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coolspear

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  1. World Sim Control 17 - StrangerVille

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    The World Controlling Hand has come to Strangerville. Dealing with two main aspects. The streets of StrangerVille and the Secret Labs venue.

    Although I did do a little rebuilding on the Bar venue and Library venue in my game, I did not do anything in depth, in terms of making unique venues, visitors or NPC mods for the two venues. If using the All-in-One staff mods, you would have already noticed the Mixologist and Library staff are already All-In-Ones as they are default Base Game venues, hence All-In-Ones will automatically cover default jobs.

    Sure, I don't relish the fact good, old Bella, Don and the usual suspects can and do turn up at StrangerVille venues like there isn't a zombie apocalypse in progress, like it's all part of a sightseeing holiday tour to come witness the start of the end of the world in plagued StrangerVille,  but I haven't done anything to prevent them as yet. Probably won't either. The total population of StrangerVille can be relatively small, (Big-ish in my game actually, but still small in comparison to rest of world.) and the locals do turn up as soldiers, secret lab scientists, FBI, conspiracy theorists, and the all-important infected, - as these mods especially push them all - so I don't overly mind the likes of Bella popping in the bar in her familiar red dress. No need to turn it off with strict banning in the same way I've done for jungle, Sulani or Magic Realm venues. I mean, who doesn't want to go plant their ass on a front row seat to witness the end of the world while the end is just beginning? It's not like you can do it, or care to do it, after the world ends and it's Walking Dead time and you're just another Walker. (Zombie.) Let Bella and the same-old-same-old gang have their fun too! :slapnut:

    So then, you can have very tight control over which sims are going to fill which roles in StrangerVille. And block the game from creating any new, unneeded sims to fill the roles. If using my mod to reveal hidden traits, you may already be doing most of this anyway. I opened access and named all the role traits they can have. Even the one that makes the sim a "pre-made StrangerVille sim," as if they have always lived there even if you just made them in Cas five minutes ago. Give them the appropriate clothing for the roles they will fill, even placing the soldiers in the military career if you want them to be whole hog in the role. Move them into homes and play them, or leave them to be the needed walkbys for the StrangerVille story progression.

    The trickiest of the bunch are the infected. You need to give them multiple hidden traits for them to be street zombies. Especially if you have created an army of them, too many to place in the limited StrangerVille homes permanently. (Exactly as I have done.) They need the "Infected Trait," also the Pre-Made SV Sim Trait, (As noted above) and the special unhidden "Is Infected StrangerVille Story NPC" Trait. (That's the one that makes them truly "Possessed" and part of the zombie street walker massive.) You can move a bunch of them at a time into a home to dish out these traits while playing them, then make them homeless, building up that growing army of street zombies!

    Then depending on which level of the StrangerVille Mother Plant Story you are on, you will see them on the streets and in the venues. Scientists and FBI come in the latter stages of the story. Soldiers and Possessed from the start, although their numbers and "zombiness" increase as the story unfolds.

    And with the More Infected mod here, the Possessed are in great numbers - if you have given a great amount of sims the proper traits. Don't worry, the default game mechanic does not force them to "eat brains" and make more and more zombies. (Thank god!!!) Though it will tend to generate more unwanted sims if you don't use my mods here to ban the game from doing that.

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    Send in the Clowns. Wouldn't you know it, coincidence had the touring circus in town, just in time for the apocalypse outbreak and the mandatory horror, monster, zombie clowns. Fate's a real joker, if you ask me! 

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    Send more Paramedics. Where're the cops when you need them?! Oh, there they are. Don't need them ones!!!

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    Send me to Hell. Mind where you run to! No back alley is safe!!! Geez, even the local Street Mime Artists got hit! Funnily enough though, they just look the same when they move, all jaggedy and jerky.

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    So that's a taste of the sims I specially made to be the zombie horde in my StrangerVille Story.

    And with the mods to prevent the game generating more, they're the only ones I'm gonna see on my StrangerVille streets.

    The only NPCs you have to let the game create, - and don't move them into houses! - are the ones who will staff the Curio Stall. The game already has one guy from the start, but let it generate one or two more before you place the separate mod to stop the game making any more. You can alter them in Cas and change their names and add traits while they are on a lot, but don't move them into homes or attempt to play them otherwise they lose their worker NPC status. (All-in-Ones didn't take too kindly to be given this Curio Stall job either. Now that is curious! :57b447a70b144_3(1):) The mods here alter the Curio Stall to be open 24/7, so a turnover of staff is required after a long day.

     

    Secret Labs as Alien Party

    Another unfathomable coincidence, is those Sixam natives cannot help themselves investigating human sims' science labs. Either tuning up uninvited to FutureSim Labs, or inviting top scientist from labs to their home world. Not to garner any helpful scientific knowledge. Hell, no. There's nothing humans can teach them in the realms of science. They just love to party, rave it up, preferably in a lab environment!  Science Gypsies! Whatever floats your boat, toots your flute, honks your horn. So you can bet, the minute those Secret Labs were abandoned by the infected scientists, the Sixam massive were in like Flynn, setting up the decks and dancing their alien asses off. But also helping to keep the Mother Plant happy, calm, sedate, to help slow down that end of the world scenario the likes of Bella and Don rush to StrangerVillle to witness. So no bad thing.

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    It's pretty much the same party mob and antics that occur on Sixam, though in this case the Secret Lab Venue has to be specially remade top to bottom, to accommodate them. Using this mod on normal, default Secret Labs will be... pointless, to say the least. Sure, a bunch of aliens, bar workers and DJ will turn up, but there will be sod all for them to do. Not happy aliens. Leaving very soon aliens. I have remade Secret Labs to be a venue that not only caters for the alien masses and their need to party, but also allows the Mother Plant StrangerVille Story to continue, should you send your sim there to do that all-important business, rather than try to hit it off with a sassy Sixam interloper on the dance floor. Maybe the Mother Plant will be impressed as your boogieing sim gets down with their bad self, and that might be all it takes to save the world!!! (No, not really.)

    I'll be uploading that special lot in the venues section shortly, and the rules on how to place it and use it will be explained in that thread. I'll put a link to the venue here once it's up. Here it is - http://simsasylum.com/tfm/index.php?/topic/14640-strangerville-secret-labs-alien-party/

    But also take note, I love taking the StrangerVille Story to Act 3, when the harsh, stormy weather, air thick with spores and the zombie hordes are at their worst, most prolific, and I have no intentions of going to Act 4, defeating Mother Plant and returning SV to normality. No point in that, as far as I'm concerned. The rest of the world is normality. Well, maybe not RoM... (Especially in the upcoming RoM WSC mods.) But StrangerVille is that needed unique, stormy chaos. So I can only vouch for doing the story from Act 1 to Act 3 with this Alien Party/ Secret Labs venue. I'm at the point where I can round up fighters to go take on the Mother Plant, and I've done my best in rebuilding the Secret Labs to (probably) allow that to happen successfully. I just don't want to do it. Not even for a test. Those alien onlookers would never forgive my sim! My sim is great friends with the Mother Plant. He could never forgive himself! Certainly none would ever forgive me!!! Plus those red lightning storms are just too damn sexy, the zombies great on streets, and worth the reason why any sim would visit StrangerVille, including Bella and the gang. Red dress, red storm, you know she's loving it! That's half the reason I let her, and the storms, stay!!! Look at it this way, StrangerVille is actually a "Mars Living GP" so leave it at that, yeah... :slapnut:

     

    StrangerVille GP is most definitely a very much needed install for any of this to work in your game.

     

    StrangerVille Mods

    cool1_simsStrangerVille_MoreInfectedZombieApocalypse.rar  -  New for October 2019

    cool1_simsStrangerVille_NoMoreStrangerVilleNPCsThanks_AllOthers.rar  -   New for October 2019

    cool1_simsStrangerVille_NoMoreStrangerVilleNPCsThanks_CurioStall.rar  -   New for October 2019

    Secret Labs Alien Party Mod

    cool1_simsStrangerVille_SecretLabsAlienParty.rar  -   New for October 2019

     

     

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

     

    XML Resources Used:

    Use S4S to open multiple mod package files and quickly compare possible conflicting files in a jiffy. Child's play.  Earn your mods. Work for them. You own them all.

    Any other mods using these files will conflict.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Mars Life Simulators :57b447a70b144_3(1):

  2. Personal update October 2019 - Actually I did this bit of tweaking a while ago, but only just now remembered to upload most recent version. Now you can summon all weather types in any region. If you want it to snow, full-on-blizzard in the desert, jungle, Sulani, in StrangerVille at Secret Labs, there are no restrictions. Just do it. And it will also last longer. Where the default is only about four hours for this machine's weather change to last, before weather reverts to normal for the region, now it's twelve hours at least. Not just good for having half a day of snow in the jungle for your Winter Holiday festivities, but in these hotter climates it can rain. It can rain a lot. It can seem like it rains endlessly. Making it stop for only four default hours before it gets back to raining may seem somewhat pointless. Make it guaranteed clear skies for twelve hours, that's just better all round. Want to have an outdoor wedding in the jungle but it started raining? When's it going to stop?!! You now know this will give you twelve clear hours without rain once activated. Or twelve unbroken hours of rain or snow if that's what you've gone for! Might even help with those rare, awkward house fires that start on inaccessible rooftops! They do happen! No need to pray for rain as the only solution, quickly bring down a twelve hour torrential downpour by yourself to put out the flames! So keep your missing Fire Service Maxis, we can bring down enough heavy rain as and when we need to.

  3. I had to remove a file. The Full Disclosure Oven from the Dine Out folder. I tweaked the footprint on that ages and ages ago. Chefs were once getting stuck in restaurants using that wall-mounted oven, so I altered it. However, just getting reports in today that the mod for it is now problematic. Might have been problematic for a while, for all I know. Or it might be due to 1.56. I have not patched to 1.56. Nor have I tested in game to see if the oven is working in 1.55. Every, single restaurant I have in game has the other Dine Out oven, because of the problems with this one years ago, so I can't even test if it's now broken. So I'm just gonna scrap that file from this mod set.

    You can either download the mod again, or just remove the Full Disclosure Oven file from the Dine Out folder yourself, same difference.  

  4. Since 1.52 and the sneaky shit Maxis pulled for Island Living food, I have given up trying to fathom the many, many way in which the nitwits have broken food.

    This mod is a commodity XML. One of the smallest types of files in the game files. About ten lines of code on it. Nothing to do with food graphics whatsoever.

    Maxis did a big change on food graphics in 1.55 patch, on the many hundreds of food object files. The type of change that would directly effect the element you are experiencing. Does this mean they have fucked up  even more food-related graphical stuff? I think they are on a personal mission and they've only just gotten warmed up.

    If I had to guess, I'd say they are doing a lot of faffing around on food for the upcoming University pack, and that's why so much is messed up, - and getting more messed - especially graphically. I've given up trying to fix, or look into, all the stuff that's wrong with food, and just going to see what happens to it all come the University patch.    

  5. Had to re-upload a newer version.

    I spotted in one of the pictures I'd left a couple of Wicked Whims object in the home. A plaque on the wall that prohibits autonomous WW interactions, and a rug that allows animations on stairs. Fine if you have WW and animation rugs already installed, but if you don't, then that's going to be a "Missing Objects" message popup for two items when placing the lot. Which could be infuriating to anyone whose gone to the trouble of downloading all my Specialized CC objects and Food & Drink objects, only to still get a Missing Objects message. Ouch.

    Plus I also wanted to remove the 3 techno alien urns of the VS Holograms in the house. Seeing as they will not work in anyone else's game and need debug cheats to delete, I may as well simply remove them from the upload version of the lot and that's the end of that.

    (You must now be having notions of the kinky stuff that occurs in this home with all the WW stuff and sexy, scantily clad Maid holograms... I'm not a pervert really. Just only when I play the Sims. Well, my main sim is the Big Kahuna in his world after all!)   

  6. The Big Kahuna's Hale

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    Roughly translated, The Big Important Person's Home. But with an emphasis on the Important Person being something like a tribal "Medicine Man," something along those lines. Most translations I've read seem to point in that direction for who a true Kahuna is in the ancient aspect. Most don't mention chieftain or royal status, but certainly something of a high ranking tribal leadership role. (I'm sure someone of natural Hawaiian tongue can clarify it better than me.)  So scientists, doctors, yeah, they're all modern forms of the ancient Medicine Man moniker and role. Even a spellcaster, why not? Even a politician, if you really want to stretch the credibility for a modern audience. Hence this special Sulani home is designed to cater for a sim (or family) with these Big Kahuna qualities in mind.

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    More Interior Screenshots in spoiler tab below

    Spoiler

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    The Night Spires

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    And what's hidden beneath...

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    This lot is designed to fit on the 50x50 luxury island slot of Lani St. Taz

    Notes -

    1 - I've tried my best to place outside objects in positions where the horrid Maxis slam down rules will not effect them. Five years in and I'm still having to make workarounds for lazy Maxis broken shit. But I can't get it right for everything. Despite working weeks and weeks on all those Seaweed FX mods, primarily coming into existence to avoid the lazy Maxis slam down shit. Such as the Turtle Hatching setup going on at side of this building. There are a good few FX stones raised with cheats to make it appear as the hatchling turtles are swimming all the way out to sea. Those FX stones will be slammed to ground and you may never see the turtles or what the heck I was trying to do. So if you see any yellow stones on the sea bed going along the side of the house, try raising them till you see little hatchling turtles swimming along the water surface. And every time you hit that 9 key to raise it higher, don't forget to say a fuck you to Maxis for making you have to do that still, five fucking years later. Because they are certainly saying a fuck you to you and all lot creators and lot downloaders for neglecting to fix it all this time. They fixed it once to stop interior object slam downs, but only did half the job. The stubborn asshats won't go back to finish the job because, what, we're not paying them enough?! They don't do sloppy seconds? You made it sloppy in the first place. Just go back and finish the job, FFS.

    2 - All the Special FX Seaweed objects placed around the waters of home, will probably be in a turned off state when placing this lot. Most seaweeds objects are just décor, with no FX functions. But the ones that can be switched on have had candles placed on them, so you can quickly recognise which ones can be activated, should you want the FX to paly. Or indeed turn them off at a later date.  

     

    The Big Kahuna's Hale.rar  - Place contents of rar into Tray Folder.

    For more information on all CC objects used on this lot, please see this thread - http://simsasylum.com/tfm/index.php?/topic/14691-a-list-of-the-usual-suspects-links-to-cc-used-in-lots/

     

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

  7. New Additions - October 2019

    Plenty more fish in the sea? Correct. Added a few new Fish FX stones for Island Living fish, and some older ones from Spa Day, to bring that extra tropical verve to your Sulani homes. Also some new Algae Fish FX, instead of stones, that can be placed atop the water, with better control over the amounts of sharks or sprites you want to place. A new set of stones for other animal types like snakes, lizards or hatchling turtles. The new set also including elemental FX stones, for things like floating spores, electric fence FX, bubbles (To make those fake fish tanks look more real.) A potent FX stone for giving a venue and its surrounding world area the violent red storm and lightning seen in StrangerVille. Place a few of these down and it really does feel like the end of the world is coming - happening! Certainly for that venue! I've included no screenshots for these new additions in this thread, but over the coming weeks I will be releasing new WSC sets & venues for StrangerVille, Magic Realm and a new residential venue for Sulani, where you will see the FX of these stones in action in their venue screenshots. (The Sulani lot hopefully today, hence uploading these new FX objects first.)

    And a little something extra I did for giggles. Some new Crystal Ball type objects and FX for your spellcaster homes and venues. They come in pairs, each pair with a base table light that goes on table surfaces, then the Crystal Ball itself which slots onto the table light specially made for it. Then click on the table light for new on/off switch to begin new FX for that Crystal Ball. The Beating Heart object also has its own On/Off switches. One is to activate/deactivate the cute stream of heat bubbles. The other to switch on/off a potent Emotional room score for Flirty. The skull object has no secondary FX of its own. In the pictures I reduced the size of the skull by shrinking it once. That's my preference, you may like it normal size. I have not included any worthwhile, special interactions to them. I purposely steered clear of adding any using computer animations or playing cards animations, because... no thanks. Just, no. But I do intend to work on them for a group animation event, such as the one from OR for the main sim to start telling a spooky story to everyone gathered round the table, but with fortune telling outcomes, with the snippets and loot of the Lucky 8 Ball and maybe the Magic Wishing Well for the recipients of that good/bad fortune telling. It will be a pretty big project, so don't hold your breath. Certainly no blooming card playing animations. If the project is worthwhile and successful, then the mod will be moved to its own thread.

  8. Personal update October 2019 - The magic mushrooms from RoM added to plants. I usually steer clear of adding debug plants and trees for this mod, only proper build mode objects, but I did the mushrooms anyway, so here they are. (They are just re-coloured clones of the GTW Sixam mushrooms anyway.) The Wand Display Case can now sit on shelves, because that's what it looks like they're purpose built for, to sit on shelves more than anything else. Doh! Now they do. All smaller stereos can sit on any surface, including shelves or hall tables. (I think I accidently shoved them all in the Base Game folder, when one or two are from other packs. Though they are clearly marked so you can move them to the correct pack folders yourself. Amended, see post below this one.) And finally a fix for the bigger 4-tile coffee table footprints. My first attempt to mod them to be smaller allowed sims to walk right through them. Now they have the same footprint as 2-tile coffee tables. So place them at the approach angle where sims cannot walk straight through them. But there will still be clipping as sims move into positions to sit. That was the whole point, so chairs could be placed at a believable, credible close proximity to large coffee tables and not have their single footprint join with the 4-tile footprint causing a massive block for no sitting at all, unless the chairs are placed a million miles away from table.

    @RavenofWar- For these types of files it should not make a difference. It's always best to remove files if you simply don't need them, but they're not very big, only a few small binary files and will not cause your game to go crazy if it does not have the relevant packs installed. There would have been plenty of problem reports before now if they did.   

  9. Update October 2019 - Three new options. Following the same options the Amazing Rack has for Vampires, similar options have been included for Spellcasters. Now a sim with the Spellcaster Occult Traits can use Rack to give them a massive boost to Spellcaster XP and some additional Perk points to spend. Unlike the Vamp option to make a vamp an instant Master Vamp complete with all Perk points, the option for spellcasters increases rank level by 130 XP points and 2 Perk points per shot. Meaning it's good and chunky and you can certainly feel it doing something special in your underwear, but it won't make the sim an instant Virtuoso Spellcaster in one hit. Fuck no! Gonna need about six or seven Rack hits for that, from Nobody to Virtuoso. Reason being, in my world, I want the spellcasters to be on staggered levels. Not all made frikken Virtuosos in one hit! These new Rack options help me to do just that. (Highlander - There can be only one - certainly in my game!!!)

    Another new option for any spellcaster sim to zap themselves with a new option to make them very potent at using known spells and making successful potions for 12 hours. They cannot fail! (Good for challenging other spellcasters to duels at their same level. But when it comes to Ancient Bloodline Spellcasters, don't even bother soon. My upcoming WSC Magic Realm mods will make Ancient Bloodline sims practically godlike in the realms of magic. Death, himself, does not even get through, so no chance of a Novice scoring a point. No chance at all...)

    And the third option on Rack is to counter the Maxis glitch. (Which they have not fixed in 1.56 patch. Not mentioned a fix in their patch notes at least. Good, old Muxis.)  That glitch being, once becoming a Virtuoso, the sim is still able to gain XP points, (The UI saying because the sim may yet need to earn more Perk Points.) so an Overmax XP gain is allowed. However, "awww, Muxis, you done muxed it up again.."  when reaching the limit of the XP earned, the game, the UI, Maxis' diligent coding, resets sim back to being a Master Spellcaster, back on the road to earn the title of being Virtuoso again. Fucking great! Thank you, Muxis, for all the diligent game testing you do. You are so, so often (infamously) great at this. NOT! (Laughingstock of game developing community more like! You can imagine folks at other game studios saying "let's not do a Maxis on this." Maxis have become the industry's definition for being the twatty, half-arsed practice to avoid following.) So, anyway, the new third option is to clear off unwanted XP for a Virtuoso, before they get to that Overmax point which Maxis have not fixed and force sim down to Master level again, and again, and again. Yep, now wipe it away before your sim gets that far, or suffer the Overmax demotion yet again, and again, and again..... (Muxis in no rush to fix it. Perhaps working on the appropriate wording they'll use to publically confirm it as a new feature. Yep.)

    It removes 250 XP points when activated. (The Virtuoso bar takes 500 XP to fill.) So for best results, let your Virtuoso sim acquire a chunky, sizeable basket of (un-needed) XP, and when getting near to the Maxis, fucked-up Overmax point, (We obviously did not actually test this.) BS limit, cull it away, 250 at a time. Using the option on a chunk of XP less than 250 has (We obviously did not actually test this.) not been thoroughly tested. It might demote your sim again anyway, which would be so fucking ironic it begs the question why is the mod here at all?! So, don't do that then...

  10. Do you leave a Hologram Converter Machine present on the lot? They will switch it on and use it themselves if available.  Without access to one, they may very well return to using older methods of motive replenishing.

    Further to this, it would be advisable that when creating a sim who is to be converted, then before doing so, give them such traits as Forever Full, Forever Fresh, Never Weary, then their need to replenish motives is very rare indeed and the Converter Machine should handle it for them during those rare times during the longer visits.

    But in the end it is never a 100% guarantee no matter what you do. As stated in the opening post, it always has the potential to happen the longer the holograms visit, and usually will occur at some point. Though I've never seen it with the frequency you've reported.

    The one thing I have not tried is to put a super-massive attraction push on the Hologram Converter's motive replenishing options. Make them so overwhelmingly attractive, a hologram simply would not ever chose a "pathetically lacklustre alternative" method. Worth a shot, I suppose. And since I've already made mods for No Auto Nap and Always Sleep in Bed for normal sims, I could further edit the same XML files to outright ban the VS Hologram Trait from ever using a bed to sleep in EVER! Another trick worth a shot. That would really put the issue to bed once and for all, if you'll pardon the pun. :57b447a70b144_3(1):

    I'll look into it when I have the time. In the meantime, dish out the traits mentioned above to at least bring it down to a rare minimum occurrence. My mod for opening cheats on sims will allow you to add more traits to pre-existing holograms once they're summoned to a lot and you click on them.

  11. It could be due placing mod into a folder, the folder named after the mod. Looking at it, it is quite a long file name for the mod, and computers do struggle with long file names that are embedded into folders that also have long names. It doesn't take long before error/rejection messages popup like the one on your screen due to files with long names being placed into folders with long names and the computer gives up trying to read them.

    Either change the name of the folder to something much shorter, or the file name of the mod, or better yet both, and see how it goes.

    For instance, in my Mods folder, that same mod file with same name is placed into a folder named "Pets Minor" as I have another "Pets Major" folder for all my Cats & Dogs mods. My computer has no trouble scanning to it and reading it during game load.

  12. Oh yes indeed, the Magic Realm is closed off to anyone other than the sims whom the player has given the spellcaster traits to. No random anyone allowed. No random anyone becoming a spellcaster just for turning up. That portal and realm is off limits to all but spellcasters. HQ and the new Gliimmerbrook Bar venue mod off limits to all but spellcasters. Though Spellcasters can and do turn up in much more varied roles to these modded venues, to take part in many more activities other than just blasting spells at each other. HQ a bit of a librabry, café, bar vibe going on there now, on top of the mages activities. Glimmerbrook Bar again a bit of a library, bar, spa day, mild-gym thing going on for those Spellcasters to enjoy. With all the right All-In-One staff and objects in place to make it all flow properly.

    @spidergirl79it's not you doing anything wrong.

    If using the mods for extra trait slots for different ages, and sim is either generated by game, (Not one you made yourself in Cas) or ages up in game so as to have more trait slots for the next age stage, then they will have those empty, available trait slots automatically filled by game. It is the Maxis way of it and far too complicated a thing to mod to prevent the game issuing random traits to empty trait slots. Gotta grin and bear that mechanic when using extra trait mods for sims which you allow to either age up or be newly generated by the game. Especially more so when using mods like MCCC to push Story Progression and town evolution, sims aging in households you're not controlling so are not invited to pick their new age traits - (or indeed not pick any new ones.)

    It's been a long time since I've tried, but I think if you take a Cas-made sim into Cas and age them yourself, the game does not force empty trait slots to be filled. But if you're going to allow them to have birthdays and all the mechanics that go with that including the game filling trait slots autonomously beyond your control.

  13. Updated for 1.55 plus Personal Update for October 2019

    The mod here for Reward Store Traits is more advanced than the one previously on offer in the 1.55 update bundle rar.

    I have since added three important Realm of Magic traits that I may otherwise have not included, due to them being more like Hidden Traits I would usually add to the Hidden Traits Revealed mod, not this one. I won't be making a habit of this type of trait inclusion, but I thought the three RoM traits were/are significantly important enough to be buyable Reward Traits.

    Those three traits being the Weak, Strong & Ancient Bloodline Traits. So they can be dished out to sims as and when you want them to have it, not just because by Maxis rules they have to be born of Spellcaster parents. To me, issuing any of the three RoM traits by the player, is as important as giving grown up sims one of the Toddler Traits who pre-dated the toddler patch. Why should they miss out? If you've created a demonic-looking ancient spellcasting entity that in your head is as old as the world itself, as old as darkness itself, then why should the sim miss out on getting the right traits?  Hence better to find the three RoM Traits in Reward Store. (Though can still be given to any non-controlled NPC sim via the Add Trait Cheat of my other Sim Cheat mods.)

    Also, and here's the bit you might really like, I wanted to shut off the risk of spell casting purge charge death malarky to a bare minimum, but only for certain sims. Not make a basic cheat to get rid of it across the board. So in another mod set I've yet to release, (WSC RoM) all Spellcaster sims of Ancient Bloodline have had their potentially lethal spell charge crap reduced to 99.9 per cent chance of not being harmful. Ancient Bloodline? You're practically a demigod, of course you have mastered control of that crap, born naturally immune to it. Not just as old as darkness, you ARE Darkness personified. (Or the Ancient Bloodline Reward Trait you've just purchased to say so. :57b447a70b144_3(1):

     

     


     

  14. Updated for 1.55


    (Just finally uploading the one from the bundle rar folder.)

    Note -

    This is one of those mods that at any given patch it could become redundant - might be already for all I know.

    With so many things for me to check and test, I very seldom remember to hoik this mod out of my game and take a look at what vampire energy is doing au naturel, a la Maxis.

    So feedback is always, and I do mean always, welcome if this mod is no longer needed and should be retired. Because if Maxis do ( or have already) fix the Vampire energy decay, then this mod would actually be an adverse thing in game and would be best to get rid of it.

    So some players with time on their hands other than me, can maybe take a look at what default vamp energy decay is doing - or still not doing - from time to time and maybe not wait for me to be free from the snowed-under patch-checking and mod testing I have to do in the hopes I remember to check the necessity of this mod.

    The only reason I bring any of this up is I find it hard to believe Maxis have left vamp energy stuck all this time. That's like... over three years now?! That's just shitty irresponsibility and neglect even for the likes of Maxis' track record.

    Or am I missing the point? Did Maxis actually, genuinely, implement a stop to general, normal energy decay on vamps, and I missed the fucking patch notes, the office meeting and the frikken boat on that one???

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