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coolspear

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Posts posted by coolspear

  1. Sad news is that it cannot be stopped. Couple years back I went down a modding rabbit hole regarding this very thing. Just imagine, it's a major annoyance to most players, and yet not one, single mod out there for all the years we've had toddlers to curb it it? That can't be right. I know why. I've tried. Every file you've listed and ten times more than that I have extracted and modded to no avail. I mean by the end I was modding to the extreme, to the point I was purposely trying to break the whole toddler picking up shebang it to see if I could even make a dent. Nope.

    Sure, I could totally eradicate sims ever picking up toddlers ever again, but that just breaks so many other things, just as you've said, bathing and all sorts.

    I came to the conclusion that the worst of it is due to when toddlers are seated, they are allowed to call out to anyone - sometimes frikken everyone  - to come pick them up. I assume this was only meant to be when a toddler is in a highchair unable to get out themselves, yet they do it when sitting anywhere, and it is mighty annoying to see grown up sims walk all the way across the lot to pick them up and put them straight back down. Watching this idiocy knowing the toddler could have climbed in and out of the chair ten times themselves instead of waiting for that nonsense.

    Believe me, if it was fixable either me or ten other modders you could name would have ended it by now. Absolutely nobody can. Not even Maxis, given all the reports this annoying stupidity has had. Something in the core files that no amount of xml tuning or scripting can reach.

    Edit - For a giggle, you could try stopping toddlers form autonomously sitting. No sitting, no calling out "come get me."

    But you'd have to extract all sitting interaction xmls and blacklist toddlers from the autonomy. I'd say that's going from one extreme to the next. But it might work for some. Personally, I prefer them auto sitting because they can grab meals off buffet tables, sit and feed themselves.

    Perhaps making a new CC "Pick Up Toddler" trait and giving it to only one adult in the house, and blacklisting pick up toddler interactions to all sims without that trait. It won't stop it, but will go some way to reducing the frequency of it. Heck, now that I think about it, I might give that a try one day. I need closure on that frikken unresolved rabbit hole of toddler modding from a few years back.  

  2. Patched game last night (Seeing as latest S4S version released yesterday.) and checked this mod set against the 1.110.311.1020 Life & Death files. No updates are needed.

    That's right, no updates are needed, even though I said on October 31st - four posts above this one - they will need updating after I downloaded the waffles mod that conflicts with this mod, and spotted three new lines of code in their mod. This was before I patched my own game, so had no other reference, so I just assumed the waffles xml had the new Maxis coding that I would need to incorporate into my mods.

    However, now that I have patched and have extracted the latest version of that Maxis xml, there are odd discrepancies with it and the waffles mod.

    In the Waffles mod -

    line 77  -  <T n="FULL_AUTONOMY_DESIRE_TO_JOIN_PLAYER_PARTIES">0</T>
    line 100 -  <T n="FULL_AUTONOMY_MULTIPLIER_FOR_SOLVING_THE_SAME_STAT">0.25</T>
    line 150 -  <T n="NUMBER_OF_DUPLICATE_AFFORDANCE_TAGS_TO_SCORE">3</T>

    What are these three extra codelines? They do not exist in the current Maxis xml. But they are included in the current version of the waffles mod xml. Why? How?
    It's a simple xml tuning mod, but these are advanced coding lines the game would have to also recognize and corroborate with within its Core files. (The inner game files modders are not allowed access to.) Not to mention, they have absolutely nothing to do regarding the intentions of the Waffles modifications.

    The only codeline the waffles mod needs to edit is -

    line 28 - <T n="AUTONOMY_DELAY_AFTER_USER_INTERACTION">5</T>

    Which their mod does, as "5" is the Maxis default parameter and each mod in Waffles' ascending set adjusts this parameter accordingly.

    My simulation mod also adjust this parameter, as well as many other factors in the xml.

    But my mod will not contain the other three codelines as they are not present in the current Maxis xml. They do seem like codelines more apt to the Lovestruck dating events, but as that patch went through six or seven hotfixes, those three codelines have since been removed which is why I have never seen them before, as I did not patch till long after the Lovestruck hotfix shenanigans were well and truly over.

    If waffles patched with the original Lovestuck patch release, when these codelines were in the xml, perhaps that's why they are still in their xml tuning mod. But they are no longer present in the current Maxis xml, so perhaps waffles needs to reexamine their tuning mod and remove what is probably problematic, now irrelevant, deleted Lovestuck coding.

    I did search for these three codelines in the extracted files, and I know they have not been moved to their own new xmls, so it's clear Maxis do not want them anywhere, for the brief time they existed beyond me spotting their short-lived existence in between numerous game-breaking hotfixes. And this is exactly why I do not ever rush to patch. I know that this practice makes me the slowest modder out there, but first and foremost I'm a player, and I don't want Maxis breaking my game. Nor do I want to include deleted hotfix garbage into my mods that I'll only have to update again.

    I suppose it's different when on Patreon accepting monies for your mods. Gotta be faster at updating those paid-for mods in that scenario. Even if most stuff is free on any given Patreon account, the prerogative is to get them updated asap to prevent those donations drying up and having no beer monies at the end of a month. But that's not me either. (None of you lot could afford to keep me in beer 🤣 Not unless you're some sim-loving, mod-loving millionaire sugarmamma who wants to take care of me. Yep, I'm open to some of that, make no mistake. 😉 I'm still waiting... )

    @LoreasimI'm not seeing that in game. Only two days ago while playing, my sims living in a For Rent rental residential, had a scenario with dirt accumulating on the floor. Another For Rent annoyance I'll probably mod out as I don't normally allow Bust the Dust dirt in any other normal residential homes. Even so, I bought them a Bust the Dust Vacuum Cleaner, (The most expensive one.) got them to upgrade it immediately, put it in inventory and told them to go glean the dirt. Which they did without any jumping glitches. In fact they were at it too frikken long for my liking. I'd even mod the interaction to take far less time if I were ever serious about allowing Bust the Dust to be active everywhere else. (Seeing it's disregarding the Off switch in Options when it comes to For Rent rentals.) So, not only am I not seeing same Vacuuming jumping error, but if there were a factor I've edited that causes time slice tick aberrations that resulted in jumping animations, it would be effecting a great deal more than just the Vacuuming interaction (animation) alone. This mod is impossible to single out a singular interaction and make it wonky while leaving all others intact. A whole heck of a lot would be wonky if I did it wrong, not just one, unique interaction. Plus many other users would have surely reported a Vacuuming error long before now if this mod was responsible.

    Also, are you patched up to date  with Life & Death patch? Because see everything I also written in this post about coding Maxis added and removed quicker than horny rabbits can breed.  

  3. As coincidence will have it, I am actually going to get patched today, within the hour at time of writing this. I've been messing about in game all this while since last patch release, getting ready for the patch, knowing it's going to severely disrupt - if not outright kill forevermore -  one of my personal fav mods, the Virtual Sim Hologram mod. Now that I've gathered all the Hologram urns to one location, - a Generic, otherwise empty lot that could suffer a glitch or two if VSH mod is knackered beyond saving, game-breaking, lot-breaking and all the Hologram sims have to be terminated... again, (They're already ghosts of a kind.) but forevermore.

    So now all that's left to do is patch and find out will they be salvageable. Yeah, there'll be plenty of other mods broken or in need of a little service too, but none more so than my beloved Virtual Sim Hologram mod, that even if it survives and can be updated, it will be a very different mod this time next week.

    So I'll have more info about this painting mod and others over the coming days. Until then, wishing my Holograms good fortune in the imminent war (patch) to come.

    Edit - Gonna put a hold on patching the game. Was just about to do it, then thought I'd better go see what S4S is up to lately, and it seems there is no S4S update for latest death patch yet. As a rule I generally do not patch until there is a compatible version of S4S for that patch, because normally there isn't so much of a wait for the compatible update. Sure, it's not impossible to extract game files and check mods with an outdated S4S, but the latest game files it extracts will be missing (unimportant) data and no new death pack files because it won't know they exist until told to look for them. And for the length of time it takes to extract the files, I'd rather wait till it's fully compatible with current game version and is made aware of the Death EP files to get all files with all, complete data on them. So wait I will. I'm sure it won't be much longer though.  

  4. As stated at end of June 2023 Update Summary - "(Actually I did these corrections a while ago but forgot to upload until today.)" 

    The time difference from when I updated the mod and when I finally uploaded was that much. Nothing wrong with the mods.

    Unless recent Death patch has somehow broken them, which I still have yet to install and check. Trying to get my game ready for the patch. Namely going around the world to all families who have a Virtual Sim Hologram. Rounding up all the VSH urns and taking them to one Generic lot. I have a sneaking hunch the patch is going to severely break the VSH mod, so I'm preparing for the worst and getting them all in one place so I can either effectively update them or scrap them all in one go. Still got a few more VSH urns to collect before I dare patch.    

  5. I'm not entirely sure what it is you're asking me.

    Yes the mods conflict. But what is it you had in mind?

    The Waffle set of mods has the shortest time of 15 sim minutes (15 real world seconds) for a sim to be delayed between the last user command, to getting a game autonomy push to do something if no more user commands were input.

    That, to my mind, is still an incredibly long period of time, even for the quickest version in their set.

    Especially if playing the game with a slower world speed of time via MC settings, perhaps doubling, tripling, quadrupling that basic 15 seconds each time. Ouch!

    Not forgetting I too make various versions that, unlike the Waffle set, work on reducing the time slice factor in different increments. So without stating what your actual desire is, which version of the Waffle set you are using and which version of my set you are using, and what it is you would prefer to experience as the happy medium between the two mods, I am utterly baffled.

    Although I will state now that even if provided with a detailed account of what is is you had in mind, I won't be doing any more versions to what is already available in my set. I do the tweaks for what I want to see in game, not half-and-half to coincide with the mods of someone else.

    And slightly off the topic, while taking a look at the XML in the Waffle mod I noticed Maxis has added some new lines of code to the XML that I will need to update in my mods. So for anyone asking does my mod need an update for most recent patch, the answer is yes it does. I'll be doing that very soon.

  6. Dang, scatty brains again. I got so caught up in messing about with For Rent stuff, after trying my sim's hand at being a landlord the other week. Everything else just slipped into the hazy, murky backwaters of my mind.

    And now the monster patch is upon us, the one Maxis has pre-warned is a mod-breaker. On one hand I'm very curious as to what they mean. Have they somehow changed the format of the xmls they use, meaning yes, every mod will indeed be broken. Even mods that use their own xmls like most of mine. But on the other hand... RUN!!! AND DON'T LOOK BACK!!!

    Oh, dear. I guess it all hangs on the reports that will come in over the next few hours and days of the brave souls who have dared to patch. We wait. Again, we frikken wait. Ten years of this every month is just gut-wrenching sickening, isn't it? There should be laws prohibiting it by now.

  7. Yes, with collecting multiple dishes via the default method, it is a matter of repeatedly forcing the autonomy anew per dish, as well as a quick routing search all over the lot to see if there is yet another dish to go collect. That certainly allows for lag to slip into the process. Whereas drink making and things like chess are based on preset outcomes with only minor variations to what animation will play through the sequence, with no further autonomy pushes nor lot searching required. Not that they're more seamless, when you see one chess player make three moves before the next player takes their turn, something just ain't right with the sequencing. And I thought playing a game of 3d chess against Mr Spock would be next too impossible, but trying to fathom the rules of Sims 4 chess is mind bending.

    When it comes to the collecting of dishes, I do have another mod that makes the sim stand at the spot where first dish is collected, then magically summons all other dishes to them form around the lot. For some players that might be a bit too Mary Poppins for their liking. But the mod was made purely as I got fed up of sims traipsing from room to room, and if incurring a massive mood change en route, the sim would always drop the pile of dishes on the floor. I don't know if Maxis has ever fixed that, I'm too settled with the Mary Poppins aspect to know. Yet even when sim is doing a spectacular impersonation of Mary Poppins, that horrid lag in between collecting each dish will still strike, as personally experienced when using scripted version of simulation mod prior to making the mods here. 

  8. Hi @HiSimmers

    The negative things you're experiencing I just don't suffer the same in my game. It's interesting that you mention the "multiple animated stages" as being the problem you experience, as that is the very same, exact reason I made this mod set to not do that. Because all version of the earlier script mod, from simmythesim (if I remember the name correctly) original creator, the baton passing through two more modders to latest person who maintains it, the interactions that have multiple stages, - such as collecting dirty dishes or even playing chess - were horrendously delayed.

    So I approached it in a different way, trying a cheeky trick that actually paid off. At the same time as being a very minor change in terms of coding,  - two small lines - it was also a case of thinking outside the box. And it paid off. (And I'm being deadly serious when I say this, but I'm surprised all this while that Maxis did not simply do what I did because of how well it works. There are plenty of players over the years, - non mod users - who certainly have mentioned to Maxis how much better this mod makes things from the reports of mod users, so why can't they, Maxis, simply do it too? And on many occasions they often do take the lead from modders in such examples, some might say steal the tricks of modders. But on this one they haven't. Because those other corrections they took from modders were straightforward. Doesn't matter if modder or Maxis did it. It was straightforward. But this little implementation, being outside the box, Maxis don't want to emulate. Because that would be straight up stealing. Some might say it's because Maxis knows it will break the game, so they avoid it, and you're only a modder so what do you really know? But in the years myself and others have been using this mod to great effect, the only ones who do break the game are Maxis and their half-arsed, untested patches. Never my little trick. Make of all that what you will.

    But anyway, now we have an ongoing glitch that hits game simulation in a nasty way. One I suppose would make any version of this mod utterly useless. So far I have not encountered this glitch, so things in my game - this mod - are doing all that they should.

    It would be very helpful to me to know which version of this mod folks are having difficulties with. In any scenario, the only one I can 100 percent vouch for is Time Slice 4, TS4, version, as that's the only one I use. All other versions are my best guesstimate on how this mod would work on other machines depending on their cpu power and performance ranges, how "Big" or how "Small" is a player's preferred play style, and connecting with another top favourite mod, what is a player's preferred world speed of time via MC settings. A lot going on there, for two, little outside the box lines of code. But when you find the Goldilocks version that matches all aforementioned parameters, it can feel like miracles do happen, even if I do say so myself. (Though plenty more reports here have confirmed likewise.)

    But with Maxis' glitches and Maxis' half-arsed patches, going on to potentially the next Millennium - who truly knows at this stage - expect all things to be broken over that period of time. Even two, little outside the box lines of code.             

  9. The continual absence of young adults is certainly not something written into the mods. Nor would it be a bug per se. Child, teens and elders were specifically written into the mods patient types by me, to be more frequent, because under Maxis default coding they would hardly come at all, and elders never. That certainly is something I modded. But when it comes to young adults and adults, then that's just the "random" chance of the game. And I use the term random loosely, as I know from experience with many lot types that adults can be the preferred status over young adults. 

    In my own game, by far the biggest majority of age groups would be young adults. In six hundred sims I think I've only got ten adults, and those being the Maxis game sims such as the Goth family or Landgraab family. Please don't call me ageist because I'm practically a pensioner myself, but until needing elders for this hospital mod, I had none in my game. 🤔  So young adults and teens are the majority in my world. As such, I don't experience any issues with young adults not turning up as patients.

    But I know if you have equally as many adults as young adults, or more so, then the game tends to "randomly" recruit adults more so for venues, even though the coding structure suggest both are as likely to be chosen as the other. BTW, that is Maxis coding that I did not alter regarding those two age groups. I only force child, teen and elder as Maxis don't,

    Teens and elders in the Maxis default hospitals are rarer than teeth on birds. (Though not surprising if you don't actually have any elders in your world. Honestly, I'm not ageist. 🙃

    So yes, the game does select adults over young adults more often than it should, even though the bias is not evident in the coding, no more so than "adult" comes before "young adult" alphabetically so may be the reason why they are selected more often if age population numbers allow it. (Not the case in my game.) And there is also another factor when it come to selecting "random" sims for visiting any lots that does have an annoying inherent bias in the coding.  Something that Deaderpool tries to address in the MC mod and did improve on it, but only to a degree. The fact that, over time, you start to see the same sims coming to venues, as if some secret list is being maintained, and those originally selected then become the "go to" sims for that specific venue. That's because there is indeed some sort of hidden list, and that's why the same faces keep returning to certain venues, and exactly what Deaderpool attempts to remedy in MC. But it only expands upon the pool of selected sims, but it does not introduce a true state of full randomness. So over time, even with a bigger pool to select from - if using MC - it eventually still comes down to seeing the same, old, tired faces repeatedly returning to venues. Even the roster for hospital patients. Given that I mod more patients to come to hospital than default numbers, that expanded pool of sims is going to get spent very quickly and the same, old, tired faces turning up are going to get very familiar, very soon, be they adults or not.

    The only way to stop this would be to make two completely new patient Situations for each age group to only allow that age group. Exactly as I've done for children, teens and elders. Possible, but a heck of a lot of work and new Situation, Jobs, Roles, Buffs, Sim Filter files to code anew. I'm not making any promises, but if I find the time during the next time I review and update these mods, I might redefine the adult and young adult selections to be independent of each other, thus totally destroying the last vestige of Maxis coding left in this part of the mod. (I should have done that in the first place, to be honest.)    

  10. Each No Auto mod in this set is related to a specific interaction and nothing else. It does what it says on the label. Take it as read that if another autonomy mod from another modder is also regarding a specific function that one of these mods covers, then it will most likely conflict. But I think most folks could already assume that without need to ask about conflicts.

    But when it comes to mods that do other, less specific autonomy editing, then I couldn't possibly know without the first clue as what mods a person asking about conflicts has in mind.

    The easiest way to find out is to have Sims4Studios installed. (Which is very helpful for doing batch fixes on CC that Maxis breaks in patches, so most seasoned mod users would have it installed already.) Where any mods you are uncertain about conflicting, you can drag the package file onto S4S desktop icon, open it to see all files used, do same with second mod, and see right there for yourself if same files appear in both mods. Conflict confirmed. Doing all this much, much, quicker - almost instantly - than the time it takes to ask on a forum and wait for a knowledgeable reply.

  11. I suppose it's to be expected, that over time, due to the endless stream of buggy patches and buggy packs that Eaxis put out, that this mod is destined to lose its original potency. I started this project about six years ago. Once I knew how well it worked in Overrides folder I shared it with community. That was back when TS4 had already been out a little longer than any of its predecessors. Now it's been around for twice as long as any iteration before it. And EAxis seem intent on pushing that shelf life even further to three times longer than anything in the franchise that's come before. Actually entering a new form of game testing never before seen in the industry. Just how far they can indeed push it with mediocre packs before inevitable, full scale collapse. (Paradox following this example with the Stellaris title.) Like a game of Jenga now. The tower may look sturdy at the start, but with every move thereafter it can never improve, it can do nothing but weaken until collapse.

    And so we have the bug reported here by @Loreasim  The result of EAxis releasing a series of the biggest patches in TS4 history, with more to follow, on a Jenga tower that's been pushed and prodded at for the last ten years, ready to collapse, - such is the magnitude of the patches required to support it - but they just won't let it fall.

    Probably because the tower has already, long ago fallen. But between EAxis insistence and an all-too-eager fan base with terribly poor eyesight, if one of those fallen blocks in the rubble just happens to sit atop another, then there is the new Jerusalem, there is where the TS4 tower yet remains! Yay! Another ten years, please.

  12. @garpikPlease confirm if you are placing this Simulation Lag mod into the Overrides Folder. I need to know if you are doing this or not before doing any more troubleshooting.

    The mod must go into Overrides Folder. If you are not doing this then please do so.

    @daluved1Thanks for confirming there is no conflict with the mods @garpikmentioned and the Zero mods. I don't use them so I wouldn't know if they conflict or not.  

  13. Hi all.

    Another handy tip for your landlord sims I forgot to mention in main post, (adding it there now) is to give them two very useful hidden traits. The two traits are normally given via the Landlord Aspiration, one for choosing it and the best one when completing it. But, if you play the game similar to the way I do, then aspirations aren't something I generally bother chasing. But I do want my sim to have some of the hidden traits.

    So open debug Add Traits, go find Home Manager Maven, then Knowledgeable Leaser, and better improve your sim's Landlord-ing, tenant husbandry and property farming prowess.     

  14. For the first time since For Rent released I got my main sim on the Landlord path. (Landgraabs beware, my sim will soon rule the world!) I built three nice lots each one for a family of four sims. Very luxurious, but with very low rent, and 999 days lease with no silly rules to punish tenants. My sim is a great guy, also very rich, so can afford to be generous.

    After moving in families, I then went to visit them to make introductions. Very soon learning of those horrid rental events Maxis force on players. Pet Adoption Day, wtf! Game started spamming homeless pets to adopt. (And you all must know by now how much I hate unneeded, unwanted sims- or pets - being spawned and spammed in my game.)  Not only that, but the event went on all day! I mean why?! All frikken day, really?! And you cannot end it before it runs the full length of time. Akkk.

    Eventually I go visit the second family to again make introductions. And within ten minutes, another frikken event. Charity Drive. And again all day. It only wanted one donation. So I gave something from my sim inventory hoping it would end the event. But no, it just stayed and stayed. How obnoxious is this event nonsense going to get? I still had another family to go see.

    With that in mind I went on the hunt for mods. Found one by sims4me on curseforge - https://www.curseforge.com/sims4/mods/no-property-owner-events

    Mod installed, back in game and still visiting with family two, and the Charity Event is not only still active, but now it wants another donation as if first one did not happen. Akkk, my sim is a kind and genersous fellow, but this is taking the piss. I knew the mod would not remove the current event, but was hoping it would prevent any more in future. Eventually my sim leaves to go visit family three.

    You guessed it, ten minutes in and another frikken event. Back with the Pet Adoption again. Akkk, no, no, no, not gonna stand for this. Why isn't mod working? I quit game without saving, then start rummaging through files and looking at the mod. Mod seemed fine. Should work. So why the events? Turns out the small handful of rental-themed socials you can have with tenants have triggers to start events too. Maxis Overkill, anyone?

    So I modded the triggers out from social xmls. Your landlords and tenants can still get positive or negative relationship scores and increase or decrease star rating of property, but what you won't get are the poxy events hijacking your game.

    So with both mods I now hope I'll never see these events again. And, of course, I did actually turn off the For Rent Events in Options. That was the first thing I did prior to becoming a Landlord. But it didn't work. Certainly not on the For Rent Socials. Searching the ineterwebs I see a great many reports saying that off switch in Options simply does not work. I'm gonna guess because of the overkill trigger on For Rent Socials totally ignoring the off switch in Options. Ah, whatvever, it's modded out now, never mind what you set in Options. And good riddance.    

     

    cool1_venueRental_SocialsWithTenantsNoStartEvents.rar -  New for October 2024

     

    A handy tip for your landlord sims is to give them two very useful hidden traits. The two traits are normally given via the Landlord Aspiration, one for choosing it and the best one when completing it. But, if you play the game similar to the way I do, then aspirations aren't something I generally bother chasing. But I do want my sim to have some of the hidden traits.

    So open debug Add Traits, go find Home Manager Maven, then Knowledgeable Leaser, and better improve your sim's Landlord-ing, tenant husbandry and property farming prowess.

     

    Be a landlord? But where do I find all the ants?

    What?

    You said I need ants. Ten ants to be precise. How do they even pay rent?

    Oh, for pity's sake! 

     

    Happy event-free landlording, folks. 

  15. My edits to the hot tub were to remove and replace the Relax with the reworked Get In coding. As the Relax was very open ended - sims getting in and out willy nilly - and is the direct route to napping. Where autonomous sims would have to first choose Relax to then slip into Nap. And when they are tired, this is what they are doing, ignoring beds, opting to Relax in hot tub as if the Maxis coding is singing to them as the Psirens, that could lead to the sim's own drowning detriment. Greek Tragedy in a hot tub, a la Maxis.

    Nope, go to bed sims, even you Odysseus. Bed! Now!

    Originally the Get In was not autonomous by Maxis design. Nor is it a pathway to Nap. Buy was as opened ended - in out willy nilly - as Relax. That's why I reworked the coding for Get In to be autonomously, with very high attraction, - hence On Off also needed - and to force sims to a timer, anywhere from 45 mins to an hour before getting out. That is, of course, when sim is left alone to enjoy this timeframe.

    The biggest problem with hot tubs since their original release is due to Sims ESP - a magical force present in every iteration of the game. All it takes is another sim on the lot, perhaps miles away, to have a social interaction with a hot tub sim pop into their queue and while making their way to hot tub sim, that ESP foretells of the social sim on their way and hot tub sim gets out. Sometimes waiting a while depending on distance, and just as often to no avail as social sim suddenly drops social interaction from their queue then buggers off elsewhere, leaving hot tub sim standing there for apparently no reason and player wondering what's wrong with the hot tub or the hot tub mods they're using. Why are sims getting in and out like eejits? I know a way to remedy that. But it would involve extracting every single social interaction xml in the game, and adding a blacklist for the hidden "in hot tub" buff so as to prevent a sim two miles away wanting to talk to a hot tub sim. The two main downsides of that would be it would also put an end to social conversation for any sims already in hot tubs. Secondly the amount of files needed are in the hundreds, no sooner than Maxis think about patching the game, it would break that mod.

    And then a second game mechanic that is just as troublesome. When sims are in hot tub, they also get the "is sitting" hidden buff. And this is again another buff that if sims have it, there is a higher push to do something else because "you're just sitting, you can do something else because TS4 has multitasking push so go do other things." Ergo ten years of musical chairs, sims watching tv or console games for mere minutes before they're up and off to do something else, and of course hot tub hokey cokey.

    There's only so much a modder can do in the face of that. In and out of hot tubs is never going to cease, but if my timer on the Get In takes a hold, and it really does half the time they use it, there is a good chance they will be in there for a good while. If none of the aforementioned autonomous annoyances barge in to take over. Multitasking, be careful what you wish for, eh?

    In summary, Relax has gone. Get In is the direct replacement for it. Nap in hot tub exterminated due to my own zealous preference. But I see now that I was too harsh in doing that as some folks seem to want the perilous feature. To that end I will put it back the next time I work on hot tubs, to be a visible option again, but most definitely will not be autonomous. (Even more so as Relax, being the Psirens conduit to Nap, will not be making a return.)

    I hope that clears it all up.

        

  16. Never use my mod and Sim Lag Fix (by SrslySims) together. They will absolutely conflict.

    "4. The longest freezes are with dishes, laundry and trash, they can freeze with trash and then just drop it on the floor." This is exactly why I stopped using the script (SrslySims) version of the mod many years go, when the mod was made by another creator, then taken over by another modder, then finally taken over by SrslySims. I made my own mod because of these problems.

    And from some things I've read online, that script mod is not up to date, though that was a while ago. But it would certainly explain the LEs. 

    "Fewer Idles" by Danirah993 - No conflicts with this mod. But it would with the other mod of mine I mentioned above. But I have not released that other mod, so nothing to worry about here. 

    "Less frequent idles" by tyjokr - Yes, definite, direct conflict. It does exactly the same as the LMS mod I mentioned above, using exact same xml file to edit exact same factor. Furthermore, my mod already does what both the tyjokr and LMS mods do.

    If you have been using the tyjookr mod as well as mine, at the same time, then I can only assume you are neglecting to use the Overrides Folder, placing my mod in the Overrides Folder. Otherwise my mod would have overridden that mod and we probably wouldn't be having this conversations as my mod would have probably worked for you. Is this true? Are you placing my mod in Overrides Folder as I instructed all users to do?

    If not, then please do so. I did say in main post there is no point in contacting me about my mod not working if you do not place it in Overrides Folder. It is a necessity.

    My hunch is, the scripting element of MCCC that gives players the option to change the speed of time, to make days longer, also controls some things in game related to simulation speeds and stuff. Though Deaderpool does not edit those factors in the script, they may be still present. Hence my mod does not work unless it's in Overrides Folder to override those elements that Deaderpool does not edit, but are present in the MCCC mod. Furthermore why the script version mod of Lag Fix does indeed conflict with MCCC because it also alters same scripting files and does not work with MCCC regarding changing the speed of time flow. My mod does not conflict with MCCC as one is script and one is tuning, and they are not directly editing the same things. Hence MCs time altering options work perfectly fine with my mod when mine is in the Overrides Folder. It's an untested theory, but better than saying it's a complete mystery miracle why my mod only works when in Overrides Folder and doesn't when it's not. Perhaps one day a player will report that they do not use MCCC and my mod does in fact work when not in Overrides Folder. But until that day, Overrides Folder is the way to go. Especially if also using MCCC.   

  17. Hi @asdfsdf11

    Using any variation from this set will not cause LEs to the game.

    I tried looking up the kiara mod you mentioned, but I cannot find anything on their site related to "sim lag fix." So I have no idea if it conflicts or not. As a general rule, using any mod that deals with simulation lag fixing will likely conflict, even if the coding does not conflict, the mechanics each mod tries to force on sim behavior probably will.

    LMS does have an idle mod that will conflict with my set here. Though I do already reduce the push for idles in my mod, so there is not much difference between the LMS mod and my own in regards to the frequency rate of idle pushes. Although I think my adjustments on that factor reduces them even more so, to happen even less in game. However, even adjusting this factor alone in either mod does not cover all idles. To really make a bigger impact on reducing idles, or preventing them completely, (especially for things like trait idles) the idle xmls themselves have to also be edited.  Which I do in another mod that I don't think I've ever uploaded to this site. Helped even more so with a hidden Maxis buff that can be given to sims to not do idles. I tend to add this hidden buff to sims via any venue mods I make, in the roles sims are given, I will add the hidden buff to those roles. In my game, idles just don't exist, and I cannot say I miss seeing them at all.    

  18. This is the one! Yeah, I did scrap it, or so I thought. Speaking of terrible memory, I did actually update it ages ago, then put it in Overrides folder to make sure it out-trumped the likes of Wicked Whims for anything, just in case, I dunno, then proceeded to forget about its existence completely. I really am getting old. So I'll just upload the forgotten mod here, seeing as it does actually exist and I have actually been using it all this time.

    Edit - 

     October 2024 - I did scrap this mod two years ago. But actually, I found that I could updated it, it did need it, I fixed it, placed it in my Overrides folder, then completely forgot all about it and told you guys it was dead. Old age, people, old age. It does things to the mind and memory. So here it is resurrected, as if it were never dead. Because actually, it never was. (No wonder no privacy worked so damn well in my game all this while. Geez.) Works excellently with this residential housing mod found here, for really making all nudity overreacting nonsense go away. - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-new-features-december-2022/

     

    @SailorEffinMoonCheers for the reminder this mod does actually still exist.  

  19. October 2024 - Had to make a couple of computer and gardening interactions no autonomous as Maxis have made my sims go obnoxiously rampant with researching gardening tips on computer or on any gardening plants. Because its a Grim Reaper Event to do this, Maxis think we're all fucking idiots and we don't know how to tell sims to do this ourselves. Even though I've completed all week one and week two events, my sims won't stop researching gardening now. Something they never did autonomously before these stupid Grim Events, now they won't frikken stop. Put these two No Auto mods in and they will stop. No doubt I'll probably have to upload a no auto research grafting mod next week as that is going to be an event for week three. Cheers Maxis. Thanks for playing the game for me as I am such a fucking idiot, just as you presume. 

  20. I think I know why that is. I have another mod that I should've also uploaded to this site to better rid the game of privacy crap. I think I have an outdated version on this site in another thread, but mods like this residential one with its privacy blocking also need the other for that extra push, especially with kids and toddlers just as you're experiencing. Bear with me and I'll get that other one uploaded soon.

    But I can't remember what thread that other mod goes in. Gonna have to hunt it down. If you find that thread before I do, put a quick hello message in it to highlight it and remind me where the heck it is. 

      

  21. For years I have done all I can to many objects to make napping non autonomous. I just hate sims using it. Go to frikken bed, that's what it's there for. The hot tub was one of the worst offenders, where tired sims would often choose the tub to go nap, on the off chance they would drown - funny ha ha Maxis - so I did edit that to be non autonomous. But you say it's missing completely? Is that when the hot tub is tuned On or Off. If Off then all functions are gone, including napping. If On, then the player should still see it, but sims will never use it autonomously.

    Though I haven't really used a hot tub since getting back into to game after patch updating. I'll go take a look and see what's up.

  22. Hi all. 

    I had to make a little adjustment on the new Traits mod. The Home Drinker Trays one to be precise. When playing my main household today, I noticed the Tray Trait was also pushing sims to drink from Maxis fridges, and that is not what I wanted. Trays only, that's the whole point of it. Last week in my test family, they did not have a Maxis fridge, but one of my Cornucopia Fridges that had grab drink autonomy turned off. So of course they only drank from trays. Doh!

    But it has been tweaked now, such that they truly will only drink from trays and nowhere else with this Tray Trait. So please re-download for best results.

    If you have given the Tray Trait to sims before this updated adjustment, then before reinstall remove the Tray Trait and Buff from sims before replacing mod for this updated version. I do know over the years that buffs in general do not like having their coding changed while still active on sims. It can lead to stuck buffs. Though this buff is a permanent buff for as long as the sim has the Trait, I'm just being over-precautious. So make sure the buff - and trait - is not active on sims before replacing mod. Thankfully, since only releasing it yesterday, I cannot imagine you gave the trait to many sims. But if you cannot remember who you gave it to, then it would be best to remove older mod. Play game five minutes without mod so trait and buff are totally removed from all sims, then put newer version of mod into game.  Once again, I'm just being over-precautious. After all, Maxis are forever changing Traits and Buffs that our sims have and it never breaks the game... Doh!  They changed the Off-The-Grid lot trait recently, now some players cannot load up those lots. Over-precautious indeed.

    Happy tray and bar sim parties.  

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