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coolspear

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Posts posted by coolspear

  1. There's been a mounting selection of inventory items, that once they're in a sim's inventory, there they stay and cannot be moved elsewhere to other storage. Fed up of that nonsense, if I want to move them elsewhere, I'll blooming-well move them elsewhere and not have any silly, pointless blocks.

    If there's anything noted below you too want to move from your sim's inventory, stick in the mod for it and get it shifted elsewhere into a storage box that can hold it. (You can find such storage boxes in Specialized Mods section.)

    One in the list is not meant to be moved for storage purposes, the Live Drag feature added just to help if the silly blighter gets itself stuck in an awkward position and you need to grab it and place it into a better position, so your sim can actually interact with it. If you haven't already guessed from the annoyance description, then I'll tell you it's those Island Spirit ghosts that appear on Sulani lots, if they have the special Lot Trait that spawns them. If you have this feature on in a well-decorated and busily-furnished Sulani home, then you know the trouble these, oftentimes hapless spirits, can cause, if they decide to reveal themselves floating above a kitchen counter, inside an inaccessibly tight corner, outside a bloody window! Now just grab that awkwardly positioned ghost (You'll see the little green block once ghost is grabbed.) and move it to a better, accessible position. Then let your sim finally interact with the freed spirit, mercy be.

     

    Store Them Elsewhere 

    cool1_object_LiveDrag_Glimmerstone.rar -  New for April 2020

    cool1_object_LiveDrag_MagicMotes.rar - New for April 2020

    cool1_object_LiveDrag_RWComputerChip.rar -  New for April 2020

    cool1_object_LiveDrag_RWMechanicalParts.rar - New for April 2020

    Free The Spirit

    cool1_object_LiveDrag_IslandSpirits_IL.rar -  New for April 2020

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resources Used:

    Spoiler

    Use S4S to open package file and see the XML files used right there in the list before your very eyes.

    Any other mods using these files will conflict.

     

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

  2. Similar to the botched tooltips on boats and waterscooters, Maxis did it again with bikes. You can name, rename a bike, Maxis did give it this feature, but you're never going to see that name on the bike because they did not add the all-important Tooltip coding so you can see object names. Forgetful, what? So just like the fix I did for boats and waterscooters, here's another fix for bikes. Now the hovering tooltip is displayed when placing mouse cursor on a bike. See that name. See whose bike it is. Enjoy reading that funky moniker you may have issued it.

    Perhaps if enough folks complain to Maxis about why give it a naming feature if you can't ever see the name, they might do this same fix. But they've been in no rush to do it for waterscooters. Then again, waterscooters didn't even come with a naming feature, let alone no hover tooltip. Proof that perhaps Maxis are evolving. The features are coming. But, baby steps, eh...

    If you ask me there's a whole lot wrong with bikes, (sims trying to idiotically ride them indoors just to move a couple of feet, akk!)  and this is just the cherry on top of the Maxis Fuck You Cake.

     

    Happy Fuck You to You

    Happy Fuck You to You

    Sims will always try to Bike It

    And you'll just have to Like It

    Happy Fuck You to You 

     

    cool1_object_BikeTooltipFix.rar - New for April 2020

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resources Used:

    B61DE6B4!00000000!000000000003310B.object_Vehicle_Bike.ObjectTuning.xml

    Any other mods using these files will conflict.

     

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

  3. Personal updated April 2020

    This one just keeps getting left on the back burner, if you'll pardon the pun. I finally found time to try making it Infinite Flavorize. I mean it seems very straightforward, where there is a minus 1 for using, editing that to zero so it's never deducted, nothing taken away. But sometimes the easier seeming of mods turn out the most defiant and uncooperative. What I'm getting at is, finding the time to make it infinite is one thing, being able to test that in game is another, So that's where you guys come in. Please let me know if it's cooperating and not reducing the single Flavorize upgrade by one, thus remaining infinite, or is it being a stubborn little so-and-so and still finding a way to deduct the point reducing Falvorize to nil and shattering all my hopes that this was ever going to be a simple mod.

    Simple mod? Ha! No such thing.

  4. Personal update April 2020 - Added some cloned uni objects for décor only purposes. Suits, helmets, robot arms, deactivated servo. The bike is a nice one as décor only. You can shrink it once to credibly resemble a child's bike, or shrink it all the way to fit on a surface or shelf as cute clutter next to those miniature instruments. The biggest change is the new Alpha mod for all these cloned décor only items. Where I had been putting the same Object XML into each cloned object package file, I now keep it separate as a single Alpha XML only. This prevents mod conflict detectors reporting it as a conflict, they won't now as it is a single, standalone Alpha mod. Plus less work for me to do if I ever I need to update it. As I have done for this update, and now all the many cloned objects that use the Alpha, you can rename each object to make them even more unique. I can't think of a great many scenarios where you'd want to personalise décor object to that degree. Maybe if a husband and wife are divorcing, and he gets to name all her half of things as "bitch's stuff," likewise she gets to name all his half of things as "bastard's stuff." then that might be a little extra slice of reality you'd care for. But other than that, meh, it's there if you want it for whatever reasons. The new Alpha mod is in the rar with everything else.

  5. Personal update - April 2020 - Well here's a nice little change for you, for our beloved All-In-One workers, that I think most of you are going to enjoy, especially those players who like to use MC Story Progression to run their world. I know you were running into the issues where an All-In-One NPC was being autonomously married into a family and losing their NPC Worker Status. Well not any more. Now they keep their special status and their special job even if you move them into a home and play them. You can also save them to Library, move them to new world, and they keep their special All-In-One worker status. And even if they still somehow lose it, because the game found the path of least resistance to rip it off them, you can now give it back to them, so they continue being the beloved All-In-Ones you want them to be. In fact you can now make any sim you desire into your chosen All-In-One workers. Totally negating the need for the Temporary Setup mod. (However the Temp mod is still the best for making that first, big 16-strong bunch of them quicker than a player could. So I won't be abandoning it just yet, nor recommending you do either.)

    First there's a brand, new trait for the All-In-Ones. Called the All-in-One Trait. It is to replace the Antiseptic Trait that was first used on them. I will be steadily phasing out the Antiseptic Trait as the one I use to block/allow sims, and creating new traits to better reflect the blocking/allowing process on a more personal, venue specific level, and will no longer be using any Maxis traits to do it. So everyone, you can have the Antiseptic Trait back now, it's all yours to do with as you please, these mods don't need it or recognise it any longer. The Temp mod will automatically issue this new trait to new All-In-Ones. But for the pre-existing All-In-Ones, you will have to issue it to them yourself. Though you can now move them into a house to give it to them all quickly without breaking their special worker NPC status. After installing this mod, you will need to issue them the new trait before taking your sims to a community lot, otherwise the All-In-Ones will not turn up for work.

    Secondly, the all-important Barista NPC Worker career is now made available to give to sims like any other career. It's named All-In-One Career in the jobs screen list, you can't miss it. Though I strongly recommend you give it to no other sims but those who will be All-In-Ones. For same reason, although an All-In-One can now live in a home and can be played without losing their special status, I also strongly recommend you don't actually play them. It will not be a good experience for you or the sim. Their unique NPC Barista job is designed such that they are on a 24-7 call in for work. So to play them, their career icon will first start in orange, then very quickly go to red, and the sim will be continually sad from missing work. So you might be tempted to send them to work to cheer them up. Yeah, don't do that. On a job that's 24-7 work hours, and only actually a true job when it's on a community lot otherwise it doesn't really exist, then that sim ain't never coming home again once they leave for work. Yep, don't do that. Better odds of seeing them again if sending them into a black hole! But other than that, they can be played temporarily to do some finessing on them,  check to see if they still have their important jobs - issue it again if missing - if you think they are continually failing to turn up for work. It's all good.

  6. Personal update - April 2020 - The Locker object has been given new clothing change options. Due to my upcoming Scouts Group Park venue, it is now possible to command sim to change into a Scouts uniform. When all other visitors are wearing a Scouts uniform for a Scouts Group Meet, it's only proper that your sim also wears one. So get them to change before they head off to Scouts Group Park, or after they arrive, - (Before Scout Masters notice the wardrobe malfunction and give you a hundred push-ups to do - don't you eyeball me, boy. Yeah, this ain't the Hurt Locker, just a Clothing Locker.)  - so they fit in with everyone else. Also added, as a test, one of the Uni club outfits. The Robot Club. Yeah, it works, so I will be adding a truck load more outfits from uni clubs, and others from Get Famous, so your sims have much, much more wardrobe potential whenever you fancy a change.

  7. Yes, Maxis refrigerators are on my list for the On Off treatment. My Cornucopia refrigerators recently got it. (They already had another on/off version, but this one is better.)

    And just a helpful word of advice. It's against site rules to quote the comment directly above your own. There's no need and it clogs up the comments thread with unnecessary bulk. Only needed if you're quoting something several posts back. (And then again not really.)

    But I'll bet running that through Google Translate, and it's the worst Portuguese you've ever read in your life. Probably even comical. Now run it back through Google into English, and it'll be downright hilarious. God bless Google Translate, the world loves a trier.

  8. Updated for 1.61

    All PCs brought up to date for Uni functions and anything else they've been missing.

    Also a new addition to the set. Laptops finally get the treatment and join the happier PCs of these mods. All are made equal, top end quality and reliability across the ranges, these attributes displayed properly in build mode. (Just like my beds mod.) Name your laptop, give it that truly personal touch, because you know you find these things abandoned here and there, so it's nice to know who to return it to, (Or from whom you're stealing it, you rotten klepto.) just like the Slablets where you saw it all first. Laptops also now have screensavers like all the PCs.

  9. Updated to 1.61

    Now includes the Uni bike ride coding when clicking on ground.

    Also a new On/Off feature. When clicking on the ground you will see a new feature for an On/Off switch. Default is in On, and when you switch to Off you will turn off the visible options to "Ride Bike Here..." and to "Teleport Here..." The type of teleport you'll be switching off is the Spa Day Meditation Teleport, not the teleport feature of this mod. Over the years, since making this mod, I continually hit the wrong teleport option, and the sim starts doing the long, slow, dragged out Meditation teleport shit, where you can actually get up, make yourself a cup of tea, a sandwich for lunch, sit down and they've only just teleported. Akkk! Sick of hitting the wrong one! For a long time I've wanted a way to get rid of it, without making it permanently gone. Then came Uni and bikes, and in the first hour of playing with Uni installed, I must have hit that fucking ride bike option ten times accidentally. And the worst thing, the idiot sim will ride their bike in the house! Only to go ten feet. The drawn out shit of them getting it out of inventory, putting it on floor, finally sitting on it, then finally moving, they could have walked the distance there and back ten times over!!! Yet still they happily get on the bike indoors. Akkk!!! No more! Now switch the options off so you don't actually see them on ground to keep hitting accidentally. Then simply switch them back on again if you do want to use them. Much better.

    Note - this does not stop sims autonomously riding bikes if they have one in their inventory and you command them to "Go Here..."  They are still fulltime idiots who are prone to ride a bike, just to move five feet indoors, if they have one in inventory. That's a whole other shit-filled can full of Maxis' brain fart worms I'm gonna have to mod to meet better sanity levels. (Am working on it.)

  10. Personal Update April 2020 - Massive overhaul of this mod set. Some elements I've still yet to finish, namely the violin. But at last I've worked on it as the mods have been out of commission, spewing out LEs, since halfway through last year! All features mentioned above are still in play, Avante Guard is still blocked as ever, but now each instrument comes with an On/Off switch for autonomous playing. The On/Off switch is per instrument only, so to switch off one piano at home does not switch them all off globally, such that a musician NPC cannot play a piano at a restaurant. Those old ways of no autonomy mods have to go. I will be incorporating the On/Off autonomy switching into many mods as I phase out the traditional no autonomy mods where it's best suited to give players and their sims fuller autonomy control per object. If you do wish to leave an instrument turned on so that it is repeatedly used autonomously, my other mod to issue a music intervention buff and stop them playing for several hours can still be used. There will be times when randomly playing an instrument autonomously will not be appropriate, so switching them off for the duration will be ideal. No more rigmaroles messing about with other forms of no autonomy malarkey. Just a simple On/Off switch and done. With all instruments, the default non autonomous interactions, such as craft a new song, will always be visible and usable whether instrument is switched On or Off. Only the autonomy to play music, sing songs or practice is effected by the On/Off switching.

  11. Personal update April 2020

    I have checked the AllTraitsInRewardStore mod, first to see if Maxis have added any new Reward Store traits themselves since 1.56 to current. They have not. (Not even for Uni? Booo!) And secondly to see if there were any interesting traits I can convert to being Reward Store traits, as per the purview of this mod. I found a good handful. Mostly for Magic Realm stuff. Also another Career trait. Even one I missed for base game; the Collector Trait. So, some new traits to purchase, or get free, from the Rewards Store.

    All other mods in this set I've still yet to check. But if they do need any updates it will be minor, so I'm personally still using them in my game and am not rushing to check them till more important mod updates are out of the way.

  12. Personal update April 2020

    Updated the "venues Regions" mods to include the upcoming Scouts Group Park venue I'll be uploading shortly. I did design that venue for the forest region, but if you want a Scouts Group Park anywhere else, this updated mod allows for it.

    I'll be updating the "venues Regions" mod again quite soon, to include the new Graveyard venue mod. Spooky shenanigans unfold in a genuine, designated graveyard you can place all your dead sims, or just go there to party with Grim Reaper, the dead and a few odd folk not quite dead or undead, but definitely not alive. Hmmm... Coming soon.

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