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coolspear

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Posts posted by coolspear

  1. @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.   

  2. 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. 

  3. 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.

  4. 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.

  5. Update December 2024 -   Firstly had to remove the Chefs Fish Bowl mod. Maxis did strangeness to it, put a banjax on it, made it cause LEs that I just cannot fix. However, there is another fishbowl mod I made to continue buying all recipe fish, but not in the same way the original did. I will be uploading that new version in the Make A Cool1 Copy mod thread soon. Also added more cloned Chef Fruit Bowls from newer dlc packs.

  6. Update December 2024 - Since I haven't checked the old, old version that was here, I'm just going to go ahead and replace it with the one that's currently in my game that I know works, even though it hasn't needed an update in a while. Just making sure the one here is the same one I'm using that I know works.

  7. To reiterate for the umpteenth time, this mod has absolutely nothing to do with putting clothes on sims while they bathe or shower. There is no such coding in the very simple, very light, very sparse XML used in this mod. It cannot possibly do something it has absolutely no coding to do. Just a few code lines to do with the mosaic pixel size, reduced to zero size in this mod. That's it, that's all.

    So even if you somehow believe the game is making anti-nudity prudity adjustments for the "missing," "removed" mosaic, so forcefully slaps underwear on naked sims. Again that's a false assumption, (If not altogether cockamamie.) given the game still "thinks" the mosaic is operating, because it is, but it's zero size and too small to see.

    Not only this, but while playing the game only two days ago, all family member of all ages used baths and showers and absolutely no-one was forced to wear underwear. I don't fully doubt there's a Maxis glitch causing this since the Life & Death patches, but I've yet to encounter it. But I also know the underwear in showers and baths is a problem as old as the game itself and goes around and comes around in endless waves, and there hasn't been a time since game released when any given number of players somewhere, at some point, aren't suffering from it, myself included. Though not currently for me. Not yet at least.

  8. Update December 2024 - Nothing patch related. I just wanted to tidy up a few things that peeved me. I made it much clearer in the pie menu interactions for lighting an incense fragrance exactly which mood it will be stimulating. No more frikken guesswork. Also Maxis had two of the fragrances stimulating the exact same mood, Energized, while one important mood was missing, Inspiring. Really, who needs to be that Energized? So I changed the Lemon fragrance and its relative buffs to now stimulate Inspiration mood and reflect that in the buffs. So that now has all the worthwhile moods covered. Plus the object itself, even if unlit, gives off a high decor room score and also a high Inspiration score. So when you light the Lemon incense the sim's Inspiration will be sky high! Great for placing in kitchens or art studios to greatly enhance the quality of meals or paintings.

  9. Update December 2024 - With the Life & Death patch I truly feared for the life and death of this mod. It is one of my favorites and would break my heart a little if Maxis had rendered it broken beyond use. Thankfully that was not the case. Though much tweaking, cleaning and code updating was needed. Of course, that patch and EP gets to the very nature of this mod in almost every aspect. But not enough to break it completely. And with careful updating, it's now as good as it ever was, if not better. Those preexisting Hologram sims should suffer no real upheavals when using this updated version of the mod. Thankfully much of the files involved I had made myself, so can still keep this mod doing what it's doing without the newfangled Maxis ways for making ghosts getting in the way. Just keep on using the Converter Module to turn sims into Holograms and none of the new Maxis popups about what type of ghost shenanigans and Afterlife malarkey will interfere with the unique process. Even old Grimsie still turns up to do the Hologram reaping and converting job same as he ever did, and doesn't try to force any of the new ghost making stuff he does with Life & Death on our beloved Holograms. Excellent!

    The temporary mod for forcing the Alien Urns for Holograms is no longer needed. Now we have the choice to pick whatever urns we desire. Thank you Maxis for that. As one less mod is always a good thing, right? You see, "better."

    I had to remove the Barista Job from summoning Holograms into that role, as it just doesn't work. If I ever figure out why, I'll put it back. I added the Job of DJ when summoning Holograms for specific roles.

    I also added the "Make a Cool1 Copy" code from this mod set  because you can make copies of specific ghost or Hologram Urns and still summon them from any of the copies. Great if you have the original urn for a Hologram at home, and all family members make copies of it and keep it in their inventories, so that wherever any family member may be, they can summon the Hologram on the copied Urn they carry. So at the very least, you will need the Alpha mod from that "make a cool1 copy" set for the pie menu interaction to appear on Urns.

    Edit - Above feature removed. See post bellow this one for more details.

    Finally, the Autonomous Upgrade add-on mod is also tweaked to include more recent objects that can be upgraded.

  10. I did a bit of a rework on the whole room score and buff malarkey that has peeved me for ages. The buffs go from Decorated, to Nicely Decorated, to Beautifully Decorated. But getting the Beautifully Decorated is far too hard. Not unless you are willing - and financially able - to plonk down ten of the most expensive knight armor statues, decor level 10 each, in every room. But how silly is that? Sure, you could shrink them all with cheats and hide them behind or under other furniture with more cheats, but it's just too silly and too hard to achieve naturally without going to these extremes.

    I like decorating houses. I like using loads of the clutter objects. I can really stuff a room with them. Takes me days and days in Build Mode, but I'll happily do it. Yet the sims rarely go higher than Nicely Decorated after all that hard work. They just want me to plonk a few armor statues in every damn room because Maxis taught them no better. But I'm not going to do that. I'm going to culturally uplift them whether they like it or not.

    So first I tweaked the buffs to be a little less demanding, not such extreme room score values before they trigger. Beautifully Decorated is still not easy, but no longer requires silly madness to achieve. After all, not all sims can live in mansions. And if they are supposed to be emulating we humans, then we all know we can be mightily pleased by the simplest of things sometimes. Right?

    And as I also enjoy spending countless hours in Cas making each sim look fabulous, that is now part of the room score equation too. Sims themselves add to it. And if you go to the same painstaking effort with your sims as I do with mine, I think you'll appreciate that new factor. Though no matter how splendid any given sim can look, they do move about a bit, so those room scores will go up and down like yoyos if there is no actual fixed decor in there boosting the score more permanently.

    But either way, it's all a little easier to achieve for those players dedicated to making wonderfully decorated homes without having to plonk down knight armor statues all the frikken time.

    And if like me, you are such a dedicated decorator, than I think you'll truly love this last bit.

    A new buff added, going one step beyond Beautifully Decorated, to Divinely Decorated. Which is as much about how the sims feel about you, their god-like entity, who has done all the hard work decorating, as it is about them loving the decor.

    When you have decorated to that level, your sims should get the new buff. It reads -

       

    Divinely Decorated

    (From Appreciating the Divine Decorators - If they even exist?)

    I don’t know who, some kind of divine-like entity perhaps, went to a heck of a lot of trouble and hard work putting so many decorative objects around here, placed with such detail and precision, more so than any sim could do. So I’d better return the gesture by showing my full appreciation, just in case that same divine entity is watching me right now. “I love the divine decorating, thanks to you up in the sky, if you’re watching! I fully appreciate it! Logic dictates you went to a great deal of time and effort in placing all these decorative objects, so cheers for that.” Wow, that, somehow, has me feeling really inspired for the rest of the day. There truly must be a divine-like entity watching over me. And no bad thing.

     

    So there it is, your sims finally appreciating you and all your efforts, without breaking the 4th Wall too much. The sims will get a massive 10 points boost to Inspiration with this buff, so make them go paint something they can further add to those Divinely Decorated rooms. The buff lasts 2 days, yet does not go down for as long as they remain in the environments that stimulate it. If they travel elsewhere where the decorations are practically non-existent, and there are very few spectacular-looking sims, then the buff time will diminish until it expires and buff is removed. 

     

    Download

    cool1_EnvironmentScoreRework_LessDemanding_AlsoNewDivinelyDecoratedBuff.rar - New for December 2024

     

    Happy simming and being a beloved and appreciated divine-like entity of decorating in your own sim universes, folks.

  11. Update December 2024

    Yay, miracles do happen. I finally updated this mod. That is to say, updated it on this thread. I did include it in a bundle rar once, but neglected the one here. Time to remedy this. In fact this mod has a very important file in it regarding the nature of all storage items. Maxis do change this file often, and as such this mod should have been better maintained because if that special file is not updated, new storage will be missing in game. Not only that, but I also edited that file to have a special feature for the Machino photo frames to have unique, independent storage from each other, which is a vast improvement on the lazy Maxis versions where they all share the same photos. And I made it so that fish never rot anywhere, no matter where they are stored. So I promise in future I will promptly maintain, update and upload this mod, with its very important file, as and when Maxis change it or when I improve some other form of storage in the file. No more neglecting it for ages and ages.

    So it's not just an aquarium or fish mod, but other storage modifications too, such as the photo frame improvements. 

  12. Update December 2024 - A few things needed updating for Life & Death patch stuff. Mostly the On Off Bars, with new coding to do with Death working a bar or something, I dunno. I do need to add a few new ghost possessing interaction nonsense to things like gym objects, but it's not object-breaking nor LE causing if they don't have it yet. I'll get round to it eventually, but as I can't stand that kind of ghost crap I'm in no immediate rush. A few new things added, the Lovestruck group card game thing, where if game box is placed on a table every blooming sim in the house rushes to play it autonomously. Sorely needed an On/Off switch, now it has it. And one of the "biggies" I finally got round to doing, giving televisions an On/Off switch. Works a treat! See a separate folder inside rar for Televisions. The two mods inside are needed. One for better sitting while watching TV, and the other mod for removing the stupid Maxis glitch for the Instant Upgrade interaction to always reappear and be active again after game load. (Maxis haven't fixed that in ten years! It causes sims to get stuck doing the Instant Upgrade again as it's already completed and should not become active again.) As it turns out, all the files I needed to do On/Off on televisions are already in these two mods. So now two mods become three mods. That was handy. Lastly, the Command Sim To Teleport mod also had a tweak. I added new coding, but also removed all things to do with bike riding. Now bike riding has nothing to do with the mod whatsoever. It was getting too finicky and would never be 100 percent perfect in all annoying bike situations because Maxis really did a number on them, so I scrapped the lot and got rid of a headache from my mod. Although bikes will still be a headache in the game, but that's on Maxis.  

    I know it's not quite December yet, but here in the UK, in a little over three hours, it will be. So I'll stick December on the update timeline to emphasize how new it is.

  13. Hi all. Haven't played the game in a while, but today I had a hankering to not only play for a bit, but also finish up on a bunch of For Rent object mods I started a while back. So I thought I'd share them.

    In the bundle Rar folder below you'll find -

    1 - "cool1_object_Boiler_FuseBox_PreUpgraded_ForRent" - I had already shared this mod when I uploaded the latest version of the Heartbeat Hospital lot. It is available to download on that thread, but I did say it would only be there temporarily till I give the mod it's own thread. So this is now its official thread. I will remove it from the Hospital lot thread soon.

    2 - "cool1_object_Radiators_PreUpgraded_Radiators&AirConPreSyncWithThermostat_ForRent" - Exactly the same as the mod above, it was available to download in the Hospital lot thread. Now it's officially here in this thread and will be removed from the Hospital lot thread soon. (I'll copy and paste the mod descriptions from that thread to this one soon.)

    3 - "cool1_object_Radiators&ACUnits_BiggerRadiusX2" - The default radius for the Maxis ACs and Radiators is only 6 tiles. If sim is 7 or more tiles away they just don't "see" the objects, nor will they get the unique buffs. I thought that's a bit too short a range, so doubled it to 12 tiles radius. Though the Line of Sight rule is still active, so the sim has to be in the same room, and indoors, otherwise no buffs.

    4 -  9 X Recat mods. These are mods that add another Build Mode category to 9 objects so they can all be more easily found in the one place together. The additional category is Electronics/Alarms. Not only is there very few things in that category, - in ten years I don't think Maxis have placed more than five or six things in there. But, it is the home category of the Thermostat from Seasons EP, where all these other For Rent objects (and the Radiator from the Vampire GP) are linked to in one way or another. So when I'm either building a new lot, or updating an old lot with the For Rent objects, it is just so lovely to have them all in this one place together where there are so few things, and I can fit out the lot with all the stuff starting with the Thermostat and all other accouterments. Pure, simple logic and Quality of Life change. No more hunting through three or four jam-packed categories. Each of the 9 recat mods are clearly marked as to which object it will move to the additional category. They can still be found in their original categories too, I did not remove that. I did not recat the default Maxis Decorative versions of some For Rent objects. Only the functional objects.

    5 - "cool1_object_Thermostat_RemoteMeansRemote_AnyAge_AnyLot" - When operating the thermostat, the silliest thing I've ever seen is when a sim has to walk all the way up to it, - as if the on button is on the device - but then pulls out a remote control to switch it on. WTF? You could have done that from anywhere on the lot with the remote control! Yeah, okay, remote controls from last century still needed Line of Sight, but this is 2024, they're all linked into your smart phones and wireless internet thingamajigs and whatever, you can turn your home's heating on while driving home from work for crying out loud. So now our sims have this century's remote controls. Meaning no more walking all the way up to the thermostat. Also now Toddlers upwards can turn it on or off. And also can be done on any lot type, not just residential. "But who will pay the bills when on a community lot?" Maxis, can I tell you a little secret? I don't give a shit about the bills on a community lot. I just want to turn on the AC in summer, or the heating on in winter, and shove the bills in whichever Maxis orifice you desire. Now I, my sims, can, thank you so very much.

    6 - "cool1_objectAC1_WallFanAsAirConditioner_(CLONE)_Alpha_LS" - This is a cloned object, the decorative, animated Wall Fan from Lovestruck EP. It acts as an AC Unit, but with a few adjustment to make it work properly and not be incredibly annoying. Firstly, as an indoor object, the normal sound of the default For Rent AC Unit has been removed. The default For Rent one remains as noisy as it ever was, but Maxis made the noise to be on the outside of the house. But even with that, the default one is still a bit noisy. However, making this Wall Fan an AC meant the noise was on the inside of the house, and a horrendous and loud noise it is to be on the inside. So I made the cloned Fan object silent running. Believe me, your ears will be most pleased and thankful. Secondly, I had to also make a new Broadcaster XML for this object, as when linking this clone to the default Broadcaster for the default AC, sims do not get the unique buffs. Other modders have also cloned the Lovestruck Fan for this very same reason to make them an AC unit, but their versions are too damn noisy for inside the house, and no unique buffs because they did not make a relative Broadcaster XML.

    11-30-24_4-38-59AM.jpg.fd67397a2b4a24d66eb9e66b0401503d.jpg

    Thermostat on, Wall Fan active as an AC Unit, Sim has correct unique buff, and if this picture had sound, you would hear NOTHING, thank heavens. Also standing a little more than 6 tiles away, proving other bigger radius mod works too. Also this lot is not a residential, but a makeshift testing facility on a Generic lot, and the thermostat, AC and heating all work a treat. (Send the bills to Maxis HQ.)

    This Cloned Fan mod is the Alpha mod, because there is a second new AC unit, another cloned object from the Greenhouse Kit.

    7 - "cool1_objectAC2_WallAirCyclerAsAirConditioner_(CLONE)_GKit" - And here it is.

    11-30-24_4-38-26AM.jpg.6f602418481a0bfb2e09ec88b6e58565.jpg

    Yay! Getting silly with the ACs now. The Greenhouse Clone mod needs the Wall Fan Alpha mod installed to work properly. As standalone clones they do not change the original Wall Fan object or Greenhouse Fan object. Find them quickly in Electronics/Alarms with all the other recat stuff.

    Update May 2025 - I updated this to have the new ghost interaction stuff from Life & Death EP. Only one mod in the set, the "cool1_object_Radiators_PreUpgraded_Radiators&AirConPeSyncWithThermostat_ForRent"

    However, the only reason I looked at these mods at all was because since Business & Hobbies patch the Maxis AC wall units are a little broken. Typical Ham-Fisted Maxis, here's a new patch, but it'll break some old shit. I do believe something in the game files which modders cannot access, has change the dynamic of rooms, seeing they can now be assigned as private residential or public business. And in so doing has partially broken wall mounted AC Units depending on the shape and dimensions of the room. If a basic square or rectangle shape room, then no issues. But if a bit more differently shaped, with small cul de sac sections, like where a fireplace will be inserted, and AC Unit is placed in these sections, it simply will not broadcast to sims it is operational. Sim can be standing right next to AC Unit and still will not get "cool breeze" buff. This is definitely a Maxis issue, not these mods. In fact my modded CC AC Units and their CC broadcaster XML work as well as they ever did in any shape room. So if Maxis take their sweet time in fixing yet another of their fucking endless patch issues, I will convert the Maxis AC Units to my broadcaster XML seeing my AC Units work perfectly fine. I'll give Maxis a patch or two to fix their shit, - HA! Fat chance - before I convert their object to my files.

     

    Download - 

    For Rent ACUnits Radiators Boilers Fuse Box.rar

     

    Happy simming and alternative - and silent - AC Unit using, folks.

  14. Ha, you did it again! Reminding of mods I do actually have in my game that I've forgotten about! I am the worst scatty brain ever!

    I don't seem to have any of the mods of this thread in my game. Just took a quick look in mods folder and I can't seem to find them. Don't know why I don't. Though the ones of this thread are quite old and will need a check for updating, no doubt. Probably why I'm not currently using them.

    But that very mod for reducing the pick up idiocy that I did once put out in a bundle rar  I DO have in my game! And a few other infant ones I may or may not have released. I've put them in a rar for you to look at.

    I'm losing control of my modding prowess. I have tried three times today to muck in and get on with updating mods for Death patch, and I swear I'v developed narcolepsy as an aversion to reading xmls, I keep nodding off within 10 minutes of staring at them. Same yesterday, nodding off twice. My mind is rebelling!

    Anyway, I don't know if these infant/toddler mods need updating for Death. Though unless Maxis are allowing infants and toddlers to now die, becoming ghosts, then I don't imagine they'll need updating.

    Though I suppose the whole "easy toddler experience" will be incomplete without the mods of this thread, too. I'll take a look at them tomorrow and update if needed, then it will be as good as it was a few years back when having all the toddler mods present and correct. 

    Sims Toddlers & Infants.rar

  15. 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.  

  16. 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.  

  17. 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.  

  18. 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.    

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