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Posts posted by coolspear
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Hi @boobaSorry for the delay in responding. Depending on which of the mods you are using from the whole set, determines which type of hospital is better to use. Asking in this thread is harder to answer, as this is just a quick news bulletin-type thread letting folks know I did updates for doc mods. It's better to ask about specific doctor mods in their own threads, then I'll have a better understanding of what it is you need advice on.
But in essence, using my Heartbeat Hospital lot build is best suited if you are playing on a high end computer looking for a busy hospital experience while also using my co-workers mod, as my hospital build is designed with all that extra stuff going on in mind. Though it is not an essential requirement.
Also, while I appreciate that many players are going to have different preferences regarding workdays, I'm not keen on making alternative mods for that type of thing. The preferred variations for workdays, for each player, can be very numerous. As a rule I tend to make and release mods that I use in my own game and don't generally exceed beyond that with alternative versions, unless the mod is too important, such as my simulation lag mod alternative versions, or I know one version of it will be too demanding on lower end computers, so I'll make a lighter version, such as the alternative co-worker mods for the hospital. The days of the week mod does not really fit into either of those scenarios to warrant a plethora of alternatives. But what I ca say is, it is one of the easier types of mods to make, so if you looked into doing a bit of easy, novice-level modding yourself, you might be surprised, pleased and perhaps even a bit proud you can do it for yourself. I heartily recommend it.
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Hi @caligurl4evrAll mods in the rar folders are package file types. So just extract them from the rar and place package files in mods folder. Not script mods, so you can nest the mods several folders deep. Same old, same old. Happy simming.
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If I were a younger, healthier man I might indeed take to ranting about Sims 5, or the lack thereof. Nor did I truly like the idea of Project Rene, online multiplayer, free to play, but cost an arm and a leg to maintain, runs-on-a-mobile, potato-tech crap. And I never saw Rene as being Sims 5 at any stage.
(Though still waiting on news of what the more secret Project Delores is supposed to be???)
But whatever Rene was/is to be or not to be, I've long since resigned myself to the notion that I will probably be pushing up daisies by the time Rene is in mid swing.
What does piss me off, though, is that I'll also most probably be pushing up those daisies while TS4 is still frikken going. Meaning I'll never get to that dream endgame of Maxis quittiing TS4, giving me enough time to work on my back catalog of mods, leaving a perfect set here for all to enjoy before I pop my clogs. But this is not going to happen methinks. Now I could whinge and moan about that all day, if you get me started. But hey, life's too short, and getting shorter by the minute for some of us.
TS4 will outlive me. Never saw that coming...
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Still looking into it, doing the hot tubs as I write. And there is a strange change done to them that I'm wondering if it's a typical Maxis blunder they'll be correcting in another patch, or is this what they intend from now on?
Regarding the music playing glitch reported by @rosalegal2005 Maxis have indeed done a seemingly pointless, seemingly erroneous edit, that I'm reluctant to change in case they fix it in another patch. I want to know their motives behind the change, if any. Since hot tubs released they had their own, unique, hot tub music channels. Exactly the same music for stereos, but made specific to hot tubs. Now they have changed that, removed the hot tub specific ones and replaced with the stereo ones. (Hence the music constantly playing regardless of upgrading hot tubs or not even switching on music on an upgraded hot tub.) Why do this, Maxis? Perhaps they are trying to lighten the weight of game files for this bloated, ten year old game, so hut tub music channels now deemed an exuberant unneeded extra because normal stereo music files will do the job just as well. Then why did they waste their time creating the hot tub music files in the first place? And if trying to lighten the mess of bloated files, then the hot tub specific music should not be playing at all as Maxis would have removed them. The fact music is playing on the hot tubs, means the specific hot tub files are still in the game, so what was the point of changing the resource to stereo music channels? You can see how that baffles me, right? It's just bizarre. And all answers to questions that we'll never find out, I'm sure.
Anyway, I'll correct this in my mods and give them the stereo music files as Maxis now patched it. But if this is an error, and Maxis fix it back to the hot tub channel files in a future patch, then I'm going to be writing a strong letter to my local MP to have the government ban all Maxis-made games from being sold in Britain forevermore because I'm sick, sore and tired of this kind of Polly put the kettle on, Sookie take it off again erroneous crap Maxis keep doing.
But if it was intended and will remain the way of it for hot tub music, then so be it. I'll update hot tubs to reflect this. (But I'll still go find out the business address of my local MP just in case.
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Hi @rosalegal2005I'll get back to you on that. I only patched my game this morning and have been going through some mod updates today. There's quite a lot to do, since I haven't patched for a few months, (Because the Love Struck patch was a shit show game-breaker on release last July I didn't bother getting it till this morning. So two big patches to my game today and a lot of broken mods to fix. I've not got round to checking the hot tubs as yet, but I'll bet Maxis did some Love Struck shenanigans to them, so if you are patched up to date then that may be the culprit why they're glitched.
But I'm on the case, so won't be long now before I can confirm.
Also, are you also using the Alpha on/off mod too? All these on off mods need that Alpha mod. It's the first mod in the bundle rar.
I'll have more news by tomorrow. See ya'll later.
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Sorry, but without having the almost god-like knowledge of knowing the coding, the files used and the format of any given mod out there in the wider community, it is not possible for me to know and make lists of what conflicts my mods might have with any mod, be it a similar mod to my own or not. I think you'll find that's generally the case with most modders, you know, not being actual gods.
But sure, some modders may indeed include such lists, but only if they themselves use the mods in question, or those folks who do use both mods in question and are kind and considerate enough to report conflicts with other similar mods to each modder. As neither apply here, - I don't use the mod you mention nor have any users of both mods reported any conflicts to me - then I do not have the foggiest idea.
That's where you come in. If you are eager enough to try both, then by all means if you do find any conflicts, then please be kind and considerate enough to report here. That's how conflict lists, a rarity in and of themselves, are born.
Perhaps one day, if I ever attain the immortal lifespan of a god, then I might frivolously spend my days downloading every TS4 mod possible in the world and begin opening and comparing each of them to my own, then make an almighty conflict list. But then again, that sounds too much like a punishment of the gods, akin to when Odin punished Thor to go count pebbles on a beach in Wales. I can't see any fun in doing that, frivolous or otherwise, if ever I do become blessed, or indeed cursed, with an immortal lifespan. So I guess at no stage I would ever attemt it, so I'll offer you my deepest apologies at failing you on this as I close out this text.
Thanks for the giggle, though. Stay beautiful.
Although, if it's a list of all Maxis xml files used in my mod package files, that you could compare to other mods if creators of those mods also include a list of Maxis xml files used, then that's a different matter entirely. Though again the most current trend is for modders not to really bother with this time-consuming element these days. Certainly you don't need an immortal timeframe to make such cumbersome lists of files used, but nonetheless a time-consuming bore. Especially when the better alternative currently trending is for mod users to use the S4S (Sims 4 Studio) app to very quickly open mod package files and see for themselves at a glimpse the files used, taking mere seconds to do that which would take me, or any other modder, several hours to otherwise compile. Help your local modder, meet them half way and take on some of the burdens yourself. Ahh, the Perfect World.
"Hey, Thor, how many pebbles is that now?"
"Er, 42 million, five-hundred and sixty nine thousand, four-hundred and twenty two. And I'm only half way down the beach. I'm not yet anywhere near the water, and it looks to be four times bigger down there under the surf."
"What about that pebble you're sitting on wedged into your butt crack?"
"What?" He plucks it out.
"And all those under your pile of shiny armor? You know your dad want's a proper and full accounting. Don't piss him off."
"What? Why? Pissing him off is what got me here in the first place! Oh, bollocks, I've lost count. Gonna have to start all over again now!!! Akkk!"
"Keep at it ,sunshine. You've got all the time in the world." Rather you than me. "I'll just call the Avengers and let them know you'll be busy for some time yet."
"Any chance Thanos would click his fingers and get rid of half these pebbles for me?"
"Sure, I'll ask him next time I see him. And remember, the answers to everything you seek are never more than a stone's throw away. Cheerio, then."
"You what? Hey, where'd he go? Come back! I'm so frikken bored."
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Update September 2024 - Just a quick fix for the On/Off Gym Treadmills, nothing else. That's the only mod in this set that needs to be replaced. I missed including a base game treadmill - (The "Zen" one that unlocks via completing career goals if playing default game rules.) I could have sworn I fixed that about seven months ago, but found in game yesterday that, nope, I still haven't included it. It should now have all options available again.
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Update September 2024 - I cannot remember if the last time I updated these, when Maxis totally broke them, did I upload the fixed storage objects elsewhere to this site in a bundle rar, or here in their own thread. Probably not the latter. So here they are in their own thread, as they should've always been. (Especially seeing the aforementioned bundle rar is no longer available on this site anyway.) Also has newer storage boxes added from the more recent packs and kits. Also has the reworked Droids from Journey to Batuu, that now come as pre-upgraded, has the tooltip name fix and has a personal storage added. Great for smuggling many things to Batuu the game would otherwise hide from your sims' personal inventories while visiting Batuu. Game does not hide the droids, nor subsequently anything stored inside them. Make Han Solo jealous with your newfound smuggling greatness. Call yourself a smuggler, Han? Ha! Most importantly, always make sure to use the Alpha mod that governs this set no matter how many storage boxes from this set you use. All storage boxes are in one rar folder to download. Each is initialed with which pack they came from in their mod names. Only use ones you have the installed pack. (If it has no pack initials in mod name then it is a base game object.)
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I would need to look at the coding for this venue mod. It's quite old, I haven't used this mod myself in a very long while. Been too involved in making, tweaking and tinkering other venue types I've not got round to releasing. I did plonk this park lot down in my world as a generic venue and tinkered with the build a bit, adding a tree house and stuff. But have yet to look at the venue coding to see if anything is amiss. Perhaps some newer lines Maxis added to simdata file formats might be missing on these old files, so that's what BE is alluding to. That'd be the most likely culprits. So, yeah, all in all I wouldn't say it's good to go as is, and definitely needs a look at before getting a clean bill of health.
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Update August 2024 - It's been a little over a year since I last updated the mods here. So here's the latest versions. First of note is the Sinks On/Off part of the mod has gone. Maxis gave us in-game features since Horse Ranch to decide what type of sinks should be in bathrooms and kitchens, so that element of the mods is redundant, extinct and now removed. Some older ones tweaked, and some newer ones added. Such as my old Hot Tubs mod. That was a favorite back in the day, sims using it better, longer, less hokey-cokey in-and-out with it, using more often, and now with the On/Off treatment. Yay! Please keep in mind that I don't dare patch to latest Lovestruck shambles and its umpteen hot fixes.. I'm waiting till it's safe to patch, so some of these might not be compatible if you have risked patching. Most certainly the last one in this set Command to Teleport might need patch updating, it usually does with big patches. That teleport mod used to be in another thread, but I did a big rework on it a while back to click on ground to turn On/Off a lot of clutter features, barely used interactions, and auto bike riding, so it got moved to this set because of the On/Off features. So keep in mind if Maxis has added any new ways to walk (walkstyles) with Lovestruck, then the terrain files in the Command to Teleport mod will need updating, and I cannot put an accurate timeline on when that will happen. Only when Maxis tidy up their act, their shit and the game, will I risk patching.
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That all depends on which version of the mods you use and/or how powerful your computer is. Although it is not required to have my own build for the heartbeat hospital for any of the mods, it has been designed to best suit and cater for what goes on in mod version 1 - with all the extra CC patients and the activities they do. And only recommended for high end gaming computers.
But if a player is comfortable building all that for the CC patients themselves, then my build is not required.
Also the mod is designed to call the hospital, "Heartbeat Hospital" in the pop up message when your main sim arrives for work at start of day. I see no difference in that naming, than one of the three names that Maxis will randomly call the hospital in default game.
I was toying with the idea that for a very small fee, I could let players pick their own names for their hospitals that I would personalize in a standalone add-on mod for them. I still might float the idea out there, see if anyone is interested.
For the mod versions without the extra CC patients and extra staff, (and/or not so powerful computer) then a smaller, regular, more Maxis-like hospital build is better suited.
Keep in mind that until the next update I do on these mod pair sets, the cafe barista NPC worker comes in all versions of the mod, so a barista serving station will be needed even in a small hospital for the NPC to have somewhere to go. I will be removing the barista NPC from the sets where no CC patients come, as they are the only ones who autonomously use barista services. No point in a barista service without those CC patients. And one less sim for those lower end computers and their strained CPUs to bother with.
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If this is occurring after installing latest patch and umpteen hot fixes and most recent WW, then I cannot give any helpful advice. I have not and will not patch until the all clear is given and confirmed. Keep in mind that after the shit show patch of For Rent late last year, I did not start patching my game again until April of this year when the worst bugs were finally fixed and confirmed. (I never take Maxis' word for it, but wait for more credible confirmation.) So it may be some time yet before I'm willing to patch again after this Lovestruck Super Shit Show of patching. Steer clear of that!
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This set of gardening mods is one I will be looking into soon. Just as soon as Maxis make a patch that doesn't break the game and needs multiple hot fixes for days and days afterwards that in turn also break the game. When it's safe enough to patch again, pfffttt, that's when I'll take a look.
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Although I have not patched yet to verify, it is usually only when Maxis introduce a new life stage, new occult or new playable animals to the game would they need to do anything to the little amount of data in the file this mod uses. And even at that it would only be to add something completely new, not to edit older data regarding older life states etc.
So take it as read until Maxis add such "new life" to the game, this mod needs no attention. Ask same question again if and when they give us fairies. Although I'm sure I'll already be on the case if and when they do.
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I think I need to edit the main post to double-iterate that although the player can start using this mod for their doctors at level 8, it is strongly advised to get all the Maxis objectives, like having baby and promotion to level 9, out of the way before using this mod. I did write in the Important Notes that all Emergencies are switched off, they will not happen with these mods, leaving it to user discretion when is the best time to install the mods. But I see now I'd better edit that a touch to emphasize more clearly that it's probably best not to use these mods until all Maxis objectives are done and your doc is at level 10. It's clear to me now I do need to spell it out more thoroughly to avoid this very type of confusion.
If you are intent on experiencing your level 8 doc doing the Pregnancy Emergency and getting the promotion the Maxis way, then you will need to remove these mods for that to happen. If you have already done the Preg Emergency before, in an older save, so don't really care if you don't see it any more, or you are aware that Preg Emergencies are glitched and are more trouble than they're worth, - (A female sim you would rather not be chosen is randomly selected and forced to keep the baby afterwards, hence the reason I removed it till I can rework it if possible.) - so you would rather never see the annoyance again, then I suggest using cheats to promote the doctor to level 10 before their next shift at the hospital.
For quick and easy pie menu access using a great many cheats on sims, such as job promotions, adding or removing traits, etc, see my mod here - https://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required-updated-july-2024/
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First things first, what type of computer are you playing TS4 on? A high-powered gaming rig? A mid range PC? A low-powered laptop?
Second question, what do you want to see at the hospital? Maxis only staff and patients? Or the Maxis stuff but many more default patients than Maxis normally send, plus some extra custom content visitors (Physiotherapy Patients) who do other things at the hospital such as use all the gym equipment and spa stuff and also use the barista?
If you have a powerful computer and a large hospital venue that can cater for all these extra sims, then try out the first mod pair 1A. See if you like it. If you try it and don't like all the busy features, then try another pair with less default patients and no CC visitors.
If you have a mid range or low powered computer, than I advise not to have more default Maxis patients and the extra CC visitors as your game will probably experience lag.
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Thanks for clicking the Me Too button.
Another thing regarding the auto delete of the localthumbs cache, or players doing so on the advice of other seasoned players, is it may very well now backfire on the new feature of hiding sim portraits from relationship panel. I haven't patched yet to test this, but I have a sneaking suspicion that once the thumbs are all deleted and need regeneration, the game will also lose the memory of which portraits were hidden.
That may curb the almost superstitious enthusiasm of deleting it so regularly because a bloke down at the pub said it was a good thing to do.
It's true that there are certain mods that do certain changes to the game, that even after the mod is removed it can leave some horrid, broken artifacts that break the game. But they are rare indeed, and if ever a player is unfortunate to experience that, it's better to just delete the Sims 4 folder itself - once all valuable files have been removed. But that is rare, and as such I'm not one to advise deleting the localthumbs cache so regularly. In fact almost never, only if you know it's bloated with out of date, junk thumbnails because you've done loads of Cas changes to many sims, families get new members and you delete whole armies of unwanted Maxis generated sims, but the file hasn't quite reached the maximum auto delete file size yet. You gotta be hitting over 600 sims to start encountering that malarkey.
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Hi all.
Just yesterday I finally went and made a report of an increasingly annoying game feature over on the EA Help website. Here's the link - https://answers.ea.com/t5/Bug-Reports/localthumbs-cache/m-p/13907983#M284866
It has annoyed me for a long time and is steadily getting worse. It's the auto delete for maximum file size allowed on the Localthumbs cache file. Not something a player is likely to experience if only playing a small number of sims in their world save. But, if like me, your sim world and its regions gets filled with more and more sims, then this may also be a factor you too experience. I won't say much more in this thread as I have explained all in the EA Help report. I would ask for you to go and read that report and if you are also experiencing same, or don't relish the idea that one day you might experience same in your ever-growing game and its ever-growing sim population, then hit the Me Too button to help garner some traction and interest from EA support for them to at least read the report and consider what it's saying.
I know that some mod-using players swear by regularly deleting the Localthumbs cache in an almost superstitious, religious routine. So may be surprised to learn that it already comes with an auto delete function when reaching a maximum files size. Basically to help noobs who don't even know what the localthumbs cache is and will inevitably amass a load of old, junk thumbnail individual sim portraits and family portraits that need deleting. But seasoned players know what it is and know when it's the right time to delete it, and don't need the game auto doing it every damn session because the file bloats to maximum size allowed due to the large amount of sims and their portraits in the save game. A help to noobs, a hindrance to seasoned players with many, many sims. Maxis need to know of this, to adjust and increase the maximum file size allowed that triggers the auto delete and give the seasoned players a break from this crippling rule.
Thanks all. BTW I'll be patching to 1.108 soon. It's a big patch with a lot going on so I'm currently working on my game to make it ready for such an upheaval. Also waiting for my 600-odd thumbnail portraits to regenerate, YET AGAIN, every damn session! Ouch!
Happy simming, folks.
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Deliver a baby?! With any of these mod pairs that cannot happen. Pregnancy Emergencies are not included, I removed them - the coding - completely because the default rules are so rotten. (I'm currently working on re-coding them to be... not like the Maxis crap where sims I do not want to be used for pregnancies are forced to come and have a baby then KEEP IT afterwards.) But that's a ways off till I include the re-coding - if ever.) If you're seeing that at your hospital, - (Pregnancy Emergencies or Collapsed Patient Emergencies.) - I don't know what to tell you. A conflict of mods from other creators, perhaps?
With my mods alone you should not be seeing this. You should only be seeing what I see in my game, meaning no emergencies whatsoever.
I'm almost done reworking the Collapsed Patients. Meaning they will come into hospital like regular patients, and your doc will deal with them, no big, annoying emergency about it. I'll be adding that to these mods after some thorough testing. Then I'll try same for pregnancies. But until I add them, you should not be seeing any of it. If you are seeing broken versions of emergencies, with broken staff at hospital all day, you should look in your mods folder for conflicting mods.
BTW, thought I'd better ask while on this subject, you are extracting the package files from the rar folder, yes? Because your description of what goes on at your hospital sounds very much like the Maxis way of it, (if not due to a conflicting mod.) So I also wonder if the mods are installed properly?
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As stated in the short, opening paragraph of Part 1, and repeated again for good measure in the shorter opening paragraph of Part 2, and here now again for a third time for measures above and beyond, no you do not need them all in order for them to work.
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Thank you, that's exactly what I needed to know and easily fixed. All the older coworkers who predate the mods, you need to remove them from the hospital careers, thus allowing those new 8 sims you got from here, with the much needed new traits to do all the new tasks, to replace them and turn up for work.
I understand if you have formed an attachment to those older sims, if you like them and want them to stay in their jobs, so there is a way to keep them and then see them properly get to work at the hospital, but you will have to know how to use cheats and give those older sims the needed hidden traits. See my mod here to make this fiddly process a lot more user friendly - https://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required-updated-july-2024/ - If you go that route then you don't need the new 8 coworkers, who won't even come to hospital anyway seeing as the jobs are already covered by older, preexisting coworkers.
It's all about the hidden traits that gets them working at the new tasks, thus why the older coworkers who don't have those traits are doing nothing. (To be honest, I coded the sim filter files for each of those jobs to only send sims with my cc traits, so I am baffled as to how older sims with no traits were allowed to even come to the hospital and the game did not auto replace them with the 8 sims who do have the needed traits. I'm glad I've now learnt it doesn't, even though it should. I'll have to look into that, but that's a whole other thing.)
But if you're okay with decommissioning, retiring or even deleting those older sims, so that the new 8 coworkers can fully replace them at the hospital, then that's the quickest way to get it on track and working right.
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Hi @NikkibabiWhich pair from this set are you using?
I have only used the V1A pair in my game, and even playing earlier today, a whole week had passed and a new day at hospital, and the coworkers were as busy as can be with their new tasks.
All other pairs I have not tested directly, but as they are just copies of original V1A pair with simple edits to removing CC patient types and reducing staff and default patient numbers, I cannot see them, the coworkers, not working at all. Just less sims than the original pair, just as they're coded. But even so, it would be helpful to know which pair of mods you are using.
You say they are all just standing around doing nothing? Does this include the receptionist and orderly? I would need to know exactly who is failing at doing their jobs, and to what degree. Are they not ever doing a single thing all day? Doing some of the Maxis default jobs but nothing else? Occasionally doing an x-ray, treadmill or surgery, but standing around for far too long in between work?
If using pair V1A it is designed for the more powerful gaming computers. But even then the game is, has been, long since afflicted by the infamous Simulation Lag that pretty much has sims standing around doing nothing for very long periods of time. Even on powerful computers. Is there a chance this could be what you are experiencing? If so, I do have a very popular mod you might be interested in to help alleviate some of that Simulation Lag. Here - https://simsasylum.com/tfm/index.php?/topic/14126-quicker-sim-autonomy-simulation-lag-improvements-march-2023-196-update/
Either way, I'm going to need to know what mod pair you're using and more accurate details regarding every coworker's behavior - or lack thereof - to get to the bottom of what you're reporting.
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I see what the problem is. I need to rephrase the Green Text to say "click link below." The page displayed below green text is the link.
Edit - Now rephrased. Hopefully that's more clear now and gets you where you want to be.
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All No Autonomous Mods are found in here now. No longer 30-odd individual threads making up three pages on this General Mods forum. Just one thread now and the one rar folder below has them all.
cool1_sim_NoAuto_CleanObjectsThatDoNotEvenNeedCleaning
cool1_sim_NoAuto_Kids&TeensAskLifeSkillAdvice
cool1_sim_NoAuto_WhisperYouAreMyFavorite_StopBreakingChildrensHearts
cool1_sim_NoAutoAliensMemoryErase
cool1_sim_NoAutoBeachcombingTrashOrSeashells
cool1_sim_NoAutoBrowseBooks
cool1_sim_NoAutoCleanAquariumNPC_NowInOptions
cool1_sim_NoAutoComputer_BuyRockClimbingGear
cool1_sim_NoAutoComputer_CheckHighSchoolSchedule&Grades
cool1_sim_NoAutoComputer_ResearchMountainClimbingCrap&BlogAboutSkiing
cool1_sim_NoAutoCrossStitch
cool1_sim_NoAutoDrinkFromSink
cool1_sim_NoAutoGrabDrinkFridge
cool1_sim_NoAutoInteractWithDroids_JtB
cool1_sim_NoAutoKickOverTrashcans
cool1_sim_NoAutoMakeAMess&LessTime
cool1_sim_NoAutoMakeBarDrinks
cool1_sim_NoAutoMakeBarDrinksGlobe
cool1_sim_NoAutoMourn
cool1_sim_NoAutoOfferOrAskForMassagesOnResidential_ViaRandomSimChat
cool1_sim_NoAutoPickSimsToWatchTVWith
cool1_sim_NoAutoPossess&NoAutoBreakStuff_Ghosts
cool1_sim_NoAutoPracticeSinging
cool1_sim_NoAutoPrankToilet
cool1_sim_NoAutoPushUps&SitUps&Stretching
cool1_sim_NoAutoReadEpitaph
cool1_sim_NoAutoSeranade_Singing&Instruments
cool1_sim_NoAutoSetTheTable
cool1_sim_NoAutoSmashDollHouse
cool1_sim_NoAutoSmellFriutPunch
cool1_sim_NoAutoSmellsGood
cool1_sim_NoAutoSnowAngels
cool1_sim_NoAutoSnowballFight
cool1_sim_NoAutoSnowpalBuild
cool1_sim_NoAutoSnowShovel
cool1_sim_NoAutoSprayMonsterUnderBed
cool1_sim_NoAutoTurnOnStereo
cool1_sim_NoAutoViewBubbleBlower
cool1_sim_NoAutoViewFishAquarium
cool1_sim_NoAutoWashHands
cool1_sim_NoAutoWatchSkaters
cool1_sim_ToddlerNoAutoWakeUpSleepingSimsJustBecauseYouCan
cool1_sim_NoAutoUseGrill&Microwave&Tea&Coffee&IceCream&GrabSnackFromFridge - Sims won't auto use Barbeque, Ice Cream Maker, Microwave or make coffee or tea, but they will auto drink and eat if any have been made. They will no longer auto Grab Snack from Maxis fridges. All in all to make sims eat the main meal that is prepared, and not do other stupid things instead.
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 it's 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.
Download -
cool1_sim_NoAuto_TalkToPlant_ResearchPlant.rar - Akkk Grim Reaper Events
Happy simming, folks.
Quicker Sim Autonomy & Simulation Lag Improvements - March 2023 1.96 update!
in TS4 General Mods
Posted
I checked these mods yesterday for 1.109. No updates are needed. All is good.