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Posts posted by coolspear
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Maxis has kept to their ongoing tradition and once again edited the files of this mod in March. Every frikking March for the last four years or so. (Where they never edited this file at all before that.) What's up with that? Even so, the only values they changed are to do with the frequency of idles, which this mod already edits. And where their newly adjusted rates are now more closer to the values I set in this mod, they're still not quite the same, so I won't bother updating as it's long since been covered. I wound't have bothered mentioning this at all if it wasn't for the March factor. Why only in March, Maxis? Bizarre.
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Update March 2025 - Uploading the updated Command to Teleport mod from this set. Seeing as this particular mod has an important Terrain XML in it that governs and allows all the walkstlyes on land, you're gonna need that one fixed pronto. A few others in the set also need updates, but only of a minor nature so I'll get to fixing them later.
@daluved1Sorry for late reply. Maybe it can be done. I think I'd only need to add the code line to the alpha mod, just tell it it's a debug cheat, then shift +click will be needed. At least I think that's all I'd need to do if memory serves. I'll look into it.
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Update March 2025 - Nothing patch related. The Alpha Sprinkler just needed some long overdue love and attention. Since Cottage Living EP was released, this mod needed to have the 5 Giant Crops added to those it will do its magic on. They have now been added. Plus a nice new feature for fertilization that was not included before. Swarms of helpful bees will gather round each plant within a Super Sprinkler's (very large) radius and now fertilize the plants too. (No beehives required in the garden.) Lovely. But I'll tell you now, if you have a large garden with many plants, and you also have a phobia of bees or any flying insects, then LOOK AWAY! Man alive, the swarms and swarms!!! Like something out of a horror movie! But it's all in a good cause. Fertilize, fertilize, fertilize. And then some.
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Update March 2025 - Needed updating for latest Business & Hobbies patch. Nothing new in terms of extra features as yet. I haven't had time to fully test gardening in game since updating, but the updating was pretty straightforward so I shouldn't imagine any weirdness.
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Update March 2025 - I added the gold, jade and whatever else that came with Crystal Creations SP. I did it a while back but forgot to upload, so here it is. But it's a good thing I checked it before uploading today, because I'd neglected to add the Refined Crystal versions of those same new gems. So added them today, too. That should be everything in game up to data.
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Yeah, I did add the new gold and gems, but have not uploaded the new version yet. I'm currently fixing up other mods, for gardening and such which the latest patch broke, so I'll upload this one soon as well.
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On 3/8/2025 at 10:15 PM, mcromance said:
It turned out to be a case of massive brain fart.
I updated and repaired the game, so it also overwrote resource.package file.
So I redownloaded the edieted resource.package file for overrides folder from forum, but forgot that my overrides folder is called "_Overrides" and not "Overrides", aka. I did not change the folder name inside the resource file, so game was not reading files correctly.
Now I corrected issue and everything works smoothly.
Glad to hear it. If you haven't done so already as your solution, you can keep your preferred "_Overrides" as the name for the folder, just as long as you edit the named folder in the resource cfg text file to be exactly the same name. As I've mentioned somewhere before, you can call the folder "bananas" if you want, anything you like, just as long as the name is the same in the cfg text file.
And I do think the underscore is a good touch, to make the _Overrides folder be the first folder in your mods folder so instantly easier to find. Though take note, I think it's fine to do so for TS4, but some other modded games consider the precursory underscore on mod files and folder names as an off switch. So be careful doing this with other modded games. Anno 1800 to name one such moddable game.
Though I won't be doing same underscore for my download version. The next thing you know, some amateur detectives start second guessing me and will be getting back to me saying older override cfg files haven't done this, so could this underscore be the cause of why it doesn't work in their game? The cfg file does not get loaded into the game period. It could not possibly have any adverse effects in game period. If the cfg text file was incorrectly "coded," you'd know this because not a single mod would load into your game period. And why are the back slashes and forward slashes in my cfg not the same as in older cfgs, because the values of "more than" and "greater than" seem more a... sorry, greater a prevalent matter to me. No biggie in the grand scheme of things, but certainly no "breakie" either for those amateur detectives to second guess and concern themselves with. Do any mods get loaded into your game at all? Yes? Do most other users of same cfg and Overrides folder enjoy the benefits of the working mods? Yes? Logic prevails. End of. Period.
Maybe I should have written that last mini-rant in the Simulation Lag Mod thread, where this second guessing, clutching at straws, first occurred. But akkk, ah well. Good as here as anywhere. A copy and paste job for the future, if I can be arsed. Ouch, this game is so broken it gets everyone second guessing and clutching at straws and abandoning logic for answers for almost all of its wonky mechanics. I know, I know, I know, I empathize and suffer in kind and I know. And just talking of TS4 gets my blood boiling as my main sim's quest since last October to become a mega landlord rental owner were shattered by the fucking bug with For Rent, which the recent updates of Goth, Landgraab, Spencer-Kim-Lewis houses had crashing down on my game like the Sword of Damocles hanging over it all this while. Maxis couldn't just add the houses to Gallery and say come get them if you want them. No, they forced them into the game and totally fucked up the whole rental system. I had to go back to a previous save, and start selling off all rentals, then converting them back to normal residential homes, to prevent the Sword of Damocles falling again. What a fucking rigmarole. And now this next patch that breaks the tattoo system, so that all CC things classed as tattoos get removed from sims. (I know S4S has the batchfix now, but some sims still get stuff removed.) How many sims have I got to take into Cas to set it right, putting all that CC stuff back on them? For the sake if irony, probably all the same hundreds of sims who were up until two weeks ago all my main sim's tenants. Now isn't that rubbing salt into the wound. So FUCK YOU MAXIS!!! How about the Sword of Damocles falls on your dopey fucking heads once in a while. PLEASE!!!
Yeah, maybe I shouldn't talk about TS4 just yet. Too soon. My apologies if coming across too brusque. Perhaps once the Tray Importer app is updated to work with newly saved Tray files, so I can go hunt down and fetch out some of the more troublesome Tattoo CC mods, I'll be a lot happier. Though don't expect me to say anything nice about Maxis for a good while. Too long have you left the For Rent coding a shambles, just let it slide and release more packs on top. And the sword of peril finally fell. How many broken rental reports came in after you did the forced refresh on base game houses? TOO MANY. And still you shrug your shoulders at it and release more new, broken packs.
Edit - Yay! Tray Importer got a update, now installed and working. I can feel my happiness coming back already. Time to go fetch out those troublesome Cas CC files and see if I can mend them.
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Start reading the posts from the top of this very page. You should find your answer on what to do to fix things.
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It does not make any difference if only two parameter values exist - 500 base and 600 overrides. Changing 600 to 1000 - or even higher - does nothing more "potent" as 600 already overrides 500, and that's all that counts.
You could have a more intricate and involved overrides procedure on more than two levels, base = 500, overrides_1 = 600, overrides_2 = 700, on and on. Helpful if you really wanted to spit three conflicting mods to get the best from all of them while overriding the bits you don't want from each. In ten years of TS4 I've never needed to go that far.
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Hi all. Lots of folks questions recently if this is compatible with most recent patch. Yes it is, mod fully working, just now checked against Maxis most recent files 1.112.519.1020 and all is well, clean bill of health, good to go.
@Bblahqone of the best features of this mod is that you can enjoy using MCCC slower world time and this mod together without issues. That's one of the reasons why I did this mod back in the day, as I fully love using MCCC to slow down world time and needed a compatible simulation lag mod to work in alignment with this. (In ten years of playing TS4, my perfect MC world time speed is 3.5 slower than Maxis default speed. That's me happy. That's how I roll and that's how my sim's days unfold.) And here's the mod to help and work with that. Enjoy.
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You're welcome. Also keep in mind that some regions are better than others at sustaining high amounts of sims. Many talks about this nine years ago. In my opinion, the unique labs zone is one of the worst at sustaining many sims. So if you are noticing an increase in the general simulation lag with 10 or so sims at the labs, this will be due to "some zones are better than others and the labs zone is definitely one of the worst." So trim down the numbers if sims are too unresponsive.
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Grab the first mod of this set "coworkers uniform only." Open with Sims 4 Studio. It only has one xml in the package so you cannot possibly go wrong.
Scroll down right panel to near the bottom. Find the chunk of coding relating to work shifts. At 10am is the number 4, this is the amount of coworkers who will come. Change that to whatever you desire. Save, load game, and next time at labs you will see that many coworkers.
For best results hand pick your own coworker scientists relative to the number before going to work. If the game generates them randomly it could be a regrettable shit show of undesirables. Not just looking stupid and dressed like clowns, but probably coming with their own families. If you only want 10 new, you might end up with 30 all told, with sims, pets, horses and giraffes, who knows.
But if you do want the game to do the random generating, make sure the fourth mod from this set - no generate new coworkers - is not installed.
Let me know how it pans out. I know the job xml you'll be editing is safe enough with latest patch. There's newer code that is missing, but that is only to do with Ravenwood and ghosts. Since the labs are not in Ravenwood, no need to rush to update this file.
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Anything street related is gutted from the files these mods use. Truly, the files are totally gutted, nothing left but the XML name and number, no other coding left in the file whatsoever. (That's why patches can have no effect on them. No coding left to effect. Unless it's the regions where I allow some street stuff to still happen, like Henford-on-Bagley Prize Competitions. If Maxis ever patched that event stuff for whatever reason, then I would need to update that particular region mod.) If trick or treat is street related, they will not happen. However, if it is lot related, triggered of and by visiting the lot itself, or living on residential, and is contained within the coding of the zone director of that lot type, then it will not be covered in these street mods.
Each world region mod is standalone for that region, so you can pick and choose which ones you want. You don't have to use them all if you want one region to still have street activities. Such as keeping all street sims for Granite Falls if you you like seeing that when your sims go camping.
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Update December 2024 (Again) - Did a thorough check on all files used, practically remade the mod with latest files to ensure all the little Maxis embellishments, such as Lifestyle choices loves to drink coffee, or static commodity pushes for Ranch Nectar Parties, all that kind of thing, are now included where appropriate. Also all flavors of recent Hot Cocoa drinks now added to make sims sit while drinking, as once again Maxis don't care if a sim stands drinking right where they got the drink from and is an annoying asshat roadblock preventing other sims access. Just sit down, relax and enjoy your hot cocoa with marshmallow, please, thank you. Also a temporary allowance for kids to grab and drink tea from base game tea brewer. I say temporary as it's not ideal for this mod as kids have the stretchy animation while grabbing tea. But in my upcoming On/Off mods for kitchen appliances, I can build my own, new interaction XML for the Tea Brewer object especially for kids, so they can grab tea that will not be stretchy animation. Once those mods are released after testing I will remove the temporary stretchy kids grabbing tea from this mod.
@rosalegal2005As noted above, there is a temporary inclusion for kids drinking tea from tea brewer object. I took a look at the LMS mod for kids drinking tea and it does quite a bit to let kids drink tea, using three mods in one! (LMS files, plasicbox old mod and scumbumbo xml injector.) Sorry, but I'm not going to go that far in this sit while drinking mod just for kids to drink tea without stretch animations. So I have temporarily added the child tag allowance, so they can grab tea, but it will be a split-second stretchy animation when they first grab the tea. (Though correct animation while they drink.) I don't know if you use my On/Off set of mods, but I will soon be uploading my On/Off Kitchen Appliances to that set. And I will include a new interaction in those mods for kids to grab tea without a stretchy animation. (Again with no need for old plasicbox mods or xml injector.) After I upload those On/Off mods I will remove the child temporary allowance from this sit while drinking mod. It will all work out in the end, and On/Off Kitchen Appliances will be a big Quality of Life help in the game.
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I will be taking a look at this soon. The latest Cozy Rewards Hot Cocoa drinks (from tray) needs to be added. When sims grab a hot cocoa drink they just stand there right by the tray and drink. So that new drink needs the "sit down" treatment added to those drinks. I'll also take a look at what kids are doing (or not doing) when it comes to tea.
Can you tell me which type of "tea." I'm pretty sure the Festival Teas (From City Living) are set up for kids drinking those teas. Do you mean base game mugs of tea, or the ones that came with tea tray from My Wedding Stories, or the Kettle from For Rent EP? There are quite a few tea types now.
BTW, the files of my mod are not outdated, - (But a quick double-check does not hurt.) - nor did I purposely prevent children drinking tea. That is pretty much as Maxis default, so if Maxis don't let them drink tea then my mod is same. If LMS is editing the file to allow children, then it seems to me to be a straightforward case of my mod is taking precedence during game load, hence no kids drinking tea. It would just be a simple case of adding the child tag to my mod for you to get the best features of of both mods. Though after I add the child tag you should not use the LMS mod as it will continue to conflict.
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The problem with sims taking too long to stop making their way to the interaction they had autonomously chosen, to stop, then to make their way to do the interaction you command them, is not solvable in this mod.
It's quite possibly a problem related to how damn slow the game is at dredging up resources. For instance, I'm sure you have experienced the situation, where the sim is commanded to dig up one of the fossil or gem rocks. and after the digging animation is complete, it takes the game a frikken age to decide which random gem, fossil, mineral, or whatever that it is going to give the sim. Even on a high end computer you can see and feel the whole weighty struggle going on to dredge up from that pool of seldom used resources. More evidence of the game's poorly optimized engine, - especially after 10 years of monthly patching and over 80 dlcs - that clearly wasn't built to do that much work.
Now back to the sim taking forever to change interaction. Just like gems, fossils, whatever, whenever a sim is on their way to do an interaction, an invisible jig is setup, for where the sim will stand at object and do that interaction and its animations. When cancelled, that invisible jig has to be deleted and the new jig that you have commanded needs to be dredged up from resource pool. That will take time, during which the sim will keep walking aimlessly towards where the old jig was, before getting new command to stop and make their way to where new jig is located. No amount of editing or reducing autonomy speed values, even turning them into minus figures such as 1 being -1 for instantaneous pushing with no delays, is going to rectify the slow jig resource extracting and replacing that goes on. Believe me, I've tried.
Furthermore the AUTONOMY_DELAY_AFTER_USER_INTERACTION is more for when a sim has completed a player's command, the interaction and all its animations, and how long they will wait before moving on and doing something else. I've set that to 1 second delay compared to the default 5, as players might not generally encounter this being too quick too often as most times we will give a sim a list of things to do in their interaction queue, before leaving sim to their own autonomous devices and choices. And after I'm done commanding my sims, then I just want them to get on with doing stuff themselves asap. Also knowing that even if these edited settings do push for things too quickly, and sometimes can be a pain in the butt when controlled sim is off the mark and en route to next auto interaction quicker than I had time to give next command - so it's back to the slow jig malarkey once again - these edited values are forever fighting against a poorly optimized game that will inevitably force slowness and varying degrees of simulation lag no matter the quicker settings, as there is no getting round the terrible design flaw that all animations, from trees, curtains swaying in the breeze to butterflies flapping about near yonder flowers, to actual sim interaction animations, are all in an animation queue that does not give priority to sim animations, - like single thread 32bit games from two decades ago! - hence the built-in delay and simulation lag. Built-in, by (lack of) design. Not forgetting TS4 was indeed 32bit on release and beefing up the game to 64bit since isn't going to do much good for simulation speeds if you still keep all animations on the same, damn bottleneck single thread and make no alterations to give sim animations priority.
Perhaps Maxis will address this in regards to their promise to better optimize the game to keep selling EPs for it for the next ten years.
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Always place this mod into Overrides Folder.
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Update December 9th - I had to remove the Make A Cool1 Copy interaction. After Life & Death patch it just does not work any more. It had worked great when I added it a while back, so after patch I just did not think to check the function, took it for granted that it would still work. But no, Maxis caught me on the hop, made a liar of me, and it no longer works. Found out today when clicking on one of my copied urns that used to work fine, but it was blank, no longer a hologram connected. Tried making a copy of the original hologram urn and nothing happened. A pop up message says it was copied, but no copy was created. One of the new Life & Death features on urns is now preventing it happening and also nuked all my older copies. I'm only glad I did not upload that version last year, as many of you would now have nuked copied urns, too. So there is that to be thankful for, at least. Please download the latest version with the interaction removed. And sorry to anyone who was looking forward to using the feature. It would have been good if it had kept working, I can tell you that much.
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@FzzyDg8I do think this mod is good for what you're looking for, but you will need to set up a few things yourself.
The basics of the mod are all those general types of jobs around the world, bar staff, barista, DJ, stall vendors and a good few others, all now require a certain type of worker the game cannot make itself. The All-in-One workers you must make yourself, (the game cannot make them) by giving them the NPC Barista Career - as that is the career they now all need and is unlocked by this mod and available in the career selection panel which I renamed as "All-in-One Career" so it's unmistakable and easy to find on the career panel list - and also a special CC hidden trait I made called All-In-One Trait.
If you make yourself 16 of these sims, two groups of 8 young adults, they will be the ones allowed to work on all these jobs and the game is not allowed to assign any other existing sims or spawn unwanted new ones. Only those sims you have given the unlocked Barista Career to and the hidden CC trait. Your own All-in-Ones you made yourself.
Once you have given them the unlocked Barista Career, it is not advisable to leave them as Played Sims living in a home. Only move them into a home to temporarily work on them, giving them all the best skills and traits to cover all sorts of jobs from cleaning, gardening, mixology, cooking, fitness for gym workers, wellness for spa workers, music and instrument skills and traits for entertainers. Give them it all, then move them out to remain homeless, for best results. I coded that they do not lose their special worker npc trait if placed in a home, but it's not ideal to keep them in a home or regularly play them as a normal family. Also if you have Neighborhood Story stuff active, then it's best to make all their options in Cas as not able to get pregnant and not available for romance. As hinted, they are hopeless for living in homes due to their job being a 24/7 endless shift that they always, always want to go to, and if sent from home, they will never return from the endless shift. Not good. And I don't suppose any player wants to constantly make and replace new All-in-Ones for those that have been thrust into marriages, parenthood and what not.
A good hint is to first make one sim, give them the many skills and traits, then the unlocked barista career, then the special CC trait, take them into Cas, turn off pregnancy and romance stuff, then save that sim to your library. Keep adding that library sim to All-in-One family, changing a few things regarding gender, ethnicity and what not, to have a nice varied bunch of All-in-Ones.
Also, in my game, I give them all the surname of Allinone, so if ever a pop up message or an unfamiliar portrait pic has that name, I'll know exactly who it is and why they are in my game.
Then move them into game, make them homeless, then that's it. That's your dedicated workforce for most non-specific jobs in the game.
Wow, I think I've just now written the needed brief and succinct text for the main post description, too. Yay! Gonna copy and paste it there right now.
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Hi @FzzyDg8I removed all the description text yesterday, it was a terrible mess of drawn-out, outdated stuff. I'll add a better breakdown soon, but since you're new to this mod I just wanted to ask are you okay using it? Do you know how to make your own worker npcs with this mod?
If not I'll try to get that description written up soon.
Currently checking out more wayward things in game, something of a juggling act between updating old mods and getting to the bottom of newfound nonsense.
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Update December 2024.
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Note - December 2024 - Most of the the World Sim Control worker mods from this particular thread are currently unavailable pending a review regarding a need for each to be either updated or removed permanently.
This is due to a big overhaul of World Sim Control mods currently in the works.
For this particular All-in-One thread all text for mod description has been removed. There was far too much information and much of it was irrelevant. I will write a better, much more succinct description when I can find the time.
The only mod available here is the main All-in-One NPC worker mod. It is the one that is in my own game which I know works and it has also had a few tweaks over the while compared to the older one that was here. Please download this version to replace the older one you may have, to make sure the version you are using is the same one as in my game.
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Major Update December 2024 - See main post for all the details.
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Unfortunately there's every chance Maxis will get round to tinkering with something regarding gardening and plants. Even if it's just one particular plant to get a new or revised (or removed) feature. It's never a big amount of time before they do.
Yeah, I do take bigger breaks now regarding updating, if it gets a bit overwhelming and some patches - looking at you Life & Death - are dead set on breaking tons of stuff. But then sometimes my mood is okay, and I'll get stuck in. Like I have done these last few days. Having the time and patience to get quite a bit done with updating and uploading mods and generally tidying up my threads here that either need removing if mods no longer exist, or leaving a note about why some mods are not being currently updated.
I'll always be around, and if a good mod gets broken and I haven't yet noticed, be sure to leave a report and I'll get round to fixing it if I can, or at the very least let you good folks know why I can't.
Idles and Walkstyles - Update August 2025
in TS4 General Mods
Posted
I could have sworn I already had these mods uploaded here somewhere. Especially the Walkstlyes mod. I've looked through the General Mods forum and they don't seem to be here. (
If anyone else finds them please let me know.I found it. A very outdated version in other thread. That thread has had mod removed and a link added to redirect here. The old thread will soon be deleted.)The Walkstyles mod began life back in the day made by Shimrod and found on MTS. I took over it ages ago. It primarily stops sims continually shifting their walkstyles to all manner of silliness depending on their moods. No, no, no. Be gone. Just walk frikken normally. Geez.
It also prevents the Emotional Deaths that can randomly happen. No, no, no. Just NO!
All other mods in the set are to do with the almost endless barrage of sim idles that sims will do so often, and to such annoying degrees, to drop what they're doing just to stand and do the same stupid idle yet again for the hundredth time. No, no, no. NOOOOO!!!
Where my Simulation Lag mod reduces the frequency of most idles, these puppies here exterminate them completely. And there are quite a lot to exterminate. From trait idles, to mood/emotion idles, to Lifestyle idles, to Likes & Dislikes idles, to Reaction idles, to (My biggest pet hate idle) Reacating to the Thermostat every frikken time they enter a room with a Thermostat. AHHHH! I hate that one the most! Stop, stop, stop it!!!
Each idle type is in its own package file mod, so you don't have to install should you actually want to keep any particular type active in game.
And as much as I have endeavored to cover all idles, there will will always be one or two idles that Maxis have named elusively such that the xml is currently hard to find. But I'll get them in the end. I'll get them all in the end. Grrrrrr!!!!!
Update August 2025 - Only one mod in this set needed a big update. The No Emotional Walks or Deaths mod. A few new additions regarding smaller things, such as mood changing when cooking new Family Recipes. But the biggest coding additions by far are all the Fairy emotional things, as they feed on emotions not food, and this mod has all the hidden emotional buffs in the game, so yeah, big changes for fairies.
Regarding other idles, as ever, if you spot any newer annoying idles before I do, just let me know what sim type is doing them and for what reason, such as a new trait, and I'll certainly look into obliterating it.
Download -
Sim Idles & EmotionWalksyles.rar - Update August 2025
Happy idle-free simming, folks.