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coolspear

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Posts posted by coolspear

  1. Ah, but that is a feature. I did rework it a while back to be so godlike on plants. So that it would convert a freshly planted seedling into a fertilized, healthy, fully mature plant in full bloom, laden with produce almost instantaneously. Nothing left to do but talk to the plant.  And since they don't even really need that, - more for the sim than the plant - then not even that left to do.

    My only issue with it currently is that it has no effect on the plants from Cottage Living. It's on my list of things to look into. Can't say when I'll get the chance, but when I do I'll look into making a version more like the original and not so godlike potent.       

        

  2. It is highly unlikely that this "mod" would ever need updating. Firstly it is not a mod in the same sense as all other mods. It does not effect that part of the game. If Maxis ever change the way mods are injected into the game, (and they may as well work on a new iterations of the franchise than do that to ye olde TS4) then this file and its data would need looking at. So I'm confident enough to say, this will never need updating no matter how unbearably long they continue to drag out TS4 for. And I would not say that for any other TS4 mod. 

  3. I've extracted the xml this mod uses and no new coding has been added in 1.96 patch. I've not yet been able to load up the game since patching, too many mods to check first. So I have yet to see with my own eyes if infants have the mosaic blur or not with this mod installed. I've seen mixed reports both here and on MTS that say there is no blur on infants with this mod, others say there is. If infants do have mosaic blur then it will be due to a new xml Maxis have created for 1.96. Not the xml in this mod as Maxis have not altered it. Again, this mod is not broken as is. But I've yet to confirm if it needs a new xml added that I've yet to find in game files. Once I get in game and see infants for myself, while using this mod that is not broken, then I'll know for myself if I have to now look for a new Maxis xml to add to this mod.

    Everyone please be patient until I have time to confirm this, because finding a new XML - if that is indeed the case - can be like finding a needle in a haystack, especially when Maxis don't even give the xmls a proper, relevant name to help with the search. Like the original xml for this mod is just called "default." (So are many others called "default.") Very lazy and very unhelpful. Forget helping modders, how can that even help themselves ffs?!

    For those reporting lag with this mod. That sounds very much like the Simulation Lag the game has long suffered from. See my simulation lag mods for more details. There is very little data on the xml for this mosaic blur mod and could not possibly effect the game so much as to cause such lag.

    Also reports here and on MTS about sims being forced into clothing (underwear) once blur is removed. Once again, the small amount of data on this xml is related only to the size and body position of each pixel of blur. It has absolutely no coding whatsoever to do with adding clothing to sims if the censor blur is removed. In fact, as far as the game is concerned, is "aware," it is still causing the mosaic blur effect to happen, only the pixel size reduced to zero so that it blocks nothing visually.

    This mod cannot be responsible for any other game issues other than the mosaic blur as the original XML used has no coding for anything else other than the mosaic blur. That's it. That's all. Just size and body position of blur. The fact that Maxis have called many files the same name, "default," and expect the game to not have conniptions over that is the real worry. But that's a whole other matter. I know, I know, all XMLs have their own, unique number, so the name is not really important. But so what, it's still lazy and unhelpful (to modders) to not name a game file anywhere near close to the relevance of its function.  Like "Censor_Blur," or "Mosaic," for the name of this xml would be okay. Calling it default? Again? Like twenty others? Not okay! Very frikken lazy and unhelpful.

  4. Hi @BlackFrankyI'm on same patch level with same mods but not seeing this glitch. I'd also have to say it's very specific a glitch for the Add-on mod here to be the route cause of. Adding an option to clean, but with a blank pie menu, and sim can then clean the object with animations. That's too specific, as the files used in the Add-on mod deal only with making the Instant Upgrade (The Knack Make Awesome.) available autonomously to sims with the skill and trait to do it. The files have nothing to do with cleaning interactions whatsoever, it's not in their coding at all,  so could not add the option - however broken and distorted the interaction is in game.

    I tired a few scenarios just to be certain. Different sims, different households, sims with skills and traits to Instant Upgrade, sims without skills and traits. Old sinks, new sinks, nearly every sink in the buy catalog. Nothing odd happened in any scenario. 

  5. There is a "batch fix" option in S4S (Sims4Studios) to prevent clothing from being worn in showers/baths. It's an age old problem that has nothing to do with the mod here. I'd say the problem stems from using CC clothing, where the creators use Maxis mesh templates to base their work on, and this then causes some odd behaviors with Maxis default clothing thereafter. Such as specific job uniforms going crazy and also wearing clothes in shower/bath. Hence Maxis are in no rush to fix it in eight, nine, ten years of TS4 since it's not directly them that cause it. I dunno, I'd have to go check on the EA Help website to see if non mod users and/or non CC clothing users have ever reported this same clothing glitch. And I hate going to that website. Trying to find anything specific in that vast, sprawling mountain of reports is a pain in the butt.

    If using the batch fix method with S4S, it fixes things in general, preventing future mishaps of new sims wearing clothing in showers/baths, but you may find that sims already "infected" with wearing clothing in showers still persists. One of my workarounds for these stubborn cases, is to take sim into Cas and give them a temporary nude outfit in a category like swimwear, then next time they take shower with clothing on, is to pause game, use MC to copy nude swimwear and paste it onto them when in shower, so that the sim is now properly back to being nude in shower/bath. Then of course remove nude outfit from swimwear, to prevent any embarrassing moments next time they're down at the public beach having a swim in the sea.

    I also use this same method to fix things like hairstyles in showers, even if sim does get properly naked. Their hairstyle could be one with ribbons, headscarfs and so on, that look daft in showers. So I do same thing to make sure they have proper shower hairstyles with no accouterments.  

  6. This isn't so much a "mod" in the normal sense, not an edit of any XMLs or Scripting that Maxis are likely to change in patches. It's just a small edit to a text document - the cfg file - and as such is beyond the scope of Maxis patches. Ergo it should never need updating unless Maxis do a total rework of how mods are injected into the game. Not very likely. Safe to say, not ever. So it's always in good condition. 

  7. I've kept the penthouse appartments seperate from Alpha Mod for those who do not have City Living EP installed. Alpha has all normal residential housing types and it also has the buffs. If you have City Living and want penhouses to also be effected by buffs then you'll need both.

    To be honest, all files should just be in the one mod. But I did the penthouse addon much later in my game than the original mod. I may yet just meld them into a single mod.

    I did very recently have to add another file into the alpha for autonomous viewing of art. Maxis had another sneeky autonomous veiw art interaction file where they neglected to add the important appropriateness tag. (They do that a lot, negelcting to add their own damn mechanic to interaction xmls.)  So even if I code a buff to say it's innapropriatre to autonomously veiw art in a residential home, their interaction file is not going to take heed. I have remedied that by adding the tag. Now it will work better. When I upload that updated version, I probably will meld the two mods into one. But until then use both if you have City Living installed.  

  8. Thanks for the report @amethyst111On closer inspection of the sonic shower Object XML, I did make an error. Because it's a lighting object, there are two affordance lists on it, one for all lighting effects and one for all interactions. I must have been half asleep when adding the Make a Copy interaction, because I placed it in the wrong list. Meaining anyone without that mod installed would expeirince exactly as you reported.

    That interaction has now been moved to the correct affordance list, so the Make A Copy mod, if not installed, has no error effect.

    I've fully tested updated sonic shower with and without Make A Copy mod set installed, and now that the interaction is placed in the correct affordance list on sonic shower, all is fine.

    Once again thank you for brining the error to my attention. It would have never fired in my game as both mods are installed.

  9. It is just a clone of the circle ground light. The other stuff in the screen shot is just decor rugs - a serving suggestion - to finesse. It should not conflict with any other mod as first off it's a cloned standalone object, and the coding for the object xml, the interaction xmls and the loot and buff xmls are all made by me and all self-contained in the mod package. The script call failed error is usually experience if something like a mesh or texture is missing. But seeing as the cloned floor light is a Base Game object, that could not be the cause of the problem.

    There is an added option on the floor light to "Make A Cool1 Copy" (seen in the picture) which is a function from another mod set of mine. None of the make a copy coding is in this mod, just an interaction tag added to make a copy availalable to prevent having to go into build mode to place more sonic showers. Handy for things like copying and dropping the object from sim inventory in world areas where build mode is not available. That Make a Copy mod set is found here - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/

    However, if you do not have the Make a Copy mod set installed, it still would not cause a  script call failed error. The extra option to make a copy would just not be there. Exactly like the way Maxis patch newer interactions onto older xmls, but if player does not have the new pack installed to see and use those new interactions it does not cause problems.

    It does use Special FX from Get To Work EP and the Vampire GP. But again, all these years modding I've never heard of that causing a script call failed error if player does not have those packs installed. More often than not, Maxis patch those special FX into everyones game whether they have the packs or not. And even if Maxis did not on a rare occasion, it still would just mean the special FX would not be there when using object.

    I'm at a loss as to why that error type would trigger as everything it needs is all self-contained in the package from a cloned base game object. And I've never experience an error code 111 before. That's new to me.

  10. Minor Update - January 23

    All sims were still using it autonomously, but I noticed the interaction for Electric Medicine was not working as best it could. It should be permanently visible for all ages, but if sim is not ill it should be grayed-out and unusable. It has been tweaked to be exactly like this now for all ages child upwards. Only the Alpha mod needed this tweak.

  11. Mood Manager Machines

     

    1mm.jpg.9100de26563c1f3d44d0d1f0bedec680.jpg

    2mm.jpg.dc6616c452177bf351e292f0ed7c2a3e.jpg

     

    Here are two new mood machines with a couple of helpful functions. The Little Inspiration Zapper, and the Sapphire of Inspiration. They both do exactly the same thing, but as different objects you can choose from that may better suit the decor of a room. The Little Inspiration Zapper is the Alpha mod, and is always needed to be installed as the Sapphire of Inspiration draws its coding resources from it. 

    The two current functions are first to help boost sims' Inspiration levels by a massive amount and for a long time. And another interaction to help with the random illnesses sims can get.

    After purchasing it needs to be switched on to see the functions.

    3mm.jpg.cbca2171a7dec85c80df7914baa5e340.jpg

    4mm.jpg.0965da1be3eb124411de147bc6919581.jpg

    5mm.jpg.7ab0d3af39a7c5012ec3378a4116a9b8.jpg6mm.jpg.a31d25c65703e3bda0d16f02bd06d45f.jpg

    (Don't ask me why the Wicked Whims interaction appears. It has nothing to do with these objects, yet it does like to pop up on things it has no direct business with. I think it's because the objects are on a table where there are WW interactions.)

    Ages child upwards can use it. Teens upwards do not use the Inspiration interaction autonomously, but children do. First of all I like kids to be Inspired to help with all their skill building and creativity. But also to help combat that horrid Maxis glitch where if a child is in a high Playful mood, and they go interact with adults who are flirting with each other, the game can misfire that flirting back onto the child and the next thing you know, the child has a frikken romance bar with one or both of their parents. This happens because Playful and Flirty are very closely linked on the same default Maxis Emotion XML in the coding. Maxis doing it this way so that very Playful adults can "easily" slip into Flirty with each other. Hence the annoying rate at how so many adult sims, who only just met, quickly end up in romantic links. I suppose you have to think like Maxis to appreciate the need for that. Yet there is a coding problem where it can misfire at very Playful kids who are interacting with Flirty adults. If the child is very Inspired, to a very potent level this mod provides, so that it trumps very Playful ever being the their leading mood, then no misfire with Flirty adults. Yay!

    7mm.jpg.a2343f7b825e183c9667a93ba0b85be3.jpg

    8mm.jpg.f5fd8dc5f56fe4dcfeac4db3081f8a8a.jpg     

     

    The second Electric Medicine Treatment interaction is autonomous for all sims. Should a sim randomly contract one of the illness types, they will very soon after autonomously use these machines to cure themselves. You'll get a notification message about it, and the sim will have a temporary new buff to say they've been cured and are feeling healthy again.

    This second Illness interaction works very well in conjunction with my Residential Venue mod found here - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-new-features-december-2022/ - where the push to use cure interaction autonomously if they fall sick is extremely high.

    The Little Inspiration Zapper object is a clone form a Parenthood GP object, so you need to have that pack installed. It is found in Electronics/Misc. The Sapphire of Inspiration is a clone from Base Game gem and found in Activities & Skills/Creative (The Chess Table icon.)

    Minor Update - January 23

    All sims were still using it autonomously, but I noticed the interaction for Electric Medicine was not working as best it could. It should be permanently visible for all ages, but if sim is not ill it should be grayed-out and unusable. It has been tweaked to be exactly like this now for all ages child upwards. Only the Alpha mod needed this tweak.

    The mod was originally using a Maxis snippet xml that made it go wonky. Where adults could always see interaction and use it all the time, even if not ill, and kids could not see it at all. (Though they did use it autonomously if ill.) I took out that topsy-turvy snippet and made my own trait blocking/allowing system and now it works exactly as intended.

     

     

    cool1_MoodManager_TheLittleInspirationZapper_AutoCureIllness_ALPHA.rar - Alpha mod

    cool1_MoodManager_TheLittleInspirationZapper_SapphireOfInspiration.rar - Optional crystal version

     

     

    Happy Inspired and Healthy sims simming, folks.

  12. No Censor Blur Mosaic - All Sims

     

    Thought I'd knock this mod together as the three versions out there that I know of (Original on MTS and updated version on Nexus Mods and, of course, Wicked Whims.) have certain outdated or incompatibility problems.

    The original on MTS is simply outdated. No coding for pets or the werewolves stuff.

    The one on Nexus Mods is fine on its own, but is incompatible with Wicked Whims.

    The Wicked Whims version no longer covers (or should that be uncovers? :giggle2:) all age groups.

    So then I scrambled together this version that covers all ages and pets as the original versions (MTS and Nexus Mods) do, while also being compatible with other nudity functions of Wicked Whims.

    You do not need to have Wicked Whims installed if you want to use this version of the No Censor Blur Mosaic mod. It's just added into the coding for this mod now if you ever wish to use WW.  However, if you do use Wicked Whims - as I do - then you will need to place this mod into the Overrides Folder, otherwise the Wicked Whims version may take precedence during game load and this mod won't be doing anything.

    If you need more info on what an Overrides Folder is and does, see this page - https://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/

     

    Clothing when in Showers/Baths

    This mod does not add nor remove underwear or diapers on kids, toddlers or infants. If children wear clothing in shower it is due to other issues. Toddlers and infants wear diapers as per Maxis coding. To fix toddlers wearing diapers and slippers in bath use this mod here - - https://modthesims.info/d/669876/bathtime-fix-for-toddlers.html - Go to comments section of that mod and see a link the modder made for the same diaper removal for infants. Also at bottom of that MTS page is link to LittleMsSam mod for clearing away clothing in shower. Also Sims4Studio has CC batch fix function to remove bathing flag on any CC clothing that has been allowed for shower. You can also use MC Dresser module to copy and paste proper nude outfit from one clothing category to sim in shower wearing clothes so it removes the clothing.  

     

    1.96 Infants news - No update required for 1.96. Works fine for 1.96 Infants patch. Even though no new code was added to XML file for infants, there is no censor blur on infants when bathing, nappy changing and breastfeeding while using this mod. More than likely infants are assigned to using the same blur as toddlers in the core files, hence this mod works on infants without Maxis adding any new coding specifically for infants to the XML file this mod uses.  

     

    cool1_NoCensorMosaic_OverridesFolder.rar

     

    Happy censor-blur-free simming, folks.

     

  13. Yeah, you got the gist of it. The slower you make the game world time with MC, the lower my simulation Time Slice mod number should be, to balance out things a bit better. Though that's only a guide, not the rule. If you're comfortable and happy with the one you've chosen, then that's the main factor. Experiment with others, by all means, but at least you know which one you've had positive results with so you can always go back to that one if other versions aren't doing much - or perhaps slowing things down again.  

     I don't recommend using my tuning versions and the other script mod together. Firstly as they both, in their coding, eventually alter the Time Slice factor, so that will be a conflict of interest between them. Also the script version can only work on default world time. Does not work correctly if altering world time speed with MC. And finally, just as importantly - if not worse - it does not handle multi tasking autonomy very well. Sims going into a horrific slow down when cleaning up dishes, for example.

  14. The Sonic Shower

    sonic1.jpg.bfbff9557517d87165fb75e77297a066.jpg

    Johnny Zest has kindly opted to demonstrate, the return of the Sonic Shower. Well, why not? Maxis may yet redo this object from previous iterations in a TS4 futuristic pack.. in the future. Seeing as ye olde TS4 is gonna keep on going... into the future. But until then, here's my take on it.

    I did actually make this thing ages ago, and did upload it as part of a bundle rar folder while I was retired. So some of you may already have it. But it's high time I gave this object a mod thread of its own so all can see it and decide if they want to use it. (So essential to my game now I cannot be without it. Maybe you'll feel the same way.)

    It's a standalone clone of a base game floor light. Found in Electronics/Misc and in Plumbing/Showers. Once placed you will have to turn it on for its functions to work. You'll know its on by the glowing yellow ball of light that shines.

    sonic2.jpg.e4f3ed7ce6d349a5259ec8bdd82b26f3.jpg

    sonic3.jpg.3401999caa8a3ee229cba3965544cfe7.jpg

    Thereafter are new options to "Use Sonic Shower" and "Use Sonic Toilet."

    sonic4.jpg.1d91075e1e8efc5ca986cfbe6c13bc39.jpg

    Sims will use both functions autonomously, so handy for futuristic venues where you don't want traditional toilets or showers.

    They step onto the light and get hit with the sonic cleansing, maxing their Hygiene or Bladder respectively as chosen.

    sonic5.jpg.467426d94a16c015b0f792dc5bc0431e.jpg

    sonic6.jpg.afc48f833b5b312c4e3552e0cc19cc66.jpg

    Quick, Johnny. Use Sonic Toilet too!

    sonic7.jpg.255da81b3f60c04e7a541ff5535f8afa.jpg

    Loads of special FX spring into action to make it all seem viable. It was a good modding experiment for me to learn how to place triggered special FX just where I want them, so I am proud of the outcome. Yet it looks so easy, natural and effortless in game. Exactly why I'm proud of it.

    And to finesse, the sim gets a short, split-second burst of musical notes, to complement the new buff for using the Sonic Shower. The buff boosts Inspiration for six hours, and encourages sim to go make some actual sonic music now that they're high on inspiration.

    sonic8.jpg.ea8dac08197585c9bba33997e59c7fec.jpg

    So now throughout the land, you'll hear them say to each other, "let's go make some new music," and the immediate response will be, "yep, certainly, but I gotta go take a sonic shower first." How clean and pure is that new music going to be? :giggle2:

    Can be used by child age upwards.

     

    Update 16th Jan 23 - Thanks to player report I needed to fix the positioning of a single line of code. The interaction to "Make A cool1 Copy" (From another mod set of mine found here -  https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/) was placed in the wrong affordance list on the Object XML. This meant anyone without the Make a Copy mod installed would see a "script call failed" error if trying to place a sonic shower. It has been fixed now so you should not see that error type if you do not use the Make A cool1 Copy mod. But if you are also using the Copy mod set as well as this sonic shower, you should still grab updated sonic shower. Because the line of code was in the wrong place and now is in the correct place.

     

    cool1_object_TheSonicShower(Clone).rar - Update 16th January 2023.

     

    Happy sonic simming, folks. And not a blue hedgehog in sight.

     

  15. Update - December 2022

    Hi all. Nothing new changed about the coding of the Alpha mod. Just many more things that now have the Make A Cool1 Copy function added. Such as University Diplomas and Graduation Photos. Some cooking ingredients. A few other things. Also some older mods of this set have had more storage options added that I missed adding first time. I did release a set of Uni mods yesterday, and in that thread I included the mod for the Computer Glasses. That same mod is actually in here with all the others, so if you did grab that one from the Uni mod thread yesterday, then just delete it as the same mod is also in with this bunch.

  16. Hi @heidiI'm not seeing any LEs when placing rabbit tree stumps on lots. When you get LEs, is it straight after placing a tree stump? Do they happen regularly? Do the LEs happen after a rabbit lives in tree stump?

    I placed new stumps on lots, with no LEs. And on my werewolf family where there has been a tree stump for ages, there are still no LEs when they devour a newly generated rabbit.

    However, in my game I have modded rabbit tree stumps quite a bit. So they can be placed indoors. The debug cheats to spawn new rabbits or call out existing rabbits have been unhidden, which my hungry werewolves put to good use.

    I even cloned a cat travel box from the Cats & Dogs EP and converted it into a Rabbit Box. So the kids who live in apartment blocks can have Rabbit Box and rabbits in their bedrooms or running around the apartment. The rabbits continue to help with gardening if there are any plants in planter boxes and plant pots in the apartment. Or if a werewolf lives in an apartment block - don't need to explain that any further.

    Even a mod that allows sims to kick rabbits like they are footballs. Funny? Yes. Cruel? Extremely, even more so than eating them. Mod needs more tweaking and testing, though. May never release. 

    I have not released any of those mods yet, as I'm waiting for Maxis to fix the stuck and vanishing rabbit glitches. (Don't want my mods being blamed for that.) Though maybe because I have worked on all this tree stump stuff in my game, I may have inadvertently fixed any chance of getting LEs. Maybe.

    Even so, this werewolf mod does nothing with the tree stump directly. Just the werewolf trait and devour interaction xmls. Nothing to do with tree stumps.

    Do you have any other mods for rabbits and/or tree stumps in your game? Or other mods that edit werewolf trait or werewolf devour interaction?

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