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Posts posted by coolspear
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Update September 2023 - Remade mod with most latest recipe xmls. Yep, did not update older ones, just fetched out latest set from most recent patched game files, did the needed edits - which is nothing intensive really - and here it is, all good for the next decade of TS4. Yep, another decade of it. Great. It's gonna outlive me. Oh, one little difference added. For the mathematical paintings, it's not just set for Focused mood to help with masterpiece, now Inspired mood will work equally as well (As Inspired mood does for all other painting styles). Just in case your top artist sim is in the groove, pumping out a batch of paintings, and you don't want to have to stop and switch up the mood while in the conveyor belt zone.
@JayRo222Normally I don't pay heed to Better Exceptions LE reports. That mod will send you up the garden path and have your mods folder practically empty if you follow everything it suggests. Though it's not always prognosticating on possible mods that might cause LEs, it is correct half the time, I'll guess. (Seeing as guessing is what it does half the time.) But it was known this painting mod needed an update regardless of what BE reports. And that update is now done.
Happy simming and masterpiece painting, folks.
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@RosewinCheers for the info. Then Maxis certainly did not add anything new to the xml this mod uses. Only if there is a new sim life state, with more of a discernible body size difference than there is between infants and toddlers, would Maxis need to add something new to the xml this mod uses.
There's that big Maxis news announcement thing today, what's left with TS4 and what's new for Project Rene. And if I don't hear words like "new preteen life state coming!" or "finally we will undo the last ten years of laziness and make teens proper size!" or "fairies will finally come to TS4 and they can be a small a Tinkerbell herself!" then I shouldn't worry about them tinkering with the xml this mod uses for quite some time, if ever again.
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Although I cannot vouch for horses as yet. Do they even do anything that requires a censor blur? Like horsie woo hoo? I have no idea. But what I do know is normal sims do not have censor blur on latest patch with latest WW with this mod.
If anyone wants to tell me horses need to be added to the mod too, because they're censored during certain scenarios, then I'll get to that eventually.
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@AliasAya I am now patched up to date, with latest public version of WW (176i), played the game for a short while today and there is nothing wrong with this mod. It works as it should. No censor mosaic on any sims. No update is required.
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I was thinking the same thing recently, to make another with the original pool ladder. First made as a proof of concept, to bring scooters into the poolside arena. And originally made for an ancient-looking pond-like pool in my main sim's residential home, hence the model chosen. But I do intend to, one day, release my own CC swimming venue, that does cater for this mod and the autonomy role push for NPC visitors to use scooters in pools, so it's best I do make another version to better suit that modern-looking venue. (I only wish I made a video of my Star Wars sim Mace Windu autonomously doing all crazy scooter stunts at the pool venue. Certainly not typical Jedi behavior, not that he should have been there anyway. I forgot to give him the blocking trait that prevents him being anywhere outside of Batuu like the rest of my special Star Wars sims have. So a fun rarity indeed.)
It's all on my to-do list, but sorry I can't currently give a more accurate time frame as to when that'll be ready for upload.
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Thanks for the kind donation offer, but it's not necessary. All I need to do is patch my game to latest patch level, regardless of owning horses
EPGPEP, but GP really DLC. I just don't think it's worth the current EP asking price, even if a kind soul is offering to make a contribution towards me obtaining it. Principles, I don't have many, but I'll stick by that one.I keep putting off the patching while tinkering with other mods. Every day is like, "today's the day I'll patch, but let me do this one other thing first," and then another week's gone by. I just gotta rip the Bind Aid off and patch the damn game. Followed by disappearing down a mod updating rabbit hole for a week or so to get all the most essential mods fixed which the patch will most definitely break, - and the game will break if I don't fix 'em - then start working on mods like this one.
I did actually make a start on weekend going round the websites and getting current versions of all the Big Mods from other creators downloaded, MC, WW, UI Mod, all that jazz. So I will be patching any day now, certainly gearing up for it. Getting sick of playing game in offline mode as EA App keeps crashing when doing that. (I swear EA do that on purpose to discourage offline play. [Come back Origin, all is forgiven.]) All in all, by week's end I should have a better time frame to mention when I can get to finally fixing mods such as this one. Thanks for your patience.
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Ah, in that case the reverse would be true. To copy the TuningID Object XML number from any of my mods here to paste over and replace that of the CC TuningID, it would pick up some VFX and Sound FX. Such as the original solar panel CC sounding like a wind turbine when up close to it - if that's the object xml number chosen to replace. Though I did remove all default Eco pack sounds and VFX from the green Sixam gemstone if you want to use that xml tuning id number. The VFX of swirling lights I did add to it don't need to be activated for it to work, just there for eye-candy so it doesn't have to be permanently lifeless-looking, and if placed outside on ground to also distinguish it from random gems that spawn on ground after lightning bolts hit ground during storms, plus VFX would not even be seen anyway within an object as big as a Sixam UFO. Though the UFO as power generator would make motor noise of Eco pack power generator if using my modded power generator object xml number to replace that in the CC. You have a few options there to tinker with.
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For that type of conversion modding, you don't need any tuning code from my mod. If you have the Object XML number from the other cc, then all that you need to do is replace the Object XML number references in my mod with those of the other mod. With both mods open using S4S, go to Warehouse in both mods, scroll down to "Object Definition" file in other CC, scroll down that file to find TuningID number, copy it, then paste it over all the TuningID references in each Object Definition file of my mod. (One for every colour swatch.) Save and done.
However, doing this will kill all animations, Special FX and Sound FX so you are left with a lifeless object, though it should still behave like the other cc mod.
If I may propose a better suggestion, if you have the wherewithal to use S4S to do this type of task, then it would be just as easy and better to make all new clones of each Eco object, including the solar panels from that pack, then do same thing to swap out the Maxis Object XML TuningId with that of the other cc. That way you get to keep my ones, too, to use as they were designed, plus a set of your own that pick up the other mod's Object tuning behaviors - though will be lifeless, inanimate objects. The more the merrier.
If you wanted to add the Maxis animations, sound and special FX to those new clones, then that would involve editing the Object XML of the other cc mod, or if again with the wherewithal, you could make your own, new Object XML - a copy of the other cc one but with a new, unique number - then add those effects to the section in the object xml coding that deals with the "on" and "off" states. If you compare my mod's object xml with that of the other cc, you should spot where those animations and FX are added on mine but are missing on the other. Then it's just another copy and paste job. I know I'm oversimplifying the process a bit, but with a bit of practice and a keen eye, it's still a relatively easy modding job.
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Keep in mind these doctor career mods are old and certainly need an update. I currently have guests staying with me for the summer break, brother over from Sweden and my son, so finding time to update mods before the end of the month when they all fly away again will be difficult. On a more positive note, just before they came here the other day I did manage to get the scientist career mods updated and in good shape. Though I did not really get much time to test the career thoroughly, just one work day at the labs before my brother and my son arrived. Although they both love gaming, The Sims is not their cup of tea, especially with me mod testing most of the time. My brother brought his PS5 game pad that links my computer to his PS5 back in Sweden, so that's pretty much what my computer is being used for, PS5 gaming. At least I get to play God of War Ragnarok now. Don't have to (im)patiently wait for its eventual PC release.
And of course now the horses patch released, which means I'll have to double, triple check the science career mods before I upload here. End of the month I'll be back in business and career mods will get the full update and testing treatment.
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A combination of wishful thinking and a bit of rough logic, given what remains of the TS4 workforce is practically a skeleton crew as all the... ahem... 'talent' has moved onto Project Renee & Renato. "Save your love, my darling..." indeed.
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It only really needs updating if Maxis add any new paintings to the already humongous set. I'll wager that there may be a few new horse paintings added come the next EP in a few weeks. I'll definitely take a look at the files then. But until then, I still use this mod as my sims do paint a fair amount, and all's well with it so far - even though it does need a few lines of new code added. Nothing game-breaking however, as I still use the old version. After next EP patch, that's when I'll update it.
Edit - I've just realized, I'm using the version I updated last year, that was part of a bundle rar of mods updated for 1.87-1.90. The one here is very old and very outdated. Best to not install. Just hang on for a couple more weeks for the Horses Patch to break everything like a typical pets patch does, then I'll have it fully up to date soon after.
Thank heavens it's the last EP for TS4. Soon followed by the last GP, probably for Fairy Occult, late autumn/early winter, and about 12 more kits from now until April 2024 (Tax Year) Then no more stuff for TS4, and no more damn patches. Free At Last!
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I've never experienced that glitch before. Then again, I don't really use the default version because of it being limited to Prom music only. Likewise for Prom Night itself, it is virtually extinct in my game until I allow it. (Via the LMS Homework Book mod to cancel Prom indefinitely until I want to unlock it for a one-off.)
I'll assume the glitch you mention would be connected to the default Prom Stereo Object XLM. Seeing as my cloned version is linked and referenced to a default, base game normal floor stereo object XML, it would not pick up the glitch.
Out of curiosity, I did just now place the original Prom Stereo on my test sim residential lot. There are no interactions to upgrade it like a normal stereo, and only the one Prom music channel, but the sim is, at this very moment, dancing to the music without object glitching, vanishing or throwing an LE. In your experience, would the glitch happen on any lot - such as residential - or only during a Prom scenario at the High School annex building? I'm going to guess the latter, due to all the additional Prom Event triggers connected to things like the original Prom Stereo and dancing together. Trust in Maxis. They know what they're doing, clean, professional and efficient... (Sorry, I was thinking of a different Maxis in a different dimension.)
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Another Update - please re-download.
I had to remove almost all the new meals. From what was about seventy new additions, only six have survived. I have learned the hard way that Maxis has been using a new way to define large meals since Cottage Living, and coincidentally I hadn't updated the food list for this table since just before Cottage Living. When I worked on it the other day, spending the whole day making a new interaction xml for each recipe since Cottage Living, taking me close to 17-18 hours to make and include them all, I had no idea of this change to large meals was a thing. When finished, the first food I tested was roast duck, as that was the first one I made at beginning of update process, and it worked fine. So I assumed mod was good to go, and uploaded it here. But playing in game today was a true kick in the nuts from Maxis to find the vast majority of meals will not spawn and cause an LE. Took me a while to get to the bottom of the problem as all the xmls I made were fine, same as all the older ones already in the mod. But I eventually spotted the problem when looking at the reference made to the actual food recipe, the large food recipe. (I do not edit or include the recipe xmls in this mod, I just reference to them in the interaction xmls.) And there it was, in the name of the recipe. Since Cottage Living, all large recipe xmls now have the word "multi" appearing in the reference to the actual meal. Meaning Maxis has been doing something different to them, the coding, since, and as a result they will not be able to spawn on a Buffet Table. Don't know why they would do that, as all the older large recipes from base game right up to just before Cottage Living remain the same as they ever were, so it's not as if it was a needed patch change or all would have been changed and this buffet table would no longer work at all for any meals. I assume just a different dev team working on Cottage Living just did it their way, not the old way, for no other reason than they just did it their way. As such, with this trend continuing in other packs since Cottage Living and all the free drop foods we've been getting, I think it will be impossible for me to add any new foods to this mod. But as a note of interest, those devs working on High School Years made the large serving buffet foods on that the old way, they had to, to make them work. So they know they have once again made unnecessary changes to things that all add to the game lag issue. When a computer loads up files that are all the same format, it loads them quicker. When devs keep changing them like their making an entirely different game, then that's how your computer will respond, trying to load and play two different games. I don't know of any computer that can do that smoothly. But I do know of a bunch of reckless devs who'll put your computer through the ringer because their left hands and right hands are on two different planets.
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And I forgot to mention checking the WW report log text file, just in case it makes mention of an anomalous factor. Anyway, best of luck on the WW forums.
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Cloned, standalone versions of the HSY Prom Art Nouveau Speaker and the three Gramophones - bronze, silver and gold - that are just normal stereos.
Does not overwrite original versions.
Found in Electronics with all other stereos.
High School Years EP is a required install to see these objects in your game.
cool11_object_HSYPromSpeaker&Gramophones_NormalStereos.rar - New for June 2023
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The Paranormal Sacred Candles last ages and ages before melting away to nothing. It may defy the laws of physics how long this candle can now burn for without eating away at its wax and wick fuel source. But then again, this ain't about the laws of physics, it's the supernatural we're dealing with here, and these candles last forever - well, not quite, but long enough - in my supernatural universe.
If you want same in your house of funky blue candlelight, or give those Jazz & Blues bar venues the most perfect source of lighting in the darkest hideaway corners and discreet alcoves, then grab the mod before the flickering lights burn out and all patrons go home. That ain't the blues...
cool1_object_ParanormalSacredCandleLastsAges.rar - New for June 2023
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Just in case you missed the last edit I just did above.
This may be a common error for users, an isolated case of this seems strange. It might be worth checking the WW forums to see if there is a a way to clear it up.
Even if rare, it would be best to report it to Turbodriver for the most sage and professional assistance on the matter.
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In the actual Saves folder, there is some WW data also stored. It can be cleared out before loading up game. It will, however, reset all previous settings you may have made back to default. If you keep the file related to your settings, you may be able to put it back in to regain all your settings. Though only do this if you have not made any new saves you want to keep, where new WW data will be generated relative to that new save and you don't want to mess with that.
But as a test, it could be worth trying when clearing out that old WW Save file data to see if generating new WW Save file data gets it all working correctly. Especially regarding that is where the WW settings data is stored, and WW settings is where your problem is happening.
But before you do any of that, after installing latest WW, do you save game, exit, reload and maybe new setting will be there after self-updating old setting data? It might need this simple trick to kick it into gear. If not, then doing it manually as described above might do it.
Edit - Also, is your EA folder with Saves folder, Usually all in the My Documents folder, on a different drive than default. Usually Microsoft place it on C drive, but My Documents folder can be moved to an ssd to get mods and cc to load faster. (I do this on my PC.) WW might be having trouble locating the drive to update the Saves folder info. Though this would only be the case if you very recently moved My Documents folder to a different drive, otherwise this would be a long-standing issue you would long since know about. Then again, no, sorry. If WW is in the Mods folder, it already knows where Saves folder is because it's already there in same place, same drive, doesn't need to search for the drive. My bad, getting too technical on it.
This may be a common error for users, an isolated case of this seems strange. It might be worth checking the WW forums to see if there is a a way to clear it up.
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I do like that sims can now place an instructor yoga mat in their own homes, place enough normal mats around it, and hold a private class that kids can actually join. It's just so nice, a real "whole family experience" together..
However, I don't like the silly rule that only five sims can join the class. There are eight sims in a family, so why not seven members per one instructor? Better yet, eight members, if my main sim is visiting another household to be the instructor holding a paid private class for the eight sims in the house. Yes please. Now eight sims can be invited to class. More fun and more monies, not going to complain about that.
Now then, regarding the time allotted to wait for class to start, for all members to gather. It's so frikken long, it actually lasts longer than the default class routine will be. Especially if using MC to slow down world time. Half an hour becomes ninety minute and I'm falling asleep with the boredom. Doug E. Fresh says six minutes is all you need, so that's what the mod does. Six minutes to gather and get this yoga show on, on-on-on-o-o-o-on. (Cheers Doug E.) If that proves a little too fast, I recommend clicking on one sim to Form A Group, then selecting up to eight members, click on ground to make them gather near the mats, then start session clicking on yoga instructor mat or leader meditation stool. May sound like a lot of work, but you'll still do it faster than the default waiting for class time. And if the intention is to work through all yoga routines with your class, then next move onto the meditation class to finish up, then it's all a good setup to begin with. More fun and more monies, not going to complain about that.
Speaking of yoga routines, I added a few extra moves to each routine to beef up the length of time doing them, to make it feel more fulfilling and worthwhile, not over in five quick moves. Now the waiting start time is def nowhere near the length of time the routines take to complete. Yay! (Though I've yet to beef up the child-friendly routine with more moves.) More fun and more monies, not going to complain about that. Actually, no, you don't get any more simoleons for the extra moves in each routine. But if your main guru sim is anything like my main guru sim, then the money is not the important factor while visiting other households, Heck, he does his private classes for free. My joy of it, is his joy of it.
Finally all that dilly-dallying by members faffing up following the routine is practically removed. Just very slight delays for each, so it still has an organic feel while watching the group yoga together. But much more professional, especially if they are all skill level 10 Wellness sims, then it should look this professional and organized from them all. Now it is.
If using my On/Off mod set to turn off yoga rugs and meditations stools, it's okay to leave them off as private sessions are not part of the off switching and won't hamper the process. Good for keeping mats and stools off so random users don't jump in and use randomly, autonomously, just when you're about to start a private class. More fun and more monies, so back off random sim and don't be messing with my pay day.
All these changes only effect the private free and paid classes your controlled sim activates. They do not effect all other yoga stuff that an NPC instructor may do at a Spa venue.
cool1_object_WellnessYoga&MeditationPrivateClass_8InvitedMembers_QuickerStartClass.rar - New for June 2023
Happy simming a wellness activity instructing, folks
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Ah, that's a shame. Did you never try my Waterproof Trait blocks umbrella use mod? I suppose having to go round household to household giving each sim that trait individually is a bit of an irksome chore. (And I have over 700 sims in my main world save!)
I have updated the Litttle Zapper mod to issue sims with a whole bunch of useful traits in a single jolt to speed up the process when going house to house. What with the likes of Waterproof and Stormchaser traits issued to all sims, rain is as water off a ducks back to them all. As good as not existing at all while still very much existing, mostly for my pleasure. Something about tropical rain soothes me. Though I've yet to upload that updated version of the Little Zapper.
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Yeah, if it has a swimming pool the ladders can be attached to, the lot type will not matter. Though as said in main post, if the visitors are not given the hidden scooter buff in their role xlm they will ignore the scooters for autonomous use.
Not sure why the boats and scooters would dissappear if properly connected to a dock object that's properly connected to a pier in Sulani. Was the sea water deep enough for the vehicles? I think if it is on the shallows nearest the land it doesn't like it. The depth at which sims actually swim is the required minimal depth. If it's where sims wade in water the game won't like it. It is only possible to place boat/scooter dock on a pier in shallow waters with move_object cheat, but the game won't like boats/scooters sitting there and will delete them during next lot load.
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Yep, and there's still loads more I want, NEED, to add, but haven't got round to it yet. But eventually all will. The NEED is such.
This latest bunch is mostly kids toys. I've been working on a Kids Hangout Venue like my Teen Hangout Venue, and it was fun for my controlled kid to herd all other kids around the lot, to indoor toys and outdoor activities by turning stuff on and off. Damn control freak I am.
The yoga mats and meditation stools too, as again I've been enjoying the new options to hold private classes, so my main sim gathers up all the family and teaches the whole family yoga and meditation. Had to make mods for that to be more successful, and will be uploading those today also.
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This is a cloned Pool Ladder, with the added feature of spawning a usable Water Scooter.
But why?
Okay, where it is possible for a sim to use their water scooter in a swimming pool to have same fun they would while on the seas, not all sims will be carrying a water scooter in their personal inventory.
And the trouble with pools is, if you build a swimming pool community venue, and you think ahead and place water scooters in the water waiting for visitors to use, when next loading the lot the game will delete them because it freaks out with water scooters being in pools, even though they are perfectly fine to use in pools. The Maxian arse-backwards double-standards coding at work. By all means use them in pools, but don't frikken leave them there, the game will panic, have conniptions and delete them. Hope you didn't pay many simoleons for that water scooter or spend half a day upgrading it. Because it's gone now, forevermore.
Here we have the answer. The game will generate its own water scooter with this Pool Ladder fixed to a pool. However, because of the water freak out thing during lot load, it will spawn the scooter on land by the pool, not in the water because that's too complex a notion for the game's fragile sensibilities to deal with. But the scooters can easily be live dragged into the water by any sim you control, no need to go into build mode to move them. Then they can be used by any and all sims. Autonomously even, if a thoughtful modder has added the hidden scooter buff to the visitors role xml. Some modders make such considerations, I'm sure...
Make sure there is enough room on land for the scooter to spawn, I think a two-by-three floor tile space is adequate.
And when H Ford was asked if customers can get any of his T-Model cars in other colors, and he said, yes, only if it's black. Then you too can have these spawned scooters in all colors, but only if it's blue. Yeah, Maxis only added the blue scooter to the debug scooter spawning code this mod relies on. So yeah, blue. Blue, blue, blue, blue, blue. But all that poolside scooter fun you can have will certainly chase away the blues. (See how I brought that back round?)
Not for the squeamish players. If the public pool is full of kids and some maniac is thundering about on a scooter doing all sorts of tricks and stunts, it may have you wincing on the edge of your seat for how many severed heads will be found floating in the pool in the aftermath. But nobody actually gets hurt. Our sims are great that way. Maybe that's why the game doesn't like finding scooters in pools during lot load, for the sake of squeamish players and the children's heads staying firmly on their shoulders.
The standalone clone object is found where default pool ladders are found. Water Features, I think it's called.
Island Living EP is a required install for water scooters to exist in your game.
cool1_object_PoolLadderDock_WaterScooterSpawning.rar - New for June 2023
Happy simming and poolside water scootering, folks.
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I needed to do this on my sim's cellphone the other day while testing a new lot type, get as many sim visitors to come without any faffing about.
I'll guess mods like this already exist out there, but it was just far more quicker to mod what I want, with the features I want, than to trawl the internet looking for something similar.
Invite up to 100 sims in one go. (And nope, not even my Quicker Simulation Mod can help you there.) But even I wouldn't go that high realistically. But a mob of twenty, that sounds about right for lot-filling purposes. Just to be clear, you can invite large groups, but they do trickle in one or two at a time till all have arrived.
All sims thumbs shown, even if the controlled sim has never met them. All ages toddler and up.
Nobody ever refuses, no matter the time of day or for other factors. When I say "Get Over Here!" I mean it. It ain't a damn request, it's a demand. Yep, even you Grim Reaper. Get Over Here!
cool1_object_CellPhone_InviteOver_100Sims_Anyone_NoResrictions_NoFailToCome.rar - New for June 2023
Happy 100 sims game lag, folks.
Crafting - Bestseller Writing Guaranteed - Update September 2023
in TS4 General Mods
Posted
Update September 2023 - Remade mod anew with latest book recipe files. This mod contains two new xml files. One I missed a while back, for writing Knitting manuals. Now your top knot Knitting Writers get those guaranteed bestsellers. Also with latest Equestrian file. Those experienced equestrian aficionados, the Writing Riders, can knock out their How To Horsie books happy with the guaranteed galloping bestseller results.