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Posts posted by coolspear
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Cheers, Lars. Yeah, it works just as it should for me. I've been messing about with all the magic stuff lately, but I did give the spellcaster the 21 Breakthroughs and made her make a Freeze Ray gun, making it and upgrading it super fast. No issues at all. Though, as I say, this is me still on 1.55. (And did I release that latest version with super fast constructing and upgrading? Because, boy oh boy, is it super fast in my game. I think I forgot to upload that re-tweaked version??? I'd even forgot that I re-tweaked it, till I saw how fast the spellcaster was doing everything.)
As Lars mentioned, as did GodzillaForce a few posts up, the No Ingredients Needed mods are also required. I do also state this in the main post, in the section that explains the No Ingredients function, that I had to likewise set it up the same way on the recipe ingredients files, so sims can make the constructions, as by default they would not normally be allowed to if not scientists. As such it's not optional. Perhaps I need to draw more attention to that bit, make its necessity and importance stand out more.
@simsimmawhen you say a mod for having multiple careers, are you referring to the one on MTS? - http://modthesims.info/d/615383/multiple-jobs-for-your-sims.html
Because, if so, I'd steer clear of that mod, mate. It's a little bit on the severely broken side of things. Has been since the big 1.52 Island Living patch I believe.
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Let the troubleshooting commence.
Are you on 1.56? (I'm currently not as yet. No idea if 1.56 effects this, but still need to ask.)
Can sim Upgrade the Constructor? Are Upgrade options available?
Do you also use my "Size Maters" mod set?
Does this happen on a newly placed Constructor? Have you tried using an older Constructor on another lot that was last known to work fine and dandy?
If so, Have you tried placing new Constructor from the Constructor Room available to download with this mod in main post?
Have you tried using Science debug cheat to issue 21 Breakthroughs again, just because what the heck, you never know?
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There are many changes on the XMLs, those two are only the beginning. Going down the XML you will see that same News Channel XML is referenced a couple more times, so they too would require a channel change reference, and just as importantly, where it mentions what VFX the TV will display when it is an Unbroken State (Default is always no VFX) I have also entered the VFX code lines for the News Channel, not the same as the 9102 News Channel Object State XML references seen everywhere else.
With my other mods to secure these décor TVs never breakdown, they will forever be in a state of Unbroken and hence the VFX will play.
For a complete list of TV channels search for the "TVChannel.ObjectStateTuning" XML (16388). They will all be conveniently listed on there. (Not Movies from other packs. They'll be on some similar Object State Tuning XML, but I don't know what its name or number is as I've never had cause to fetch it out. If you copy and paste the XML number of a specific movie into the search function, you'll find the main list XML soon enough from the relevant files the search offers.) Alternatively, if you extract any of the TV Object XMLs for any model of TV, the individual movies will be found on them. Though not in a handy list form, but on different chunks of coding with other stuff in between each movie reference.
Once you extract a specific TV Channel/Movie XML, open the XML to see the required VFX code for that channel/movie - to replace the reference in the Unbroken State chunk of code.
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Reworked most elements regarding preparing food and potions on the cauldron.
Food Making
1 - No Auto Cook Food in Cauldron
Self explanatory. Reason why? Visiting NPC sims will not clog up cauldrons on community lots with chili just because they wanted a meal. I provide plenty of other, better, avenues to food, so don't put the cauldrons beyond use with food left in there just for the sake of a selfish, single snack. Also don't cook at home. If I want you to cook lesser quality food in a cauldron, (See below) I'll tell you. You'll leave it alone until then.
2 - Faster Cooking X 5
You'd think a spellcaster sim would just click their fingers and magic up a cauldron full of piping hot mung. But no, they gotta cook it like everything else. No, actually, that's a lie. They take for-frikken-ever cooking food in the cauldron. Why? A bout of temporary amnesia that they are magic and should be faster? This mod removes the amnesia and reminds them they are magic. By my estimation, being magic is roughly five times better than being non-magic. By what measurement scale have I arrived at this number? Well, being a Jedi is ten times better than being... not a Jedi. And being Jedi is approximately twice as good as being magic, because they do magic AND have light sabres. Simple. Anyway, spellcasters cook cauldron food five times faster now. If only they had light sabres, then I'd have made it ten times faster. Gotta stick to the logic of the method.
3 - Better Chance Higher Quality Food
A better chance that your pot of mung is not a pot of dung. Though Maxis have done that same... fuck knows what, to the Cauldron Food as that done to Popcorn. That it will never, ever come out as Impeccable, even though it is coded as being possible on the three cauldron recipes. But I think that's just because they lifted the coding straight from the base game food recipes, like chili, and the Impeccable coding is on those. Preparing via third party object (Popcorn Popper Machine, Cauldron) ferks it right up and it will not come to pass.
If only they'd done it like the Ice Cream Maker, then I'd have something to work with. Because the end result sees Ice cream separated as an individual entity from maker object, hence Impeccable works.
Popcorn and cauldron food do not get separated, so the game does not know if is should make the food Impeccable, or the fikken food maker machine. So it opts to do neither. Yea, ferked it up real good. I know, I actually got the game to accept making the Popper Machine Impeccable once. That was a short-lived giggle though, when the grabbed popcorn was still only Excellent. (Should have just ate the Popper Machine then.
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4 - More Food Servings 99. Add On Mod
Just like all my other food mods, cooking any of the three recipes in the cauldron will result in 99 servings being available when complete. Just take heed, that if you command sim to collect all servings to their inventory, that's 99 single servings you'll have to get rid of one by one. No handy group meals here. Single servings only. Time-consuming pain in the butt to remove them all from inventory.
Potion Crafting1 - Faster Brew Potions X 5 (All Spellcaster Levels)
For same (Jedi) logic applied to food above, and also, you know, just get on with it. Life's too short. I don't care if you're a greenhorn novice or God Almighty Himself. Just get on with it at same pace and get it done.
2- Better Quality Potions - Excellent
Like above for food, and also like all my other Excellent Quality Drinks and Potion mods. Same deal here. Excellent is the highest quality for drinks and potions, and now it will be more often the result for cauldron potions with this mod. Especially if sim has high skills and good culinary traits, then now no random, head-scratching chance of making shite.
3 - More Potions (Normal 10 - With Perk 20)
Default is like 4 or something, then 6 or 8 with extra potions perk. I can't remember. Now it's 10 base, and 20 with perk. Plus when you command to "Bottle Up All" , sim will take all 10/20, not take max 8 at a time as would be the case due to default coding.
4a - Chance of Ingredients Return 85%
If spellcaster has the perk that grants the chance of not all ingredients being used when crafting, then this mod hikes it up from 30% to 85%
I did originally top it at max 100% so ingredients - though they are still required to be in your sim's inventory - never get used. But thought what the heck, I'll make a straight-up No Ingredients Needed version too, and just increase the chance for thsose players who want to use ingredients, but don't want to go on ingredient collecting/hunting/fishing/buying/begging/stealing/borrowing sprees as often.
4b - No Ingredients Needed for Potion Crafting - Add On Mod
Exactly what it says. No potion making ingredients needed to be in inventory. Just brew away, and worry about your cheaty sins another day.
Please note, if you want to have this feature while using the Main mod, this No Ingredients Needed Add-On needs to be placed in the Overrides Folder, so it will not conflict with elements of the Main mod, so it will take seniority in the game loading process and be the effects you see in game. It's possible this feature might still take seniority during the load and be available in game despite not being in the Overrides Folder. I have not tested this scenario, nor do I care to. I just put the Add On mod in Overrides Folder and guarantee the desired result.
If you're not certain what an Overrides Folder is, then see this link for more info and a download - http://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
5 - Chance of Happy Familiar 100%
Why did I do this? Ask me again later. I might have an actual answer. But for now, let's just say it's better to have a happy puppy familiar every time you make potions, than to... not, simply because of random low chance? If it toots your flute at all, then it toots your flute always. And if familiars cream themselves just because you made a potion, then have at it my little, floaty friend, cream away every day and don't let a little thing like low chance get in the way of your enjoyment. Yeah. That's my reason. As good as any, I suppose. So I'm sticking to it.
Realm of Magic GP is a required install for these mods to have any point in your game.
Note - It can and does happen that if brewing potions on a community lot, the first of the batch, whether default Maxis batch sizes or bigger ones via these mods, ends up belonging to the community lot and not your sim. Meaning when you Bottle Up All and they go into your sim's inventory, one of them will have no Live Drag function as the game has decided it does not belong to your sim. Let's call it Venue Tax, until Maxis ever fix it. You will have to command sim to place it in world, or drink it, or tell them to throw it away. Everything available but Live Dragging it yourself, even when your sim returns home that potion is still blocked. Be careful, as the venue might want it back and send a couple of the boys round to collect it.
This does not happen when sim is at home, where all crafted potions belong to sim and Live Drag is not blocked on any of them. No Venue Tax.
Temporary Note - These mods were made with Game Version 1.55. I have not yet patched to 1.56 so cannot speak knowledgeably of their compatibility with 1.56.
Main Mod - Place in Mods Folder
cool1_object_CauldronReworked.rar - New for November
Add On Mod - Cauldron 99 Food Servings - Place in Mods Folder
cool1_object_Cauldron_99Servings.rar - New for November
Add On Mod - No Ingredients Needed for Potion Crafting - Place In Overrides Folder if using with Main mod.
cool1_object_Cauldron_NoIngredientsForPotions_OverridedsFolder.rar - New for November
For patch version compatibility status, please see most recent Patch News thread for the TS4 Food & Drink 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
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Yes it can. I use MC without any of its auto push - Story Progression - settings activated.
I don't know if the various settings are turned On as default with MC. But just go through the Population section, Marriage section, Career section, Moving section and turn everything off so sims do not do any of that autonomously. I only ever did it all once years ago, so don't remember where everything is. But it's all prevented in my game pretty much since MC first released and I started using it.
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It's of a similar problem to MC's Story Progression marrying off random sims, including All-In-One NPCs.
It's not a good scenario for these NPCs to be in, being married off or indeed killed via auto violence/murder mods. Also if you allowing natural aging in your game, it's best to give All-In-Ones a No Aging Flag, otherwise same problem.
They will not be automatically replaced. If their numbers have been reduced to significantly low levels trough such activities, you will need to do the Setup Process again.
The main purpose of this mod is to stop the Maxis default rule of repeatedly generating unwanted, unneeded NPC workers for community venues. It does not effect the generating of maids, butlers, nannies, that type of thing. Only community venue workers. This mod will not allow it, not any new Maxis default workers, not any more All-In-Ones.
You'll have to take out this permanent mod and to redo the temporary Setup process again if it gets that bad.
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Military Medal Case
But it's Empty!!!
I did this mod a wee while back and completely forgot about it. Then I saw it in game today and said to myself, I better upload this in case I release a lot with it. Plus every good modder and creator worth their salt is uploading a Halloween goodie gift or two, so I thought, perfect, I too can upload something.
"But this ain't spooky stuff, coolspear." I hear you say! I guess so. But soldiers earn medals for all sorts. And the biggest medals awarded are for heroism in battles and war. And WAR IS PRETTY FUCKING SCARY, if you ask me.
More scary for me now, because I had to do the unthinkable for this to work right. I had to put a financial, monetary value on the medals, so they can be purchased and the mod can work. And I know my grandfather, who had his scary time fighting real, genuine, bone fide Nazis back when that was a hard reality and not something Quentin Tarantino makes light of in movies, - burn them all in a cinema yay! (If only Tarantino had Doctor Manhattan take a break from single-handedly winning the Vietnam War to turn up and twat the burning Nazis on the head with this giant blue cock??? It was the only bit missing!) - and granddad won some medals while doing so, would be unhappy with me putting a price on medals. Even in a game, I should imagine.
So sorry, granddad. I remember what you once told me. The highest honours come from the simplest moments. You never did get over that horror. How could you? I know.
But, back to the game. If no sim in the family is ever going to be in the military career, then this lovely display case is pointless. (Rightly so, some might say.) Though what if you want to place a display case on a community lot? Such as a Museum Venue, placing the aforementioned medals in remembrance for the brave, honourable soldiers? The hard-won truths of history, the honour and the sacrifice. Nothing left of the facts but a physical, tangible medal to look upon and a hope, in that moment, to believe yourself as one worthy of that terrible and bloody fight that led to our freedom. Winners did not write this history. The broken-hearted did.
Anyway, filling the case normally is no easy task, unless faffing about with all manner of debug malarkey shenanigans.
So just buy them and fill the case and ponder the deeds of so many valiant, unknown soldiers who won the medals, so that we can know why we live free of tyranny and goddamn Nazis. (Happy, granddad? I hope so.)
This mod is not a clone and it overwrites the original display case object. It also re-categorizes it from being lost among a forest of décor objects, and places it in the Storage / Misc section. I think it should belong there with all other display objects, like the Jungle Adventure Display Case. No higgledy-piggledy confusing category placement. Keep it easy to find, organized, uniform, unified and smart. Just like the military!
cool1_object_MedalDisplayCase_PurchaseMilitaryMedals.rar - New for November 2019
For patch version compatibility status, please see most recent Patch News thread for the TS4 Specialized 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, our grandparents who stopped the Nazis.
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The Usual Suspects
As of July 2024 I've totally reworked what this thread is all about. It used to contain a great many links to all the individual threads where all my Custom Content Object Mods are, that I typically use in the lots and venues I upload to this section.
Most of those links were fine, though a good few of the linked object mods might not be as up-to-date as the ones in my own game. Either with patch update stuff or just brand new features.
So it is I'll remove the links, and just upload a bundle rar here with all the latest versions of every type of CC object I'm likely to add to a lot build I upload to this section. There will be plenty of new and exciting lots coming here over the following days, weeks and months ahead. Stuff I've wanted to upload for ages. All the unique Batuu Lots for my Batuu Reworked mods, the new Dorm Housing Lots for that mod set, the new Science Labs for my new Owning the Science Labs mods, and this is only the tip of the iceberg of the new lots and associated venue mods I'll be uploading. And some reworked, brought up-to-date favorites, like the latest Heartbeat Hospital lot to coincide with all the recently updated doctor career mods. Lots and lots of lots to come, busy, busy, busy. And the original, old-faithful Science Labs, which I've rescued from Maxis crashing the game because of their godawful mannequin bug a while back. It broke my heart when I thought I'd have to scrap the old Science Labs venue due to more Maxis patch skulduggery. But a bit of perseverance and trickery swapping out the venue to an older version of TS4 on my old computer, then back to my newer computer and latest TS4, and the mannequin bug skulduggery was cleared away! Yay! Where there's a will, eh? Cheers, Maxis.
The bundle rar contains anything I'm likely to use in any lot uploaded to this section. However, the one thing I will not be doing, is when I upload a venue, is to list every CC object of mine that is used on the lot. Life is too short, my friends. So this bundle rar of my CC objects is the happy medium. No hundreds of links to chase down and loads of individual downloading to do. Just one folder with it all right here. And there is quite a bit in the rar, so be ready. But if you've long since enjoyed the CC objects I've been uploading over the years, then you've probably already got most of this stuff. Now you can have the most recently updated versions of some of them, too. And some brand new things you've never seen before. Such as the StrangerVille Military Flag object, with interactions like Salute the Flag, made for my StranagerVille military camp venue and mod set, and the StrangerVille MCC venue and mod set (No, not Deaderpool's great mod, but the Medical Crisis Center, where doctors, nurses and scientist go, and your main sim can try to help cure the infected. But beware the Infected Stage 3 sims, they're incurable and dead set to be a plague upon the planet.) StrangerVille got a whole lot stranger. (See what I mean about iceberg.)
But just remember, it's a comedy love story, so it always works out in the end. (Wasn't that the line from the Shakespeare in Love movie?)
My CC Objects Used On My Lots.rar
Happy simming, folks.
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Personal Update
Fixed that duplicate Levitate XP option error on the Inventory Dark Crystal. Now back to one for XP, one for Energy.
Glad you're liking the curses.
Yes indeed, Lars, they do start off very intense. (Shaking like Chubby Checker doing the Twist
) Very violent. I hope I've got the balance right, as low range and some mid range computers might get a bit laggy for the first few seconds of the curses. But after about 20 seconds they all do calm down a bit, not as severe. I wanted that, "oh shit, I've just opened Pandora's Box and unleashed the Nemesis!!!" feel. Playing with Dark, evil, Misanthropic Power is going to be wild! Going to be violent and unpredictable!
I think the Blessings one will be a lot tamer in comparison when I've finished it. No intense, violent beginnings. Fluffy and cuddly and full of love. (Boring, you could say....
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Personal Update October 2019
Due to a recent report about graphical FX issues, I took a look at these napping blankets. I could not recreate such FX issues, they were fine in my game. Perhaps issue due to mod conflicts. But while looking a them, I did add a new little feature to active some fantasy butterfly effects, turn them on or off, it's up to you. They are meant to coincide with the fantasy butterfly effects and heart bubbles toddlers have when they wake up from napping on these blankets, due to the "still dreaming" buff they get for a few minutes after waking.
(See main post for some relevant new screenshot pictures)
@WhittyDreadful That's a mod conflict I just could not recreate. The object coding for blankets was originally taken from Sylvan Glade Silverstone, which was originally taken from a stereo object - So the Silverstone can play the New Wave music channel. The effects in you pic are those seen on the Sylvan Glade Silverstone, but how you got them to play on the blanket baffles me. I originally intended the toddler music channel to be playing at very low volume on these blankets, hence I used the Silverstone coding. But I scrapped that idea during the early stages, but left the same FX on the coding as seen on Silverstone object. The napping blanket has never had a switch to turn all that on or off. I removed it. Yet after seeing your screenshot it seems you've found a way! Turn on Silverstone and its fairy FX, and it somehow activates same on the blanket! I tested for this possible conflict and found it does not happen. Not in a way I can recreate. One does not effect the other in my game. That would be like, indeed identical to, turning on one stereo on a lot, and ten others on the lot are activated as well. Very crazy indeed. Perhaps a third party mod I do not have in my game is acting as a conduit. Even so, I removed the Silverstone fairy FX from the blanket's coding, so by whatever mechanism your game is using to activate the "stereo" elements on the blanket, there will be no more Silverstone fairy and magic mists FX seen on blankets it if it happens again. Miraculously happens again! It's like someone added the missing On Switch coding (purposefully removed by me) to your blankets for the FX to go active. Hmmm... Was anyone at home tinkering with the blanket mods recently, just to see what if...?
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Spotted a glitch. The small inventory Dark Crystal has option to Dark Levitate for XP twice. One option should be for Energy. It was fine until the last tweaks I did before release. I'll correct that soon. (Now you see why I need to take a break from this project. Start making gaffes like that by the end, that were fine until the final tweaks. Step back for a bit. The Crowd Blessing can wait.)
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Wow, aging up with a bang!
Just as well my preferred gameplay is to switch off ageing. I like my sims set in stone.
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That's the trouble. It started life as a mod for all career levels. The innocent period. But over time, the mod evolving, countering the growing Maxis nonsense they kept inflicting on the career, the emergencies, the staff. That's why the mod is the way it is now, and I have no desire to revert it back to the way it once was. Have Maxis removed the crap they've done to pregnancy emergencies? The staff rendered pointless? Nope. Hence this is the updated version.
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Uploaded Final Version.
A few tweaks here and there and the Dark Crystal object added as intended, now that Crystal object is available for download in the Specialized Mods Section.
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The Dark Crystal
A new object for spellcasters to use for helping with gaining XP for rank promotions, extra Perk Points to spend, some Motive boosting, and a few fun Crowd Curses to unleash upon nearby sims.
A standalone clone made from a Base Game raw crystal. The functions are for the Realm of Magic pack and can only be used by spellcasters. The many special FX and Animations for Spellcaster's Dark Levitation and the three Curses are taken from many packs. Vampire GP for the Dark Meditation animation and lots of others for all else. Not sure how well this mod, the FX, will be without relative packs installed. Some FX work regardless of installs, others are more fussy.
First the Turn On switch. Doing this to activate the options and some FX for the Dark Crystal.
Let's get the spellcaster sim to "Dark Levitate for XP." Once Turned On, the Levitate for XP is autonomous, but sims hardly ever do it autonomously. I did not add any significant hidden attraction pushes. As such I've yet to see a sim do it autonomously. But there's nothing stopping them otherwise. (The curses are not autonomous.)
The Dark Levitation process runs for 90 sim minutes for all interactions on the Dark Crystal. That's due to the length of time the default animation has been designed to run for, before it reaches end and loot XMLs can be successfully activated. (Even if I set for 15 mins, they'll still continue Levitating for the full 90 mins as the default animation dictates. So, I may as well keep it at 90 mins proper for all the interactions then.)
While Dark Levitating for XP, I also made all motives begin to rise, and as you'll see in the pics, the motives will be pretty much maxed by the end.
When complete, the sim is given a default Medium XP boost. Maxis set this at 10 XP points. (Not a great amount. Especially for higher level spellcasters. Seeing as I've already added functions on the Amazing Computer Rack object for massive spellcaster XP boosts, I did not want to do it again here.) But I also threw in a nice, shiny Perk Point for Dark Levitating. Because... why the heck not, eh?
Also a Buff to highlight the completion, to boost the Inspired Mood - good for potion crafting - and to also block the sim from Levitating for XP again too soon. Not that they seem to be tripping over themselves to do it autonomously every chance they get, but best to block them for a reasonable amount of time (8 Hours) just in case. After all, the Dark Crystal's Misanthropic Powers do need to recharge after usage.
Also highlighted in the greyed-out options it's too soon to try again.
Bonus Objects
An Ancient Imbued Plumbite Crystal that, for now, only has the same FX on the object if Turned On. So not quite "Imbued," as yet. In time I will be adding Blessings on this Ancient Plumbite Crystal, to be the Ying to the Dark Crystal's Yang. But I need to take a break from this project for a short while.
Small Inventory version of Dark Crystal. All interactions can be used while sim is carrying smaller crystal in their personal inventory. The larger model is the Alpha mod, and is needed in Mods Folder for the small version to access many resources to function correctly.
Now for the Crowd Curses! Let's take the sim to a community lot.
The new Glimmerbrook Bar venue. Look, somebody has left a Dark Crystal just sitting here. Bad idea!!!
The Blue Pox
Ouch, a violent start! Really overpowered! Dark Levitated a bit too hard, methinks!
Really violent start!
Sims caked in ice! Blue skin, glowing, sparking, shivering, dazed, unwell, vomiting. Yep, that's a curse alright. A very blue one. And that lightning won't stop whacking them all! No matter in which part of the building they hide, they're getting continually zapped!
Over the four hours of punishment, all curses go from incredibly overpowered at start, fading less and less potent till gone. With FX being massive at first, to less and less over the period. Telling a little story of the Crystal's Misanthropic Powers, through the state of visuals as they steadily diminish and the weakened Dark Crystal's need to recharge.
The Green Pox
Eerie fog, as thick as pea soup!
Oh, that's spooky. Never gonna see what's coming at you in that fug! Zombies, maybe, the way everyone is groaning with those very deep voices. And those freaky eyes again.
Day of the Dead round here, for sure.
The Red Pox
Panic Much?!
Adam and the (Fire) Ants. Remember that Prince Charming arm thing in the vid? 80s classic!
In the end, no sim ever comes to any real harm. Mostly eye candy FX and vomit-fests for shits and giggles. Though the busier the lot, the more activities there are, sims just carry on using them in the most part. You know how terrible the emotional reaction mechanics are in this game. Mass hysteria? Not likely. Not TS4. "I think I should be panicking here. Yes, there seems to be an outside force telling me I should panic. Though I would rather carry on drinking my cappuccino, to be honest. And afterwards, perhaps four boring hours staring at this wall in front of me, if it were up to me. Panic, you say? Ho-hum, I'll try."
Not only this, but my main world is four years old, over six hundred sims, most of whom I've lavished with all kinds of loving attention in Cas and given skills and traits. Traits that prevent them panicking during fires or getting sick. That's about 70% of that 600 who are calm under fire. So not the best world to try and scare the bejesus out of the sims with this kind of trickery. Certainly not for pictures of mass hysteria.
Objects found in Entertainment / Knowledge & Entertainment / Outdoor
Alpha Object - The Large Dark Crystal
cool1_object_TheDarkCrystal_Large_(Clone)_ALPHA.rar - New for October 2019
Inventory Object - The Small Dark Crystal
cool1_object_TheDarkCrystal_Small__Inventory_(Clone).rar - New for October 2019
Ancient Plumbite Crystal
cool1_object_AncientPlumbiteCrystal.rar - New for October 2019
For patch version compatibility status, please see most recent Patch News thread for the TS4 Specialized Mods section.
XML Resources Used:
All object files cloned and XMLs built by me so should not conflict with anything else out there.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Okay. I have not patched to 1.56, so I did not know Maxis fixed the Ui Overmax demotion issue. They fixed it by completely removing it. Now that's what I call sweeping it under the carpet.
I see what the modder there was going for. To reinstate the overmax, plus make sure on the loot XMLs the bloodlines are still going to get that extra perk point more than non-bloodlines get. That's all those three traits are there for.
Helpful if you actually need the perk points after reaching Virtuoso. Though begs the question what are Maxis now going to do about that? If anything? Surely they cannot intend to leave it like that for non-mod users who are short on perk points while at top tier. Perhaps it's a quick fix to stop the overmax demotions, then in next patch a proper hidden trait and/or hidden buff system coming to solidify spellcaster ranking. (What they should have done first time round.)
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I did upload some new tropical fish stones the other week, for the Big Kahuna's Hale lot. Have you got those?
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I don't know what the fix is you're talking about.
The demotion error is due to Maxis being lazy and not making proper hidden traits and/or hidden buffs for different spellcaster ranks. (Like they normally do for every-damn-thing else.) Such that the only physical record of your spellcaster's promotion is the UI itself and nothing else. So then, if it happens that you get to top tier and didn't earn enough Perk Points to buy all the goodies, the lazy Maxis lot had a brainfart to allow XP overmax. So your Virtuoso still earns XP, so that when it hits the top you get more Perk Points. But, like I say, there is nothing that solidifies the rank other than the UI, and the game tries to promote again. But there is nothing higher so it actually demotes your sim thinking it a promotion. Lazy, bad Maxis. Make some hidden buffs or traits to solidify it next time you lazy bastards. You could have done that in ten frikken minutes. Lazy, brainfart nincompoops. This error happens whether you have bloodline traits or not. When it first happened to my sim he had no bloodline traits. (I didn't even know the traits existed during that first playthrough messing about with spellcasters.)
The 3 Bloodline Traits do not have any effect with the demotion. They are not connected in any way, shape or form with that. As I said in the main post, the only reason Maxis made them was to give sims an extra perk point each level up if they have one of the traits. The traits have no connection to the lazy-ass UI Maxis built.
BTW, I made something of a help for this, on the Motive Manager Machine, The Amazing Computer Rack. That if your Virtuoso is nearing the top of the XP bar again, they can use Computer Rack to remove the XP points back down to zero, so as to avoid being promoted-demoted-promoted over and over. The Rack will also issue perk points if needed.
Speaking of slow and lazy...
@Chaavik - The error with the perks window being blank happens if you try to access the window too quickly after lot load. It's slow and lazy like its creators. You have to wait a few seconds. Un-pause game, count to at least five, then there will be no issue. Trying to go straight in while game is still paused right after lot load, blank, broke shit will be the result.
It could be that this Interface Readiness delay is due to mods. Between weerbesu's UI mod, WW & MC, there could be interference. Especially with WW and MC always trying to put more and more messages on the screen after load, could be causing Interface delay. If any, I bet on WW being the culprit, due to the rotten new auto re-pause shit it does. But that's just a guess. I haven't tried without mods to test the result, as the workaround is simple. Wait five seconds un-paused, till WW's last message (Green one) has finally graced your game with its presence. Simple. If you don't use any of these mods, but still get the blank UI if rushing in too soon, then report here, so we can know it's definitely another Maxis issue then.
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The planter boxes are the marble recolour ones I made, found in Specialized Mods Section.
The Fish FX Stones are also in Specialized Section, and most from that set are used on this lot.
The plants along the front are all the ones used in potion crafting. The two side ones are a cowplant, - named Black Moogic
- and a Mosquito Trap plant.
I will be uploading a final version of this lot very soon, in a few hours, as it will have the new Dark Crystal object. I've just come here to start uploading the Dark Crystal in Specialized Section, but answered your questions first.
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That's entirely up to you. It won't break them if you give them more traits, skills and flags. Though I would not move them into a house and play them as it may break their NPC worker status.
I've only ever discovered two NPC workers you cannot change a single thing about them or they break. The makeup/stylist and the wardrobe NPCs for Get Famous Film Studios. Change a single thing about their traits, skills, anything, and you kill them as workers. Even though it's random what traits and stuff they get when being generated, you cannot touch them afterwards. Broken Maxis coding most likely responsible. Other than those two, most venue worker NPCs are fine with a few extra tweaks to traits and skills as far as I've experienced.
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On main post there's a bit that's trying real hard to inform readers of something important by opening with - "***Very Important Note***"
Please read it (again?)
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Update October 25th 2019 - Reworked and many new additions. All focused on clearing up any chance of the game putting bizarre clothing accessories on sims. Might be because Maxis broke shit here and there. Might be because CC clothing creators broke shit here and there. Bit of both I'd wager. Don't care any more who is responsible, I just want it to end. I just want my sims to dress, undress, and any wardrobe shenanigans in-between, normally. Is that too much to ask? The mod "All Visitors Change Into Everyday when Leaving" used to be in its own thread. But I'll add it here with the rest to keep them all neatly together. It makes it so any visiting sim leaving a residential or community lot, will change into their Everyday outfit just as they are leaving. So no more finding them at home wearing the same swimming outfit you last saw them in many weeks ago, that kind of thing. Unfortunately it only works on sims who are actively leaving. If they are still staying at the lot when your sim leaves, such as a doctor leaving the hospital when workday ends, then you'll still find idiot sims wearing their hospital gowns at home weeks later. Grrr...
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Personal Update October 25th 2019 - Adding six new mods here to makes sims use spa object more autonomously at spa venues, and to also make the objects and activities viable for use on non-spa venues. Though it will also need to be setup in the visitors Role XMLs for the venue type to use spa stuff. I've made these mods to coincide with the tweaks I've made to visitors for the new Glimmerbrook Bar venue. It's not officially a Spa Venue, but with these mods in place and the edits done to their Role XMLs, the visiting spellcasters will autonomously use objects and activities, rather than just ignore them. Also added most community venue types to better recognise spa stuff. Such as my Heartbeat Hospital venue for the doctor career. But like I say, it also needs to be setup in the visitor Roles, otherwise they will likely continue to ignore spa objects and activities. I did long ago setup some Hospital visitors to use massage and stuff in their Role XMLs, but they never did. Now they might start autonomously using the stuff with these mods in place. (But surely Maxis could have made it easier than this?! What a rigmarole! And I know it still needs a bit more work to be more fluid. But we'll get to that in time. It's a start, at least.)
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I just noticed the rar had far too many files for a venue. Turns out I was also giving away a free sim! I know, I'm far too generous. One I quickly created to test something the other day, but she was coming along with the venue.
I have removed the sim files now, so it's only the venue.
To all those who got the sim, please, treat her kindly. She was instrumental in all my time altering shenanigans the other day. She's been through weird time travelling, time altering things no other sim has experienced or likely will again!
Cauldron Reworked (Realm of Magic)
in TS4 Food & Drink Mods
Posted
Update 6 November 2019
Just discovered in game a few minutes ago the recipe for Prompt Resurrection Potion was missing from both the Main Cauldron mod and the No Ingredients mod. So I did a little bit of prompt resurrecting of my own and quickly put the potion in there with the rest. Please re-download the mods you were using so you can have the missing potion.