Then when next playing that family, they have a lovely guitar to use whenever they like, but none can ever put it in their inventories as it does not truly belong to their household. That's my game, a world full of gifted guitars (and gifted guitar players :slapnut:) none of whom actually own their own guitars on their home lots. So never, ever sneaked into an inventory to eventually be abandoned on a community lot. And the guitars on community lots, belong to the community lot, never to be stolen away. (Klepto is punishable by death in my world, so no takers. A tad too medieval perhaps, but literally no "takers." I can't stand autonomous thieving. Just use it, put it back down, and we're good.)

     

    Edit - However... I've just now had a little brainwave. Island Living came with new coding to return lost/abandoned boats, water scooters and canoes to their rightful owner's inventory. I'm now wondering could same coding be applied to guitars, tablets and such the like. So they too are returned to rightful owner's inventory,  no longer permanently abandoned on community lot floors? I wonder? If so, well that is a game changer regarding my stance on guitars. (Seeing as I've also put an On/Off switch on guitars so sims won't play individual, "Off" guitars autonomously if I don't want them to.) I'll certainly test this theory.

     

     

  7. It's best to get the first 16 All-In-Ones generated ASAP. If you are starting a new world save then that would be ideal. Getting them setup before you take any sims to community lots, during that first ever visit to a community lot - café - to initiate the All-In-Ones. Doing this to prevent the default Maxis way spawning it's own NPCs when visiting community lots, so you never have to wonder who the new strangers are in your Homeless Bin, are some of them important NPCs, (Depending on what packs you have installed, Landlords, Uni Professors, etc.) or unwanted, unneeded ones which the All-In-Ones now cover? Setup the All-In-Ones first, and then install other mods in the WSC sets that prevent pointless sim generation, and any strangers in the Homeless Bin thereafter will be the important, needed type only. (Too unique in their jobs for All-In-Ones to cover.)

    And with the new features added to All-In-One NPCs just recently, you can now save the two families of 16 to the library and reuse them over and over whenever, if ever, creating a brand new world save, as now they can be safely placed in a home and played without losing their unique Worker NPC status/job. (Though I don't recommend long term play with them, as explained in my post dated April 18th.)

    When comfortable with it, you can even start making your own All-In-Ones from any sim you like. In case, I dunno, using something like MC's Story Progression and an original AIO gets married into a family, so you say, okay, I won't mess with sim fate. I'll let the marriage stand, I'll remove NPC job and special AIO trait from wedded sim so they are off the work roster and free to live their own life, and just make another AIO myself, giving job and trait, to replace them. That kinda thing...  It's now all possible with this mod, anytime you, the player, desires. Worker NPC generating and creating in your hands, just as it should be. 

  8. The Cornucopia dispensers, fridges and buffet tables, should be fine for 1.62. The patch notes made no mention of editing such things. Plus most of the XMLs of those mods are my own made, not much chance of Maxis breaking them. Though from time to time specific code lines may need attention after a patch, that is true. But not 1.62. A little patch dealing with stuff I ain't never even heard of or realised was broken as I do not play/mod the game in such a way to have come across the broken stuff mentioned in 1.62 patch note fixes.

  9. New for May 2020

    The Uni Ping Pong Table now with On/Off options. Make those uni roomies take a (long) break from ping pong playing madness.

    I've checked the debug object files to make sure there is not a hidden debug Ping Pong Table Maxis put on the uni lots that would escape the On/Off treatment. I did not see one. (Though that does not mean there isn't one. Just that S4S is not geared up to reveal it or Maxis have hidden it deep undercover.) However, as seen with the Hand and Foot Massage table, even after setting up the autonomous simpicker interaction XMLs with the On/Off rules, sims can sometimes supersede the rules if they first start a conversation about anything else, then somehow they are allowed to offer hand or foot massages as part of that continuing conversation. It's been a real kick in the nuts to try and curb this random thing, so just take note that it may happen with any other object - such as this ping pong table - where an auto simpicker between two sims, for a two-sim activity, exists.

    Blocking it directly is one thing, but try to stop it randomly popping up in an ongoing conversation is proving a little bit more difficult. Though it certainly will slow down the overall potential for autonomous two-player use. I think it's a Maxis glitch with the Hand & Foot Massage, as the Body Massage table has the same On/Off and they never use that when it's turned Off. So just let me know if they continue using a turned Off Ping Pong table - especially if they were having a conversation about other stuff first - and maybe I'll find out where the superseding push during the conversation is coming from. (If it's not a Maxis glitch.)

    @AmberLokisdotter- see if this helps, and please take note of the "conversation" thing mentioned above. For those uni roomies playing excessively, it will also be part of their Situation tuning, specifically their situation Roles, that pushes them more so than normal usage. I will take a look at this and see if I can tame down the static commodity push on it, to make them ease up on ping pong usage. That's if they are bullishly superseding the new Off switch. So let me know the results as there's still a few modding tricks to try to tame down their particular excessive ping pong playing if it persists.

  10. That's helpful info. Have no modders made mods to stop all the unwanted food being brought home. I've read a thanks message that my Cornucopia Fridges work a treat in uni dorms, as would these Catering Tables. (Seems like there might be a cheat to access build mode, similar to the one for allowing build mode at the Hospital and at Sixam. Maybe the same cheat code? "bb.enablefreebuild" Worth a try.) But the xmls that govern all the other roomies could also be edited so they don't auto bring back loads of rubbish, low quality food. Has no modder done that yet?

    I've yet to play uni, because I know once I start, the modding spree to bring sanity to it will begin, and I'm too busy finishing up other mods first before I can get into that.

  11. Yes, these tables work everywhere. The code that forced them to only work at Film Studios has been edited. Wouldn't be much of a Teen Hangout venue with empty Catering Tables...  :giggle2:

    Residential or dorms will also be fine.

    Thanks for confirming my fears about uni being a typical unmanaged, un-finessed hellhole lazy Maxis continually dump on us. I swear they have a secret policy that prohibits them from finessing in TS4, a threatening mandate handed down from EA chiefs that states, "leave this type of work for modders. We are not paying you to do this. And no wasting time play testing the game either. That's what paying customers are for. And remember, just smile at the camera and say it's awesome. Nothing more! You have been warned. BTW, welcome to work at EA Maxis..."

    The day they finesse, is the day I'm a redundant whinge-bag  modder.

  12. Great innit? The Pizza and Ice Cream Works really well in the Teen Hangout venue. Just as well I have mods and to stop them putting on weight!

    I did forget to mention one important thing in main post. I'll write it there in a minute, but I'll also mention here, it's best not to place these things up against walls, and putting the end of the table in a tight wall corner is a big no-no. It severely restricts access and before long a busy lot can turn to Simulation Lag hell as sims fire many hidden attempts to grab foods but cannot and just stand around. Leave these tables with access all sides and especially both ends and they're a joy.

  13. This mod won't do much to curb that silliness, as it deals specifically with the eating elements directly, not the pushes sims get regarding where to sit, if to sit.

    I have another mod in this food and drink section for that very thing. "Prefer to Eat at Dining Table" sounds more like the thing you're after to return some sanity to your game experience.

    That mod also contains new hidden buffs I made, to enforce that sims do not get a second push to eat or drink while they currently have the hidden Is_Eating or Is_Drinking buff while eating or drinking the first meal or drink. I wanted that stopped in a big way too, so did what I could to prevent it.

  14. Catering Tables

    ***

    Temporary note - 16th May 2020 - All Catering Tables now fixed, reworked and improved. Quite different from those that were first released just yesterday, so please read on to find out what's different.

    *** 

    Here is a range of various Catering Tables to serve different food types for different purposes/venues. They are standalone clones that work independently, so do not effect any Maxis original Buffet Tables or Catering Tables. They function very similarly to the Buffet Tables from Luxury Party SP. Click on table, see the selection of food types available, then command sim to create meal types to fill the five available food slots on each table.

    Pizza Catering Tables

    1800780667_05-13-20_5-01-33AM.jpg.fe2281372308c1bb2f40bcebc6e27f6e.jpg

    1643709096_05-16-20_6-39-02AM.jpg.ff519a8bfcf3a4494344101a2beca1c3.jpg

    492556685_05-16-20_6-39-17AM.jpg.9f82134a3963948421eee00d814ca506.jpg

    2059305030_05-16-20_6-39-22AM.jpg.50e2400285c05d0bcacf5081e61bcbce.jpg

    81587026_05-16-20_6-40-17AM.jpg.95e75abdcc650600937da101b2c8ae64.jpg

    Six types of pizza to select. Each costs 60 simoleons to create. Cheese, Pepperoni, Canadian Bacon, Kebab, Tikka Masala and Sweet Corn. All six are based on the pizza recipes and object data that comes with Discover University, so that EP will need to be installed for these Pizza Tables to work in your game. All pizzas are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create pizzas autonomously.

    The cloth-covered table is firstly a clone of the Get Famous EP Catering Table, it originally came in a single red or single while colour only. But I have also added nine extra two-tone swatch textures from a Dine Out GP table. (To better colour-match the Buffet Tables from Luxury Party SP.) Both Get Famous and Dine Out packs will be required installs for table and extra swatch choices to appear in your game.

    The glass table is a clone from a Base Game table. Created to better match the glass Buffet Table from Luxury Party SP.

    Ice Cream Carton Catering Table

    505328641_05-13-20_5-17-28AM.jpg.e7a9c60c34c8c9e4e3fb2849ca7a6b92.jpg

    396394534_05-16-20_6-35-45AM.jpg.0d863bc061f60df9e5f7d973952c9186.jpg

    1183173886_05-16-20_6-35-57AM.jpg.eb969d1f129fd821deadfc234bfd3f4e.jpg

    1096294802_05-16-20_6-36-15AM.jpg.d6e34dee6079838162134f5fcecc7bc5.jpg

    1612239801_05-16-20_6-37-41AM.jpg.bef338b40803f390d8a10686a1e0862c.jpg

    Twenty-one types of Ice Cream Cartons to select. (None of the eight ice cream types that can cause instant obesity, skinniness, massive mood swings or fake, temporary occult traits are available.)  Each costs 60 simoleons to create. Cool Kitchen SP is a required install for Ice Cream Foods. All Ice Cream Cartons are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create Ice Cream Cartons autonomously.

    Choose your own Toppings and Garnishes for each to finesse.

    The cloth-covered Pizza Table and Ice Cream Table are ALPHA mods, and are required installs for their glass table counterparts to function correctly.

    Winter Festival Catering Table 

    464714029_05-16-20_10-33-08AM.jpg.070c1826e60ad3e058aeb660f70d838f.jpg

    735181491_05-16-20_10-33-53AM.jpg.d2f239d2d3465604279ebc7e1e45ff09.jpg

    366635400_05-16-20_10-34-39AM.jpg.6fbe32b7bcc881720838bc5ee3a03d4e.jpg

    1236469069_05-16-20_10-38-01AM.jpg.f7425e60814572e5de906374f1edc518.jpg

    Five Winter Festival foods to select. Grand Breakfast, Grand Turkey Dinner, Grand Ham Dinner, Grand Fish Dinner and Winter Cake.  Each costs 60 simoleons to create. Seasons EP is a required install for the four Grand Meals. Winter Cake was given to all players in a patch. All Winter Festival Foods are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create Festival Foods autonomously.

    The Festival Food Catering Table is cloned from a table given to all players in the Holiday Celebrations patch.

    All of these Catering Tables can be found in Build Mode Appliances/ Small and Appliances / Misc (Same catalogue placements as the Luxury Party Buffet Tables.)  

    ***

    If you have the mod to Garnish Excellent Quality food to be Impeccable Quality, all these foods, Pizzas and Ice Cream Cartons, have also been edited to accept this.

    That Impeccable Garnish mod is found here - http://simsasylum.com/tfm/index.php?/topic/14383-impeccable-quality-garnish-improve-food/ 

    If you do not wish to use that Impeccable Garnish mod, then never attempt to Garnish an Excellent quality meal if Garnish option is available. Your sim will do the Garnish animation but seemingly nothing will happen. However the food gets borked, and the next time a sim tries to grab a plate a crazy LE regarding "missing simoleons" will be generated and sim will get stuck. WTF? Missing simoleons?! That may have you on a wild goose chase for a bit, half-scared your sim is somehow going bankrupt?! But no, its simply due to altered Garnish parameters not being present. Best to just download the Garnish mod and never experience this bizarre LE and stuck sim. Missing simoleons, I ask you??? Crazy LEs, eh?

    And here's where I strongly reiterate installing the Impeccable Garnish mod linked above. Due to the fact the Ice Cream Cartons already say "Add Garnish" regarding adding sprinkles, sweet sauces and such the like, as well as "Add Toppings."  So you may accidently hit the quality "Garnish" option instead. Easily mistaken for English language players, easily done. (Cheers, Maxis.) Then start to panic as an LE soon generates to say simoleons are going missing! Yeah, like I say, it's best to just install the quality Garnish mod too and end the risk of this very Garnish-confusion accident happening.

    (Quiz - Fetch out and dust down your old Thesauruses from the bottom of the bookshelves, folks. How many other equivalents could Maxis have used, in English, rather than the same word, confusingly twice? Best answer gets all my love. Not just half of it, but all of it. Roget's, how I love thee, let me count the ways. Or rather the equivalents.)

    That's it. Hope you enjoy. (* See temp notes at bottom if you are redownloading this reworked mod.)

     

    cool1_food&drink_CateringTable_PizzaParlour1_AllExcellent_(Clone)_ALPHA.rar  -  New for May 2020

    cool1_food&drink_CateringTable_PizzaParlour2_AllExcellent_(Clone).rar  -  New for May 2020

    cool1_food&drink_CateringTable_IceCreamParlour1_AllExcellent_(Clone)_ALPHA.rar  -  New for May 2020

    cool1_food&drink_CateringTable_IceCreamParlour2_AllExcellent_(Clone).rar  -  New for May 2020

    cool1_food&drink_CateringTableDiningTable_WinterFestivalFoods_AllExcellent_(Clone).rar  -  New for May 2020

     

    XML Resources Used:

    A mix of XMLs I made myself and recipe and object XMLs relating to Pizzas and Ice Cream Cartons. 

    Any other mods altering Pizza and Ice Cream Carton recipe and object XMLs will likely conflict.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

     

    ***Temp notes - Indeed, big changes form the original mods. No longer spawning random meals, no longer based on that coding. Now very much like the Buffet Tables and you create the stuff as and when you want it. I also had to edit the object footprint of pizza boxes and ice cream cartons as they were too big, causing pizzas or ice creams in the middle of two others to be blocked. Hence the Simulation and sim autonomy being bunged up as the sims keep trying to get ice creams and pizzas that are blocked. I should have seen that coming TBH. How many footprint edit mods have I made? 100s in Size Matters mod set! I should've damn-well seen that coming! Anyway, fixed now. Pizzas and Cartons are also spaced a little further apart on table to complement footprint edits. No more Simulation hold ups! Plus, isn't it just much neater to create the stuff when you want it, no more random spawning and having to delete too many of the same foods hoping for a better selection to churn? Enough of that chance crap, like playing one of those accursed, godawful fruit machines. This new way is much better. (Let's hope I earned my TS3 "Smooth Recovery" trait today.)

  15. Pretty much, until Maxis finally retire the patching malarkey or - with a miracle on their side as their talent will never do it - they release a pack before the end that is worth breaking all mods for again.

    Never say never, but it looks that way for the foreseeable future.

    And who's to say Knitting and Eco don't break my bitter, asshatty misgivings and turn out to be little gems, that if ever on seductive sale at a time I've had a skin-full of my favourite liquor, I might just buy them for the hell of it. (Wouldn't be for the first time.) That Meat Cabinet, curiouser and curiouser, what? Might be great fun to mod some monstrosities with that.

    But if it is an overall bland pack, that plays as much as a recycled coding and interactions rip off as it looks, then I'm out, no seductive sale above 90% off will lure me to it. Not paying for more of the same I've already paid for. Next to nothing is all it will be worth and as much as I'm willing to spend.

    Time will tell.

    But worst case scenario, another year of typical lacklustre to their final TS4 patch, then I'll patch. There's usually a modding renaissance after the final patch, and you can bet I'll be up for that if the Coronavirus doesn't do me in before then.  

  16. It's reports generated by Better Exceptions mod I will not investigate, as that mod jumps the gun and more often than not guesses at mods that might cause LEs, even if they never have and never do. Yeah, sure, sometimes it gets it right, but trust those numerous reports a little too implicitly and you'll have a very empty mods folder before too long, most of which were fine. So take with pinch of salt, and then wait till the mod actually does cause an LE before reporting to modder. Not because super-smart BE guesses it might, but when MC tells you it actually did. Working with the latter is good, with the former is bat-shit crazy. (A+ for effort, but F- for causing empty mods folder due to mod LE scare-mongering.) It's generally accepted that Prevention Is Better Than Cure. But when it comes to BE, nope, it's not.

    I'm going to deduce if the old King vamp has started turning up at sims homes again in your game, it must be something Maxis have done in 1.62 patch and as such I cannot yet update my mods to continue preventing it for anyone above 1.61 patch.

    But looking at your picture, is that a home in Sulani? Because no other sims, vamps included, are allowed in Sulani by default. Geez, even the Grim Reaper wasn't allowed to go to Sulani when a sim dies, when Island Living was first released. The frikken ghost of the dead person wasn't allowed to visit island!!! I had to fix all that so I could make VS Hologram sims on the islands, or if sim dies from any other reason. It's still in my WSC Sulani mods to allow Grim and Ghosts. Don't know if Maxis have eased up on their over-zealous restrictions since. They probably have for Grim and Ghosts. But I can't see them making Sulani a free-for-all for Vamps. Have you tried taking out all your mods to see if vamps still go to islands for that stupid invade lot interaction crap? Because I don't think they would do that in default vanilla game. Then again, Maxis do continue to break stuff in patches. Why should 1.62 be the first miracle clean patch ever released?

  17. As I've said before, I don't/won't investigate any LEs as reported by Better Exceptions. Much as I respect TwistedMexi, Better Exceptions mostly guesses. It is far from accurate. It's not just myself who refuses to investigate Better Exceptions LE reports. Other modders do not either. Turbodriver to name one. Turbodriver is inundated with many LE reports to investigate, due to his very popular mods - Wicked Whims and such - and like myself he has discovered Better Exceptions LE reports will send you round the bend trying to investigate what's wrong. More often than not nothing is wrong with the mod it highlights. Just guessing because it IS a mod. That's not good enough. I won't investigate such LE reports. Save my sanity.

    Whatever parameters TM has set his Better Exceptions mod up to look for, I think he needs to better explain it on his Patreon page. Because it will certainly highlight many more mods than will ever get reported by MC. He might like to know these extra details, but most who use Better Exceptions have been previously conditioned by using MC first. Where MC will report a true LE due to a true problem, your first instinct with Better Exceptions is to think it does the same thing MC does and that a genuine problem exists with the mods it reports. That is far from the case and TM needs to better teach people exactly what his mod is doing and why it nominates so many mods. He knows what he's looking for specifically in his incessant reports. Most other users do not and take it at face value there is always a genuine problem with whatever it highlights. And it highlights a lot.

    The difference why I don't get LE reports from these mods and you do. You use Better Exceptions mod, while I rely on the more accurate MCCC regarding genuine LE reports for genuine problems. Not interested in what has the potential to cause LEs though never actually does. That'd drive you crazy.

  18. As I do not use those mods I have no idea what files they have.

    At a guess I'd say the calorie mod might, as calorie data is on the food object XML files I use. It depends on which files the creator of calorie mod has used. If it's a pure script mod then it will probably be fine to use both. If it's a tuning mod, then it may very well use the same food object XML files as the mod here so it will conflict.

  19. If you have the time, can you do some tests on the garden mods you mention. Specifically what interaction(s) throws an LE.

    Because I use that all the time, massively the other day in a new sim home, to kick start a whole garden of every plant and flower form nothing to everything, mature and in full bloom with all produce on plants. I did not get a single LE during all that gardening work with the sim. I never get LEs with that mod, or I'd have looked into it before now.

    If you do spot the specific interaction causing it, just write it in the gardening mod's own thread. (These are LEs as reported by MC? Not the Better Exceptions mod? If it's the latter I won't be looking into those "randomly guessed LE reports," so please confirm this when making a specific report.)

    The vampire one, again I'd need specifics. I was doing a bit of work in that region just yesterday. I was going to each vamp home to make sure all teen vamps are sun-proof. As I'd hate to see them coming to my new Teen Hangout venue and burning up in the daylight. So while jumping to all the homes and playing the teen vamps for a while to make them each sun-proof, I had no LEs at all. So I'd need to know more regarding when you get LEs. Once you identify exactly when, please report it in the mod's own thread so I can investigate further.

    To summarise, if the vamp "drama_scheduler" is being reported as faulty, and the phone calls are still happening in your game - of which they too are all "drama_scheduler" files - then that's more than a coincidence that you are experiencing issues with this specific (modded) file type and I am not seeing any such issues. Could be due a mod conflict, or perhaps Maxis did mess about with the drama_scheduler files in the 1.62 patch, either way not something I can fix until I patch, which as I've said may be some time, if ever.

    As a test, put the vamp and phone mods in the Overrides Folder. (Please tell me you have one.) See if they work properly, permanently thereafter. Then at least you'll know it's due to a mod conflict regarding the drama_scheduler files being used in another mod you have. 

  20. I've seen that with the ping pong too. It has the auto simpicker xml necessary for two sims to do it themselves, and they do tend to do it at awkward times, close to point of abuse.

    But I think this is part of a larger problem I've been seeing lately. When a sim is already engaged doing something, whether chosen autonomously or commanded by player, you may have noticed a second interaction pops up in their queue and they stop what they are doing to go start something else. This should not be happening, especially when in engaged in an interaction commanded by player. Finish what you're told to do, don't change your own mind halfway through and go do something else instead. That's a no-no.

    It's not particularly rife, (yet) otherwise the player community will be up in arms at Maxis to make it stop. But it is creeping in more and more.

    But before I even start putting the blame on Maxis and take to griping about it, I will need to check my Quicker Sim Autonomy mods to see if that could be the cause of sims doing this annoying "impatient autonomy" thing. If any mods are going to do it, that would be the one.

    But even so, yes, the ping pong table will probably need an On/Off switch added. I agree.      

  21. Glad to hear it's cleared up. Thanks for coming back to report it's working as it should.

    The multi-language thing just might have been the reason. But in my head I could only imagine the blank tooltip info box for non-English players for this type of glitch - (Me being forgetful to add a tooltip text string to all languages.) The main shower options not being available is just so odd? The inner-workings of cyberspace causality is a grand mystery, for sure. The big universe and the little universe, they're just not the same thing at all. Not even accidently. :57b447a70b144_3(1):  

  22. In such cases it's not that the current mod is broken, but more likely due to the fact Maxis have added a bunch of new files with new interactions to this type of thing that I've yet to sort out and add to the mod.

    So keep using the original, (Traditionally Maxis has no need to alter old files of this type as they are unique to their ye olde purpose.) and wait for me to catch up with the new Uni files for blithering idiots to find new reasons to call sims every five minutes, and add them to the mod.

    I've not as yet had any new annoying phone contacts. But I'm sure as soon as I do finally send a sim to Uni and start all the new scholarly activities there, then blithering idiots are destined to get on their phones and call relentlessly for every last little Uni activity my sim does. Of that I have no doubt - especially since you've also just confirmed my fears of that unfolding. :teehee:

    Also keep in mind I have not patched to 1.62, and probably will not for a good while. So if it is something due to 1.62 patch coding rubbing up the wrong way with my mods, I will not be able to fix it until I patch - if I patch. Although I can't imagine that being the reason as 1.62 is a relatively small patch that did not touch these types of files. But with the upcoming knitting patch and the eco EP patch and its horror story Meat Cabinet, issues with my mods will be out of my hands as I will still not be patching for that offensively recycled game code and all the insultingly rehashed shit it covers.

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