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coolspear

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Posts posted by coolspear

  1. Funnily enough, I am now, at this moment as I write, installing TS4 on my older, ten year old Win 7 computer. It was a gaming monster back in the day, but now it's just a spare machine on light duties I've had to do a few hardware transplant surgeries on to keep it going.  My god is this installation going slow! Still on the base game and it's been at it half an hour.

     

    Anyway, the plan is to get my hands on the 1.67 game files, extracting them as soon as it's finished installing - which should be (looks to wristwatch) sometime early next year at this slow download rate. :hehhehheh: 

     

    I'm curious about a few things in game. I want to see the way Maxis reworked personal inventories, that kind of stuff. But also to take a look at the two most important files of this mod, to see if Maxis have, after six years, made any significant changes to the files that would break the 1.62 versions.

     

    The fact you say this mod is now broken for 1.67, yet the game is still presumably riddled with the same simulation lag as ever, tells me Maxis may not have touched these files at all. (Why break a six year habit for no reason?)

     

    I'll know soon enough. (Perhaps saying "soon" is too optimistic - old compy is still downloading base game ffs! Oh, no, wait, it's now just moved to Spooky Stuff. Yay!!! Progress!)

     

    In the interim, please make sure you have placed it into the Overrides Folder. If you have already, then great. Just wait for my 1.67 confirmation in near future. If not in Overrides, please understand it is not a take it or leave it option. I really meant what I said about needing to use it.

     

    BTW, if you downloaded the mod from this thread, there is another version of this set I updated a few things on. You may not be familiar with this site, but shortly after I retired I've been uploading a rar bundle folder with all mods I've been tweaking since. They are still only at 1.62 level, but they have been tweaked a bit. That thread is here - http://simsasylum.com/tfm/index.php?/topic/15317-all-mods-and-lots-in-rar-bundle-folder/ - look down the list of spoiler tabs to find the one for the tweaked simulation lag mods. Perhaps using a version from that set may have better results. (Yay! Get To Work & City Living are done now. Getting there. Although the download info window is now saying it's installing TS4 Legacy version, after having already installed Deluxe Base Game. My old compy is 64bit, so I don't know why it's wasting time and file space with Legacy stuff. Anyhow...)

  2. The more folders you have, the longer the game. - your computer -  takes to read mods and inject them during the initial loading process. And of course, code reading time is increased even more depending on the levels of nesting depth mods are tucked away in.

     

    Not to worry if you only have a manageable few folders to help store your mods more organized and neatly. But, speaking for my own part, over the years I tend to make many folders and sub-folders nested away, to keep things organised. Heck, if you look at the rar folder I uploaded, you'll see what |I mean - and that's just my own mods! By far the biggest accumulation of folders in my game is for organizing Cas CC content - or it was until I retired. After retiring, with no intentions to patch again, I moved all the Cas CC from the - literally - hundreds of individual folders and stuck them all into one folder. And yep, my game was/is indeed loading faster after doing so.

     

    Whatever the manner in which any software program instructs the CPU to read files, be it alphabetically, numerically, or the weird way TS4 does it - reading the XML instance numbers in the mod package file is the best guess folks have deduced -  if the CPU has to jump around from folder to folder to meet that load rule and read the coding in the defined order, that will always take it longer. But if all are in the same folder, then it gets on with the task quicker. If not many mods and CC, your'e only saving on nano-seconds really by placing them in a single folder. But if thousands of mods and CC, (20GB worth!) spread over hundreds of folders and nested sub-folders, it could add ten minutes or so to loading - and that's on an SSD drive! Even longer than that on a disc drive.

     

    Certainly something to consider when you feel you're done collecting mods and CC for any game, and are happy with what you've got, plus the game producers and devs are no longer patching the game, then stick it all in one folder and gain some quicker loading times. But until then, it's probably best to keep it organized in multiple folders for all the moving, testing, deleting and updating of mods and CC you intend to do.

     

    But remember, if using an Overrides Folder, it's best to keep that and all the mods placed in it, in place. if and when placing everything else directly into Mods folder and are no longer using multiple organizational folders,  - (Faster loading at last, yay!) - the game will still need the Overrides Folder in place if you have mods within it that need to follow the extra rules the Overrides Folder provides.

  3. Hi @XXMythLuan

     

    There's a lot of "Ifs and Buts" related to answering that. First off, it's important to mention that I've retired from modding, just before the 1.63 patch hit and Eco Living was released.

     

    So for my part, I cannot say if Maxis have changed the coding for the annoying activities of fans seen when Level 5 Celebrities visit community lots in general. I'd like to say probably not, as I cannot see how fans going crazy for celebs has anything to do with eco lifestyles, knitting or going to Batuu. Maxis do not generally change specific things relating to specific EPs in patches, unless known to be broken or there is a direct connection to newer activities in new packs. But that's no guarantee Maxis don't tinker with the coding anyhow.

     

    For the case of Batuu, Maxis may have introduced new coding on those celeb XMLs, to force that when in Batuu, they are not to be recognized as a celebs, so then no random fan silliness from the local Batuu Star Wars aliens. I can imagine that kind of patch change being done to the files. But as that would have no effect on wedding ceremonies -  cannot have one in Batuu anyway - then I still could not see it having a knock-on effect when having a wedding in any other region.

     

    But in the specific case of a wedding event, I certainly did no such editing of files for those scenarios and celebs, (didn't appear to be any such files making such a connection.) and I would imaging the overzealous throwing of confetti is purely down to it being a wedding ceremony, irregardless of the bride and groom, bride and bride or groom and groom being top tier celebs. That's just what guests do at weddings, go bonkers with confetti, I would suppose.

     

    Also, is it a Maxis wedding event? Or one remade by a modder? If the latter, the overzealous confetti throwing would probably be something the modder has done and would need to work on taming it down, if the majority of users found it on the unbearable side of gameplay and the modder cared that most users felt that way. Maxis weddings, well they're just unbearable chaos all over, aren't they? I haven't done one of them in my game in many years after the utter chaos of the first one I tried. For me it's an in game event I would never do again unless modding it myself first, or trying out a mod from someone else. The default Maxis version, never again.   

  4. If you're patched beyond 1.62, then it very well could be causing an LE. I would not know. Maxis may have tinkered with an older Get Together cheat to make it work with newer elements in Eco pack and beyond.

     

    The good news is, there is only actually one single cheat I gave the treatment to in that Number 5 for Get Together. Travelling to a Rabbit Hole venue - what is it,  an Opera or some such? TBH I've never used that Rabbit Hole ever, not once, so if it has to go because of LEs now spamming, - Batuu Rabbit Hole update malarkey maybe? - then okay, no big shakes. Just have to go to the Opera the default way. Which for me means never anyway :hehhehheh:  - I can't stand Rabbit Holes.  

  5. I did mean to remove those options from the Little Zapper, as they've not been working right for a long while. I'd reworked the mods to outright end Childhood Phases and Teen Mood Swings, and that's what they do - end them outright - so the functions on the Little Zapper were no longer I thing I used, nor maintained for patches.

     

    The reworked Child and Teen mods can be found in the bundle rar I recently uploaded. (They're more advanced than the ones currently available in the original mod threads.) They're found in the Overrides Folder in the rar. (Reflecting how I place them in my own game.) If you're looking to kill all traces of those pesky child phases and teen mood swings outright, those are the mods to use. (Separated for each age group.) Though I'm not sure how well they'll work in a 1.63+ game.

     

    I'll try to remember to remove those redundant options from the Little Zapper, for the next time I upload another rar bundle of all my ongoing 1.62 tweaks and tidying. The Little Zapper, in my game, also has new options per age group, to inject a truck load of traits into a sim in one quick go, rather than add them one by one for each sim. That can get really annoying and time consuming per sim, over and over. So I made the Little Zapper inject a whole bunch of the more typical traits I usually give to most sims - and remove any unwanted crap traits I do not like to give to sims. I did not include that version of the Little Zapper in the rar bundle, (As it also includes references to inject Wicked Whims traits for adult sims that I'll have to remove before making it public.) but I will include it next time, complete with redundant moods and phases options removed - and Wicked Whims trait references removed.

  6. Just realized, I never did edit the Play in Water interaction on these. It's a factor I never needed to do anything with for these objects to be better for gardening. So the thing about servos playing in water will be as Maxis default - whatever they did or did not do.

    However, I did further edit these puppies to be even more potent, so as well as their regular enhanced features, they also push all plants to be at the Blooming stage, and indeed force them to bloom their harvestable produce.

    Depending on region and season, and state/health of the plants, a garden full of empty, withered plants can be dripping wet with health and in full bloom, laden with produce, in a few seconds. (Bit longer if region, season and health state are not too produce-friendly.)

    I will be uploading a rar bundle folder with all my mods, as is, - (Guaranteed up to 1.62 only.)  - soon. A final, parting gift, with some new mods never released and a good few of the old ones with new features. That version of these sprinklers will be among them.    

  7. I updated both this modded water sprinkler and the default Maxis one to work indoors ages ago. If you read back through the posts here you will learn about the indoor addition.

    Also another player had requested a similar thing regarding the wall purifier, in a personal message, and my answer to them was I will not be editing it in such ways. It is what it is. Also advising that player, that I do understand it runs for a long time when it auto-activates. But that's all Maxis, I never edited the length for run times. However, because I made all the functions very powerful, it does not need to run for very long. A few seconds does the job and all plants are healthy - indicated when plants are dripping with water. You can then switch it off yourself if you find the purple haze annoying. It looks better in a lab complex than it does in a sim's normal home, granted. But I never was one for making multiple versions of mods that Maxis like to break in patches. (All this was months ago prior to retiring.) 

    In more recent times, perhaps some uni code to stop servos playing in water may be missing, I never did get round to check. I don't use the boring servos in the way Maxis intended. They'll only be Virtual Sm Holograms, or All-In-One NPCs in my game, servicing a community lot pouring drinks or something, if they appear at all. And whether or not Maxis tampered with the sprinklers for 1.63, who can say? Not much coding to tamper with. But that's never stopped Maxis before.

  8. It's because Maxis actively shut down many debug cheats forevermore in the Seasons patch, that the TwistedMexi mod is a requirement. So as well as using mods like MC to activate the debug cheats (the surviving debug cheats post Seasons.) TwistedMexi's mod is also required to bring many back into existence that Maxis shut down. MC will not do this on its own and some of my mods that de-cheat some cheats will not work without the TwistedMexi mod installed to tell the game the de-cheated cheats are still valid cheats no matter what Maxis did in Seasons to kill them.

    An irony being, that this mod requires Twisted's mod to keep those cheats alive, yet Twisted's other mod Better Exception, reports this mod as problematic via Better Exceptions LE reports.

    Too daft for words.

    BTW, I do not personally use Better Exceptions mod, I'm not a fan of it. It's just that other players report its LE reports to me about this mod and I refuse to look into it. Knowing with MC, I never get an LE report for this mod, so I don't care what BE is only guessing at. Not gonna chase my tail round and round because of it.  

  9. Those "0000 xxxx" entries are just harmless spares. Handy for when you copy and paste actual xml numbers and names over them for any new goodies. Most of my purchase list mods probably have a few of those spare, blank entries.

    When you harvest soy beans from plant, do they have a monetary value? I would imagine they do, (should have) but then again, as you're meant to turn it into wax (via a machine?) perhaps Maxis did not give it a money value as the bean is only the middle stage of its purpose? Just a guess. Can't see why using the correct Object XML number would still not appear on the purchase lists.

    Though having said that, I did run into a similar issue many moons ago, with a fossil if I recall correctly, or maybe an element for the periodic table. The proper collections ref number for it still did make it appear on purchase list. I had to scour the game files looking for an object xml number that finally worked.

    Are there any scenarios in Eco gameplay, where your sim can find or be given a bean via searching a trash dump or such the like? If so, check that interaction xml for the loot xml it gives, and maybe you'll find yet another unique bean object number that'll work on purchase lists. This is what I had to do to get that fossil/element I mentioned to finally show on purchase list. 

    Two coders working on it, on two different aspects, not communicating with each other, two different numbers can emerge for (almost) same thing. Yep, can and does happen.

     

     

    EDIT - Is there a new-fangled Eco trait or Eco skill associated with soy beans? Such that if a sim does not have it, soy beans will not be available? (Similar to how you block vamp foods on fridge recipe selection lists showing for humans to grab, and vice versa.)

      

  10. As the options on this mod are the debug cheats tweaked, I think you may still need an extra mod to have the game recognise/accept unlocked debug cheats. I use TwistedMexi's mod for unlocking debug cheats and (After the Seasons Patch.) continue forcing the game to still accept them as Maxis thought it a good idea to switch many off. TwistedMexi's mod is probably still a requirement for 1.63 and beyond to continue unlocking the debug cheats.

    Found on his Patreon (free) page here - https://www.patreon.com/TwistedMexi/overview

  11. Which object instance number (xml number) for Soy Beans are you adding to the purchase list?

    It won't be the main Object XML number that does it.

    To find all the correct object xml numbers that work for all purchase list mods, be they fruit, flowers, gems, fish, look for the file - 

                                                "objects.collection_manager"   xml number - "11895884615193299768"

    This is the file that holds all information regarding every collectable object. All objects listed, and their otherwise hidden xml numbers, are the ones you add to purchase list mods for the usable object to appear on purchase lists and for actual object to manifest in a sim's inventory after they buy it.

    (Note: sometimes they come with no monetary value which you'll have to add in the purchase list mod yourself otherwise they'll be visible on he list, but still not buyable.)

    I'm sure the Soy Bean object number would've been added to the garden harvestable section of that important xml in the 1.63 patch.

    It's a handy XML to always check against patch updates in case Maxis add any new collectable goodies to the game you want to straight-up make a purchase mod for.

  12. What I can tell you is, the Forest & Jungle as Residential mod, as well as editing the specific region files, has to also edit two other very important files - an XML and its Simdata counterpart - that contain a heck of a lot of information, many, many aspects, regarding every single region the game has and lots of direct information about every single pack released for the game. And certainly when new packs and indeed new world regions are released for the game, those two files need a lot of new info added.

    All the Eco pack elements and its region data are missing from them, and very soon the knitting pack info will also be missing. That's bound to have negative consequences somewhere down the line. Unless of course you are on 1.64, as you say, but have not got Eco EP and do not get knitting pack, then you'll never notice anything askew.

    So just be careful as you never know what'll be missing and you might have unseen, unknown glitches in those new packs if they are installed as a heavy amount of data is incomplete/not included for them in that mod.

    But if you don't have them installed, then it should be fine until the next new pack you get, and thereafter you will have to rethink using the Forest Jungle Resi mod. 

     

  13. I was looking at that very issue myself recently. (As explained in post June 9th.) The LEs for it certainly are odd, since the parameters on the XMLs - for Perfect quality outcome instead of Normal quality outcome -  should remain fine if altered. It's all coding the game should accept without question, so why the strange LEs for this minimal, supposedly-acceptable change? A change that has worked fine since TS4 released. A change if done to alter the quality of other things that have quality states remains acceptable. So what's up with the fruit, veg and flowers going bonkers with LEs? Not forgetting I'm not even on 1.63 and the new-fangled Soy Beans to exacerbate the issue! Yet still suffered the same LE issues for making an otherwise acceptable coding change when I wanted to tidy up my mods for 1.62 compatibility. Tiny Living done something odd, that's for certain.

    I abandoned editing the XMLs in the old way because of the LEs. The workaround I used to continue getting Perfect produce when buying fruit, veg, flowers from any of the Chef objects or the Florist Vase, was to take that Normal Quality XML - as referenced in each and every produce XML - take the Perfect Quality XML, and copy all coding from Perfect XML below main header and paste it onto/over all coding on Normal XML below header. Done deal. The game still issues normal, but at perfect quality and no more damn LEs. Back in business. At least a workaround till this odd behaviour spewing LEs for what should be acceptable changes, (Previously always were acceptable!) is ironed out - if ever.

    Also thanks for all the work your doing to these to make them 1.63 compatible. Much appreciated. Go, go Soy Beans!!!! :giggle2:

  14. I did forget about that one. The full mod is actually ready for release, as well as already being integrated into the Region XMLs (I think), so players may already have the option to choose a Scout Park venue in the build mode panel if using my Forest & Jungle as Residential mods, - (The Scout Park designed for the forest region.)  however no mod to back up that choice. I can't remember if I've done that, already uploaded Region XMLs that give the Scout Park choice. Maybe, since I was on the cusp of releasing it all.

    I also have the Graveyard venue and the Family Hangout venue ready.

    The reason I did not go fully forward with them, as you can imagine is good, old cyclone 1.63.  If you are on 1.63, which most folks have moved onto, then you will seriously, seriously need to remove my Forest & Jungle as Residential mod. It will break your game, probably not even allow the new Eco neighbourhood/Region to show if kept in the mods folder.  (If you don't have that mod, never did have it, then Scout Park would never have worked for you anyway.)

    I have been toying with the idea to release the three mods (Scout, Graveyard & Family Hangout) and the three lots I made for them, as a final farewell parting gift. But how many folks are still on 1.62 with the intention of staying there indefinitely? A requirement, especially for the Scout Park venue, as to move onto 1.63 requires to scrap the Forest & Jungle as Residential mod and all others that rely on it, such as the Jungle Bar & said Scout Park venue.

    So I kind of don't know what to do, and in such cases usually opt for the default stance of "do nothing then." I don't want to let anyone down, but 1.63 has me over a barrel on this Scout Park aspect. And if you are now on 1.63 yourself, then unfortunately you would not be able to use it.

  15. Yeah, thanks @Menaceman44

    I did take up maintaining this mod after Zerbu retired a couple years back. Though he did return to modding and has been keeping his most favourite mods updated, such as the School mods and stuff. I never did check if he went back to maintaining this one - it's a tricky one to find on his site. Well, it always was for me a hard one to find, so I did not go back to look. But it's good that you updated MM. Cheers.

     

    Edit - I've also edited the main post to let folks know there is now a 1.63 version here. Once again, thanks Menanceman44. 

  16. Kimi, as always, you are the voice of reason. You're brilliant. You really are. I can handle myself just fine. But I like it when you get the Official Guns out. Marshal Kimi, ain't gonna stand for no uncouth disruptions in this here town. No, siree.

    I, too, did ask that it be put to bed. But some folks, they have trouble sleeping and just don't want to know where them helpful pillows is at.

    But you always know where to send them. Bed, my darlings. Bed. Sleep and let's have no more.

    We can but hope. Dream and hope.

    Cheers, Kimi. 

  17. I'm actually retired from modding now. I announced it at start of month, before the 1.63 patch hit. So for my part I'll not be updating any of the mods on this site.

    Though the chances of Maxis breaking the career mods here are small, given they are specific to older DLC things they generally have no need (or desire) to add anything new to in a patch regarding new DLC. Though that's never a guarantee they won't knock things about willy-nilly and at the end of the domino effect it breaks hospital emergencies (again) or such the like. You can count on Maxis for that.

  18. I suppose if I hadn't retired, you would have just kept that mess of disgruntled opinion and cheap-shot exaggeration to yourself, eh? Another who comes crawling out of the woodwork to tell me how I should have done my job now that it's over. What it is I am (supposed to be) and what it is I'm not. "Not my personal blog bro."  Who the fuck are these self-appointed geniuses?

    "No shade." Get the fuck out of it. Who are you kidding? Another who thinks I should have just put up and shut up just to please their way of it. That disappointed tone running through your commentary, having to fight yourself with fake pleasantries intermixed in the text, as a cover to hide the true bitterness your really want to unleash. Still, enough of it gets exposed for me to know the true angle you're coming from.

    In YOUR PERSONAL, capitalized, all-important opinion, I suspect I've just been rather rude yet again. Well, I know I have. Ah, well. Naughty me. 

     "In fact, I never once saw you taking responsabilities for something, or apologizing for being rude or harsh or whatever." No, not even in the post directly above yours, you still didn't see it. Nitwit. 

    "I am sure you will disagree with everything." Not so. Because I'm going to agree with you on that.

    And why is it people like you are always the first to call those folks who say thanks, who make pleasant or heartfelt remarks as "ass kissers?" What the fuck is it with you morons?

    "Think about how you are perceived, people can see what you cannot see sometimes. Some self-reflection is always good to become better people." Hmmm. A big philosophical finish, eh? Okay. But let's weigh that up shall we. I've been rude to those folks, in a minority, like yourself, who think they can come here and tell me where I went wrong and how I should have done things as a modder. Rude responses to that shit? I don't deny it. Whereas you have just insulted the vast majority of folks on this site who react in a mature, appreciative and understanding way to my retirement. Which to you is all "ass kissing." So now, in your grand philosophical scheme of things, who do you think is being perceived as worse? Me, for being openly rude to another bitter, opinionated asshat and in the process upsetting a minority of likewise asshats who are usually, generally bitter most of the time anyway. Or you, for insulting damn near everyone else who can demonstrate a grown-up compassion and understanding for people's choices in life, work or retirement. (That's all "ass-kisser" in your lexicon.) I wonder? Are you sure it's me you should be giving that advice to when you are so blatantly and terribly failing at it yourself?

    I'm done with this one.

    Dare I ask, who's next? (We're on a roll now it's the end time.)

  19. Yeah, let's put it to bed. And I'm sorry it has become something of an annoyance for you @mshazyhearts When in fact, it was not even you that turned it into something worse than it ever needed to be. It was the two who made comments after you, intent on scolding me after getting the wrong end of the stick and having no knowledge of what they were talking about, who soured it. For my own part, everything I've written since in reply to those two was meant specifically for them, nothing aimed at you.

    But yeah, one of those things that needs to go quietly into the night now, thank you all kindly, and never return. :57b447a70b144_3(1):

  20. I am also getting the error for download. Last updated/uploaded October last year. To imagine it could possibly have been in this broken state for over six months and no-one has attempted a download, worse still, bothered to report the error until now???

    I cannot see that. Must have been a recent glitch. For reasons I cannot imagine. Then again, since it was never given an okay since then, since the Uni and Tiny Living patches, then perhaps it's been largely ignored until now. Either way, that's only the beginning, as there's more.

    I could upload the one I've got here, but is a bit different from the one advertised, still with some experimental upgrades. First it has had a major rework with more files added. If you've ever come across that sloppy Maxis crap of sims wearing their weather outfits - especially winter clothing - when in their basements at home, this mod was updated to deal with that.  I don't know why Maxis decided basements should be cold. (If it was even a conscious decision?) Perhaps that's their - the coder's -  experience with them. Cold, dank and dingy, like something out of a horror movie, so dress warm! Or perhaps same hangover code from game release, that even interior sunken floors - before basements were introduced - inside four surrounding walls, were seen as outdoors. (Probably the latter, because Maxis are hopeless.) Only one or two basements are like that in my game, horror-esque, the rest perfectly neat and tidy extensions (ergo well heated) of the lot, so stop frikken changing clothes sims!!! It's not cold down here!

    Next up a ban to stop that godawful Mood Idle sims do often and extremely annoying and can even break their train of thought - as it were. Seen when a sim is on their way to do something autonomously. Next they suddenly stop, pushed to do that frikken idle once again, look at sky and yibber something in in Simlish, then should, should, be on their way again. But no, sometimes this is where their journey now ends, derailed by as stupid frikken Maxis-brainfart idle. This mod now attempts to end that push-to-to-idle on residential lots, and is having mixed success depending on the region. Some regions 100 per cent works, others a bit flakey. Hence still experimental.

    Also experimental pushes to stop pets being sick every frikken time you load up the family lot when not having played for a while. (Experimental, not fully tested, not seems to work. Needs more tinkering.)

    Another to stop invited sims having to always knock at the door. SHUT THE FRONT DOOR, you're invited, come the front in will you for front's sake. Don't make me come all the way there to invite you in, you fronting idiot. I already invited you!!!! (Highly experimental. Not had a chance to fully test yet. Probably needs more work. Typically needs more work as I only laid the groundwork, as it were.)

    And then of course, there's the 1.63 patch, which will probably do something to the files of this mod as it has done with most others. I'm sure Eco Living has something new for homes that'll need to go on the same files this mod uses.

    So let me know if any of this interest you in this version of the mod, (and you're still on 1.62 like me) and I'll swap it out with the broken one that cannot be downloaded.      

  21. Well, you know what they say about opinions.

    Having a base knowledge of zero and still righteously unwavering in telling others how to - and how not to - do their job.

    How about you read things properly next time. I never said it put me under any pressure. I'm retired, how could it?!

    I was explaining why such a question is long since banned on this site, long before I ever uploaded mods here. Rebutting to the statement that "no one is forcing me to update." Stating that this site bans that very question, long term, fully-experienced veteran modders of this site banning it, as it does put undue pressure on modders to answer it. Because to answer such a question knowledgably would require mods to go through the updating process to garner the required information. Why is that concept so hard for you to grasp? Oh, I know, because you are not a modder. So why on earth are you telling me anything at all, - further undermining decades of experienced modders who ban it as they can do without the undue pressure - all from your knowledge base of zero?

    And you obviously did not absorb any of that stuff about exaggerating, to go straight in with TOXIC as soon as word three. There's no helping some.

    And you're telling me my pressures ae my own, nobody else's business. Yet were you yourself not under a form of pressure, as mildly subconscious as it may have been, but a pressure nonetheless, to make a post to scold me. So right back at you. Put down that slice of righteous cake you're trying to have and eat at the same time. You keep your own pressures, not my business.

    So getting back to the opening line as I close, please reinsert your incredulous leap to Toxic back into the same orifice your inept, unqualified, knee-jerk opinion came from. Along with that slice of righteous cake.

  22. I haven't patched and probably won't for some time. But the error with perfect produce is something that I've also realized is in the game files that's in my game, on 1.62.

    I was tidying up my gardening mod, the one that allows to change the seasons and growth states for level 10 gardeners. I hadn't updated it since 1.55, so I expected there would be some Uni fallout to attend to. Matter of fact, it was Tiny Living fallout I needed to fix. Uni patch did not do anything to plants as far as could tell. Tiny Living with new soil parameters, super rich soil for super small houses, if they have the lot trait. Go figure. All the while trying to get to the bottom of why my garden plants are failing to spawn produce normally.

    Turns out I also needed to update my other garden mod that makes all produce spawn at perfect quality,  - (and store everything in fridge) - again neglected since 1.55 - getting ever closer to the subject/error you mention. Bear with me...

    Each object XML for each type of produce, (All 85 types of 1.62, 86 types now in 1.63 I believe? Soya wax or something?) had a few code changes, right in among all the lines that govern the quality of produce, right where I've modded them all.

    So I updated it, then next in game I was immediately hit with the most unholy wave of LEs I've ever seen! My main sim's house, 85 plant types, 10 produce on each plant, and some plants doubled up for extra flowers, that LE reported them all and was long. Very, very long. A thousand or so entries! What the!!! My first response was, I'm retired, why the feck am I still doing this shit?! Over a thousand LEs?! I've never seen the like of it! Run!!!

    Next I decided to get to the bottom of it. And the final analysis, simply changing the code to spawn Perfect produce rather than Normal produce seriously breaks each object XML. That's wrong in and of itself. That change should be accepted as it remains within proper game parameters. But, alas, to stop the wave of LEs, I had to revert changes to default Normal. But found another way to skin that cat when editing the Quality XMLs themselves. Back to perfect produce, and happily back to all the plants regularly spawning produce again. No more LEs.

    TBH I don't even need that mod for my gardens, as all of them around my sim world are already perfect. I just have it so the fruit, veg and flowers I buy from the fruit bowls, for non-gardener sims, is perfect quality.

    Anyway, what I'm getting at, is there is already something amiss with that quality thing on all produce object XMLs. Introduced somewhere between 1.56-1.62. I'll bet to match up with the Tiny Living soil thing. Something's just not right, which I'm sure 1.63 and its new wax plant is further exacerbating.

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