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coolspear

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Posts posted by coolspear

  1. How did Elmer Fudd say it in the old Bugs Bunny cartoons. "Be vwery quiet, I'm hunting wrabbits." 

    Werewolves hunt, werewolves eat freshly killed meat. Werewolves are.

    Though that's not the main reason I made this mod. It came about just as a means to end an annoying Maxis guff that is still present in game since Cottage Living released. But then Maxis gave us werewolves. So with a bit of (bloodthirsty) code manipulating, it balances itself out in the end.

    You know how Cottage Living gave us wild rabbits, yeah? And you know how cute they are when they first turn up on the lot? At first. And you should then know how very un-cute it gets when the little bushy-tailed buggers start getting stuck. Original bunnies no longer available from rabbit tree stump. Yet still exists as known friends in sim relationship panel. And no amount of MC tinkering to delete sims (rabbits) and past relationships (damn rabbits) is gonna clear that up. So they're stuck in your game somewhere,  taking up memory and CPU run time, but you'll never see the vanished-but-still-there shits ever again.

    But then it gets even worse. The new rabbits that come from the stump, because the old rabbits have glitched out and are lost in cyberspace, never to be seen again, and them new sods just go sit in a corner and do nothing for the rest of their lives. Can't interact with them. Can't fix them. Can't end them. Even doing debug delete on the little shits does not fully get rid of them. Sure they're gone for the rest of that session. And you sure do get an LE to tell you you did bad for debug deleting them. But save, quit and play again tomorrow, and the fluffy fuckers are back in the game, stuck in the same corner, doing the same thing; nothing! Akkkk!!!

    (You can actually go into build mode, pick them up, sell them off, end of. Gone from relationship panel. Gone from game. No LEs either. But isn't that the last thing you always blooming-well try?)

    Well, the thing I tried, before I tried that last thing you think of above, was after werewolves came to us, I asked myself why can't werewolves eat those pesky bunnies. Why not? So I coded it for werewolves to eat them, and now they can. Yummy bunny for breakfast. Hooowwwlll!!! Now every werewolf homestead should have a bunny tree stump for the fresh meat, fresh kill experience. Lunchtimes no longer boring. It was only then I discovered afterwards that you can just sell off the stuck ones in build mode and not have LEs. Ah, well, at least now I'm feeding my carnivorous werewolves fresh, wriggling, wrabbit meat.

    And don't feel sorry for them. This ain't Watership Down? This is Watership wolf it Down. Let the wolf be true to its nature. Bunnies are breakfast. That's life. What's up, doc?

     

    cool1_sim_WerewolvesCanDevourWildRabbits.rar

     

    Happy simming, folks. Be vwery quiet, I'm hunting wrabbits. 

     

     

     

     

      

  2. I've missed this mod terribly. Had so much catching up to do with so many mods. But got this one done, totally remade, improved, better-than-ever, all that jazz. Hey, if you know and used this mod before, then you know exactly what I mean. Green for ages. Yellow don't come till much, much later. Red only in the final stages, then they're happy to go to bed. Yellow, for as long as it takes to get there, and as short as it is when it does before it goes red, it's truly the last remains of the day. Red means it's bedtime, and does not hit until the very end, though that still leaves plenty of time for sims to find their beds. Until then, it's green, baby. Green, green, green, green, green most of the live-long-and-do-more-shit day. "Super Green." (Chris Tucker, Fifth Element, remember that movie? Yeah, my sims is Super Green.)

    Enjoy... again.

  3. Masters of the Uni-verse.

    Are these some kind of He-Man and Skeletor mods? "By the power of Maxis... They have the power to make University boring!" 

    Err, no, enough of that.

    I got Discover University way back when it was first released. But always knew it would need a heck of a lot of modding to play it the way I like to play the game. Yep, same old story with Maxis TS4 stuff. So I've just not had any desire to do anything with University until I was comfortable with the fact I will be going down a time-consuming modding rabbit hole once I do. Until very recently. And, of course, as expected, it is a drawn out, boring, shallow and buggy slog playing it the default Maxis way. And, of course, as expected, it gotta be modded. A lot!

    I'm certainly late to the Uni party with these mods. Uni's what, two years old?! But the things I wanted to see changed, I just could not find any mods for it out there in the community. So I may be two years late for Uni mods, but they're still kinda new given there's nothing else like them out there that I could find. So if you got bored with default Maxis Uni ages ago, maybe this little handful might renew some interest. Seeing these are only a small part of bigger Sim World Control mods I did for Uni and High School that I'll also release soon. Just making a start on uploading these smaller mods first.

    Coursework mods

    1 - Excellent Quality Presentation Boards.

    Do the two steps 10 times faster. With green interaction timer circle always showing on first phase so you can see just how fast it's going and when you can expect your sim to complete the work. Second phase of work no green timer needed, finishes quickly and Excellent Quality work is final result.

    2 - Outstanding Quality Term Paper.

    Again 10 times faster for first phase. Again helpful green interaction timer always visible on first phase. Second phase almost instantaneous, no green timer needed. Outstanding quality always end result.

    Point of interest. Calling the quality of work "Outstanding" is a misnomer by Maxis. Since the game released nearly 10 years ago, all things that are crafted to Excellent quality in the game have always been called Outstanding in the coding. So the dev who wrote this bit for Term Papers slipped up and actually, literally, called it Outstanding instead of Excellent. Simple human error anyone could've made, I suppose. (Given Maxis' penchant for guffs of this kind, I'm surprised it hasn't happened before... and often.) I did not correct this literal faux pas. Neither has Maxis all this time. 😜 Let's just be kind and say it's unique, unusual, and go with that. Just be thankful they didn't name it "Rare," so as to confuse absolutely everyone. They probably still would not have corrected it if they did. Continuity? To hell with that. I only work here, I don't play the bloody thing. Gotta love Modern Maxis.  

    3 -   Study Research

    My fave of the coursework mods. This is now very, very potent. Now comes with green interaction timer to let you know how long sim will be doing it - how blooming fast they will be doing it to be precise. No more wondering in mystery if the sim has actually improved anything over an arduous two boring default hours. Now you can gauge it all with visible feedback. And again, very, very potent at improving grades. Especially when done on the Research Computer that comes with Discover University EP. Making it a more valuable asset than using any old computer to do course research.

    With these three coursework mods, especially the Research one, your Uni sim will be A+ with Distinctions in a few hours. And they've still got four weeks till the course ends!!!

    I did not make mods for Uni Homework. MC has settings to do School/Uni Homework faster and it works a treat.

    (I'll be releasing other Uni mods soon, one of which actually reduces the Course time to a week. There are other mods out there that attempt this too, but the way they do it is not the best, they break certain things. I went about it in a different way to ensure the first week is the final week, the game knows it from the get go,  and final exams are registered correctly. Lots of uni mods yet to come. A new Student Bar venue, a new Uni Dorms venue for you to have much better control over NPC students/professors living arrangements - keep those lousy Maxis default rules out of it - and my absolute fave, a new special venue for the Secret Society gatherings and shenanigans. Very Funky. More mods and new lot builds coming soon. Better make sure there's available lot space in Britechester to squeeze them all in.)

    And finally. Even if a course is only one week total, and coursework is now only a few hours breeze to reach A+ Distinction levels, you may just have had your fill with Uni and never want to go back. But what about your Main Sim family, that Super Sim family? How are they going to get A+ Distinction degrees in all 13 courses if you cannot be bothered to go back to Uni? There is always a way. Two years late. But better late than never.

    4 - The Diploma of the Ultimate Genius

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    Here is a new object. A standalone clone of a decor diploma object from Get To Work EP. With new interactions to get all 13 courses completed within a few clicks. Sim gets all top tier, A+ Distinction level traits to say they've completed each course. Sim gets every diploma object, in their own name, from the "correct" respective UBrite or Foxbury institutions, at A+ Distinction levels, to hang proudly on the walls. Heck, they can even get themselves a Graduation Photo to finesse the deal. All while never having spent a single minute in Britechester, never been to Uni in their short lives. And life is too short to do all 13 courses the crappy default Maxis way.

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    First just pick the course trait you fancy "achieving." Only do one course at a time. Never select multiple course traits in one go! That will mess up the process. (There'll will be warning messages reminding you in game not to do it the wrong way.)

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    Then click that Get Diploma button and get that fancy diploma for that course. Rinse and repeat to get whatever ones your sim is missing if they had previously been to Uni to get one or two. Or get all 13, never having been to Uni at all! And a Graduation Photo to boot! No-one is gonna believe you did not go to Uni. Even the actual students and professors who simply won't remember your sim, will still be convinced your sim is a Uni Ultimate Genius with all this greatness on display, hung on the walls.

    Your sim's future careers, skill building and life experiences, the game takes it all into account, as if your sim actually went to university. Something akin to sixty sim years of life completing all this education, - (and who the hell does that?!) - done in sixty seconds.

    This is also a helpful way of correcting a longstanding Maxis bug. If your sim has already been to Uni a few times. For instance, first going to ye olde UBrite, then next going to modern Foxbury. That second diploma from Foxbury, when generated, will still be using the UBrite Diploma object design. In fact every course you do thereafter at Foxbury, perhaps all 7, will all be generated in the UBrite Diploma object design. Two frikken years, Maxis?! How about you fix your broken shit?!

    I've only been playing Uni a few weeks, and had to fix that sloppy crap. So if you have some older completed Foxbury courses you want the actual Foxbury Diploma design for, (Or vice versa) just use this Diploma of the Ultimate Genius object to generate it for you. Finally get what you, your sim, rightfully earned - if not wanting to use this object to otherwise blatantly cheat.

    Should you get all 13 traits and diplomas from this object, and some time later wish your sim to actually attend University, then delete the hidden trait from them relative to that course, and you will then be able to enroll them to take that course.

    Object found in Entertainment Activity/Knowledge (The Chess Table icon in build mode.) for 241 simoleons. Get To Work EP (and of course Discover University EP) are required installations for object to work and have purpose.

    Also all University Diploma objects and Graduation Photo object have the Make a Cool1 Copy function if you wish to spam your sim's intellectual greatness to be hung on every conceivable straight wall in the world. (Don't think you can add decor wall hangings to the newer round walls?) Those mods are part of the Make a Cool1 Copy mod set found here - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-update-december-2022/.

    Edit - 9th December 2022 - I have removed the Computer Glasses mod from this thread as it belongs with the Make A Cool1 Copy mod set. The link provided directly above will take you to that mod thread. 

     

    cool1_UniCoursework_ExcellentQualityPresentationBoardsX10Faster.rar

    cool1_UniCoursework_OutstasndingQualityTermPaperX10Faster.rar

    cool1_UniCoursework_StudyResearchX10Faster_NowVeryPotentForRaisingGrades.rar

    cool1_objectUni_TheDiplomaOfTheUlitimateGenius_GetAllUniDiplomas.rar

     

     

    Happy simming, folks.

  4. I know I keep saying I will look into these career mods. The main delay being, after all these years since the release of University, I only just started playing University stuff a few weeks back. Yup. And, boy, does that need modding. Yup. Happy to say I am pretty much done modding Uni & High School to be more tolerable - to my way of playing the game anyway. The foremost reason for that is I want my scientists and doctors from main families to do all the uni stuff and get their top notch degrees, traits and the like before going (back) into their scientist and doctor careers.

    So I am now on the cusp of finishing high school and uni education with them, and will be wanting them to go into their respective Active careers. As proper physicists, biologists and what not. So, yup, soon. Then I release the whole bunch of new and updated career mods that cover their vocations from school, uni, to final career.

  5. Making the Star Wars ships adopt the base game quests of the rockets could be doable, I guess. Maybe somewhat quirky. It would not be something I would ever try, though. I'm not a fan of those base game rocket quests. Not a fan of the Batuu ship quests either. None of the Batuu missions. I don't do them. I've edited all that from the angle that going to Batuu involves no missions, a whole different experience.

    I did edit the lightsabre hilts and crystals, such that they do not say replica when back home, and they always state the rarity, even after placing a colour crystal in them. And a player can actually change the name of the hilt so it can be even more personal. Also the way the dueling interactions work, so that Non controlled NPC sims carrying *favourite* lightsabres will fight autonomously if the lot is given the new buffs. In my game, the streets around the cantina in Batuu can have many a famous and infamous Jedi or Sith battling it out. And my Han, Lando, even child Yoda, are allowed to take the Falcon out for a spin autonomously and often do. (I did similar lot trait for spellcasters, so that a residence full of spellcasters, - once lot trait is given -  actually do lots of spellcaster stuff autonomously, including duelling with each other. Works great at my modded High School venue when my class of unique Foreign Exchange  students - the ones from Batuu - would rather be in the courtyards fighting lightsabres than going to the science lab. The Sixam Foreign Exchange students prefer tinkering in the science labs under the guidance of my Nutty Professor NPC teacher. And the spellcaster students - guided by the lot trait -  have plenty of objects to tinker with to help learn their craft, and often partake in autonomous duels during free periods. The High School is shaping up nicely, better suited to cater for all occult types, vampires and plantsims at lunch are not forced to eat human food, in fact the lunch time eating chaos totally reworked - and throughout the day it is certainly less dull and uneventful than the Maxis default version.  

  6. Hey, look what I cobbled together in game.

     

    The Plumbbob Hot Rod Gaming Booth

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    ph10.jpg.32560f134584e60454656f65ab1ad15a.jpg

     

    I wanted to upload it for you's all to have fun with, but it's being a bit of a bugger. Seeing as I wasn't thinking when I built it, I made it outside, on the lawn of the werewolf town library. What I tried when finished was to build a room around it, make it a room for you to download, but all the stuff raised with the 9 key gets slammed to the ground. (Maxis still haven't fixed that shit in all these years.)

    And of course if I upload the whole lot, - which is actually quite funky with the other things I've done to it - the same slam down of outside floating objects will occur when the lot is placed. Damn it Maxis! I'll try a few more tricks, maybe if building a room around it I can remember where all the little bits and pieces go after they drop and I can make it look the same again, - bit painstaking though. But once securely made into a room, you can place in your world and nothing will drop, just so long as you don't alter the room walls. This thing would be nice in an arcade, or in the High School corridors for some lunchtime fun. I really wanted to transfer it to my revamped Teen Hangout lot to go with the reworked Teen Hangout mod. But alas, no space to place it anyway.

    I'll get back to you if I have success putting it into a room.

  7. Yep, Cas (Create A Sim) traits are all the ones in that area, like the Neat Trait, when creating sims. And I know what you mean about the Neat trait. I used to like giving that one too, but when they get so overbearing with the cleaning, and get sad after a while when they're not cleaning. That's exactly what I was referring to in my previous post about Cas traits. Along with the positives, most have hidden negatives as well, so with my gameplay now after all these years I tend not to bother too much about Cas traits.

    Just saying that loud has me giggling, "Cas traits," sounds like I'll be turning some male sims into eunuchs. Ouch! :giggle2:

  8. Yes, Maxis reworked the Rewards Store system recently which pretty much kills this mod. Even before that, some eight months ago, they had altered the text strings on many Traits, so that even though this mod worked, most of the extra traits in the reward store which I had remade to be buyable had no text strings.  I am so glad I did not rush to fix that text stuff eight months ago, because it would have been a big job remaking all those traits and I would have been fuming mad that they went ahead and broke it completely anyway in recent times. I dodged a bullet there.

    Well, as stated, this mod will be a big job to fix. I will have to remake all the extra traits again so they have visible text strings and also can be purchased again in the reworked Maxis Rewards Store. Not only that, but my stance on the game has changed since coming out of retirement last year. I am actually adverse to giving sims many extra traits. Certainly extra Cas traits. More often than not, I want to remove the few Cas traits they do have, so they have almost no traits but for a small handful of the most useful hidden traits. Too many Cas traits now come with too many bad side effects, that just make sims whinge and moan if they are not doing enough to satisfy the traits they have. And for nearly twenty-five years of this franchise there are three main bug bears with this game I cannot tolerate. Rabbit Hole Jobs (Rabbit Hole anything.), Chance Card Popups and sims whinging and moaning for whatever reasons. So with traits causing too much of the latter, I simply don't give sims that many.

    What I'm getting at is, if and when I do fix this mod, the extra reward store traits will only be the hidden ones which can be helpful, no more bloody Cas traits and moaning sims. Plus I don't think I'll be fixing the mods that give more trait slots per age group. I really don't give sims that many traits any more, thus preventing game lag, preventing too many options when clicking on sims and, as mentioned, preventing all that moaning and whinging from unhappy sims with too many unsatisfied trait conditions. No thank you. Finally, given that it will be a big job to fix, it won't be for a good while yet.

  9. Oh, wait, what? "All My Mods updated to 1.90?" Errr, no, only the ones in this thread so far.

    Though I have been working on quite a few over the past weeks. Mostly World Sim Control Venue mods, but quite a few others. I do intend to release most in very near future. Just currently testing mods for the High School venue and teen students, - because Maxis typically released that with its fair share of un-finessed annoyances such as the chaos of Lunchtime and the food ordering madness (Maxis are hopeless, aren't they?) - also my older Teen Hangout venue mod re-tweaked to better suit the High School pack, even some for Moonwood Mill werewolves. Yeah, I've done quite a bit lately. But my first bunch to upload probably next week will be the WSC venue mods because there's a lot of explaining to do how they work and what other mods are required to work alongside the venue mods, especially for the Batuu set of mods and buildings and its connection to the latest version of Hidden Everywhere Portal mod and its new staff and guest summoning features.

  10. Not sure I understand. The "personal" storage are for storage box objects that can go into a sim inventory. Storage boxes you'd want your sim to continuously carry with them in case they ever need to use the stuff stored inside. Like a box full of camping equipment, or the Fresh Fish storage box. The "general" is for storage objects that just have storage to hold things. Such as the large T-Rex Skull decorative object. It can display the complete fossil collection on the 20 surface slots I've added to it, and also stores things, like spare fossils. But cannot go into a sim's personal inventory as there's no real need.  Or the latest fun one, the Star Wars droids who/that can smuggle contraband items to Batuu in their new storage holds.  I want my Freeze Ray Gun in Batuu, of course I do. Stick it in the droid's storage before travelling.

    The single odd one in the bunch is the Feathered Friend object, the Duck sculpture that has the interaction to buy all feathers and has storage - for storing extra feathers. Originally intended to be general storage only, I accidentally gave it the personal storage coding. Meaning it can go inside sim inventories. When I was doing recent updates, I did consider changing it to general storage, but decided to leave it as is. Just in case there is one player out there who uses it to carry camping equipment and such. A duck enthusiast, ornithologist or such the like, and prefer the duck as their go-to carry-all. And the last thing I'd want to do is ruin their day with a stuck duck in their sim's inventory they cannot take out if I changed it to general storage. So it stays an oddity as personal storage. 🙃

    So in essence, depending what you use any of the storage objects for, they are all still needed.  Though all types must be replaced with the recently updated versions or they won't work at all.

     

    Edit - I've just realized you may be asking about the personal storage folder that has about 40 package files in it. Yes, all the separate package files are still needed, as each one is a separate object. From a filing cabinet object, to the mermaids treasure chest, you need them all if you want that particular object as a storage object. The only one I needed to update was the Alpha file, as that is where the storage coding is. All others need that Alpha file so they can draw from its coding resource, but I do not need to update them individually, only the Alpha mod. That's exactly why I made the Alpha mod, so I only need to update one mod as and when, not all forty - heaven forbid. 

    If using any of my other mods, and one has been given the "Alpha" title, it means it governs many other mods in a set, but is usually the only one I have to change for patch updates or personal "new features" modifications. The dependent mods that rely on the Alpha usually don't need updating, but you do need to keep them. Such as my Cornucopia Fridge mod set and, indeed, these storage mods. 

  11. Hi @ameki89The career mods are still pending updates. It would be best not to use them until I have checked and updated them. I cannot put a time frame on when that will be, though I did make a small start on the Scientist career mods the other day. Even so, it probably won't be for a few weeks yet. So many other mods to tidy, I haven't even got any sims in those careers at present. 

  12. Do you use the 2x2 garden planters (for 1 tree or 4 plants) on any lots? Especially those lots where you may keep finding all garden produce in the family inventory at the start of a session?

    I did write to EA Help about that very issue a while ago. I think a combination of two glitches from two packs has made large garden planters and sometimes the smaller single garden pots all have any harvestable produce on plants moved to family inventory at start of session. The Eco green footprint effect, perhaps coupled with coding from Cottage Living, where Maxis used large planters as the template for the new giant crop soil patch, but messed up large planters in the process. I advise not to use large planters until Maxis fix - if ever - this glitch.

    I make my sims grow everything in the ground soil now. Even on a Sulani golden sandy beach. (Just use spray on ground soil) Sometimes I use single planter pots, but they too can play up sometimes. The newer vertical planters from Eco Living seem to behave themselves - though I don't use many of them - just for the weird Meat you can make them have.

    So I advise at the very least keeping an eye on large planters and produce being moved to family inventory at start of every session. I strongly advise not using them at all and just use ground soil, especially if getting fed up of finding hundreds of produce items in family inventory every session and going through the pain in the butt rigmarole to sell them off from family inventory. Ground soil saves you from this repeat headache.

  13. Well, if not using the Larger Storage Capacity mod, then the original Maxis version of that XML will automatically be changed with that little "sim" code adjustment after patching to 1.90. Actually this change may have come with the werewolf patch, 1.88, 1.89, whatever. Probably, since modded storage boxes are reported broken since then. What I'm getting at is, you may have had the little "sim" code change for a while now if you've been patching regularly as and when. And if never using the Storage Capacity mod, then that could not have been the route of the problem if suffering broken storage boxes. Soon I'll be in game myself, and I can finally (hopefully) determine what's going on with storage boxes since 1.88+ patches.

    The title of that mod - seemingly to store more fish in an Aquarium's inventory only - never truly does it justice for all the the changes I've made to all types of Inventory storage there is in game. That's why it's vital I update the mod after every patch, as Maxis change and add new inventory types all the time. And where they fail to add needed inventory types, I do. Such as the unique inventory I modded into that xml for the photo frames that come with the Moschino pack, so they don't all share the same photographs. They can hold unique, individual sets of photos with that "Aquarium" mod. Heck, it even makes the default storage boxes be unique, so they too don't all hold the same stuff. I modded that in, and it kinda undermines my own work on my modded storage boxes, but what the heck.  I'll make all storage boxes worth having. (Though I saved the fancy renaming of storage boxes for my own mods. Not gonna give the Maxis ones that specialty too. Gotta save something special for my own work.) Now all storage boxes are unique, both mine and the Maxis ones. So much for an Aquarium mod, eh?

    Yeah, the Aquarium name does not do it justice to the amount of inventory tinkering going on in that mod. Probably would be less overlooked and more enjoyed by folks if I changed the name to truly represent what it does to all inventory types across the board, not just fish tanks. Maybe one day I'll get round to that. But it started life years ago as a simple fish tank mod, primarily because of the Fresh Fish Storage Box mod I made to hold lots of fish our sims catch, so that's how that all started. Though a modern renaming of the mod to highlight its broader, wide-scale inventory editing would probably be for the best, far evolved from mere fish tanks and Fresh Fish Storage boxes.

    Also, adding the coding you've shown above to and Object XML does help with making things go into sim inventory, in terms of commanding sim to place in inventory or place in world. Though always remember to add the Live Drag data code to the Object Binary file, as a safeguard against an object becoming stuck in sim inventory, where you the player can also just drag the object in or out, or it could all get a bit freaky. One of Maxis' rules I wholeheartedly agree with. If it can go into inventories, it's simply gotta have Live Drag too. Otherwise don't.

    Actually, on the odd occasion Maxis don't apply their own rule, so for those objects I do mod them to also have Live Drag. Such as things like the Earbuds. Sloppy Maxis. The Live Drag function not just for dragging things in or out, but very much needed just to drag the object down to the sale bar in inventory and sell it off. Yeah, that's a bummer when you can't do that. So, Live Drag for absolutely anything that can go into a sim inventory, yes please. 

  14. A mix of Fate, a squiffy Origin update and my own stupidity forced me to update my game to 1.90 yesterday. No bad thing in the end, I guess. I was gonna have to do it sooner or later anyway.

    I'm still in the process of updating mods and getting mods from other creators sorted. But in the meantime, I'll upload a small few of those essential mods I always need to check after patching as they can and do have serious implications in the game if Maxis do alter them.

    - Command To Teleport - Maxis added werewolf codes for how they walk on the terrain and move through tunnels. I know that was a few patches ago, so I'm sorry for the delay on this (overdue) essential update. I only updated from 1.87 to 1.90 yesterday, and that wasn't exactly planned.

    Larger Storage Capacity - Maxis did a very small, seemingly unnecessary change on this xml. After eight years, they decided to change a single line from  "<T n="use_owner">True</T>"  to  "<T n="use_sim_owner">True</T>"   Slipping a "sim" in there because that will make all the difference in game after all these years. Not! But it could certainly be the reason behind the reports of broken storage box mods, as this change deals directly with sim storage personal inventory, and my storage box mods are also based on that same type of storage inventory. So hopefully this "tiny" adjustment is the fix needed. I won't know until I can get in game and check for myself, probably tomorrow if time is on my side. Feedback on this would be appreciated.

    - Quicker Sim Autonomy - They don't change this xml often. Once for 1.71 patch that did absolutely nothing in game, and now once again for 1.90. The new line of code may very well be for all the annoying phone idles that come with Highschool patch, governing the frequency at which sims do them. I've simply added the new Maxis stuff as is, I still have yet to check in game if it does actually govern frequency. But I cannot think of any other reason this idle frequency coding would even be needed if not for all the annoying phone shit. So it may well be, that sticking with the 1.71 Sim Quicker Autonomy mod that does not have this new idle push prevents sims doing the stupid idles altogether. The older 1.71 version may already be the mod needed to get rid of the annoying crap! That'd be nice, eh? If so, great. But I will need to check that myself. Again, feedback on this would be appreciated.

    I'll be checking loads more mods over the coming days. I'm sure there are plenty of them that need a fix here or there.

    And according to the patch notes, the error for the Juice Fizzer and the damn Point Farmer Books overload is now resolved. So my mod that fixed this bug is probably redundant now.

    Happy simming, folks.

     

    Update 11th August 22

    Major update incoming!

    All my storage mods have been fixed. So, do you want the good news or the bad news first? The good news, eh? Okay then. All my storage mods have been fixed.

    "But you already said that, coolspear."

    Okay then, the bad news. Yes, they've all been fixed. But in a way that makes them somewhat less than they were. Since the beginning, something like six years ago, - (First posting the earliest of these mods on MTS when I used to do that.) the storage type that my mods were using was the same type as a sim's personal inventory. It was unique, no one else did it that way, and made it so storage boxes could hold absolutely everything a sim could. They worked marvelously for six years. However, Maxis have decided to change all that. Not that it would effect or make improvements to their own game, their own storage boxes. I mean why would it? They simply don't do it this way for their storage boxes. And these recent changes have made damn well sure I can no longer do it this way anymore. Maxis, haven't you got more pressing, genuine broken things to go fix?

    Very Short Story.

    Imagine you have this friend who once made a bicycle. It's a nice bicycle. Not the best one you've ever seen, but not the worst either.

    One day your friend takes his bike into the garden shed and starts hitting it with a hammer, a hundred times, just like a sim would do. An upgrade, no less. He brings it back out and says, "Taa-daaahh. What do you think?"

    You're a little confused. It looks exactly the same as it always has. Nothing different about it at all. Miraculously not even a single dent after all the hammer bashing going on. You ask, "but what did you do to it?"

    He replies, "I made it so now it can never be a tricycle."

    You are even more confused. "But why? It's always been a bicycle. You were always going to keep it as a bicycle. You were never going to change this fact, not even accidentally. So why the hell did you do this bizarre update on it?"

    He just smiles and says, "it's never going to be a tricycle. Not anymore it ain't."

    The End.

    The moral of the story being, my storage mods can no longer be tricycles, they have to be bicycles. The sim inventory is no longer allowed to be used on boxes, that's now the stuff of LEs, because Maxis hit it with a hammer a hundred times, just because. Now my mods are using the next best storage type there is in the game, that being the Dorm Room Storage Box coding. The worst thing with this change, is that a storage box can no longer go inside another storage box. That nifty little trick is now dead and gone. And I'm sure there will also be a handful of other items that are just not going to go in them now.  However, if you do come across things that don't go in the boxes, make a report on my Make A Cool1 Copy thread, - https://simsasylum.com/tfm/index.php?/topic/16235-crafting-make-a-cool1-copy-including-scumbumbo-simteleporter-floor-light-new-for-may-2022/ - because as well as the copy modifications, that's where I also alter many items to go into most Maxis storage boxes because Maxis failed to do this.

    I'm going to guess that if you do not have Uni installed, ergo no actual Dorm Storage Boxes, I think this update to my storage mods should still work in your game, seeing as Maxis give all our games this storage type data when we patch, so your game, even without Uni, should still know what the hell my mods are talking about when referring to Dorm Storage Box. However, if your game does not recognize the storage type because no Uni installed, just let me know and maybe I'll try a workaround using Maxis' default Base Game Storage Chest coding. Because in the mod thread linked above, I am trying to make many things go inside those Chests, that are otherwise next to useless because Maxis simply don't include them enough on any storage lists.  It's almost like Maxis hate those fucking default chests. They avoid listing them as a storage resource like the poor things are a bucket full of plague pus. They obviously hated my... tricycle, enough to kill it stone dead after six years. :cryingalot:

    All storage mod objects are in the one rar. (If I've missed updating any, just let me know which one and I'll fix it right away.) Pick whichever ones you like. For the Star Wars fans, there's also an updated goodie in there. Now be like a real space smuggler, get your Han Solo freak on, with all BB droids and R unit droids having their own cargo hold. Just stash stuff in there, then put droid into inventory. Travel to Batuu. Normally the Empire will remove any strange alien artifacts that are from another galaxy far, far away, a long time into the future, from your sim's inventory. But your handy droid can now smuggle them across for you. The Empire does not check droid inventories for stuff. It doesn't even know they have them! Yep, Stormtroopers really are that stupid. Kenobi still at work. "This is not the droid you're looking for. Move along." Plus the droids come fully upgraded. All you need do is go buy the chip sets you want for them. (Then again, you'll have to wait till I release the whole set of Batuu mods to be able to do that without restrictions. Coming soon, I promise.)   

     

     

    cool1_sim_CommandToTeleport_Bike&SpaTeleport&VacuumingOnOff.rar

    cool1_LargerStorageCapacity_Aquariums99_BuyAllFishTypes.rar

    cool1 Quicker Sim Autonomy All Versions 1.90.rar

    All Objects With Storage Updated 1.90.rar

    I knew there'd be a storage mod I'd forget. The Adventurers Mega Cooler. Here it is.

    cool1_food&drink_TheAdventurersMegaCooler.rar

  15. There are other reports for my mods relating to Personal Storage Objects that do need an update. Maxis have certainly changed something regarding sim inventories with their werewolf patch storage that I do need to look into. I have put off updating to latest patches for a while now. However, I am gearing up to take the bold step and patch with their latest High School patch that's only just released. It'll put me in a tight spot with my own game. But fuck it, "needs must."

    I was put off with patching the werewolf patch because it broke all Cas CC sliders. I just did not bother patching all this time due to this. I use so much CC and modded sliders, that I just could not be... fucked, could not be annoyed, with having to update so much CC stuff. But annoyance does eventually wear off. One does eventually gear oneself up to accommodate. (The rules of survival in any circumstance) So that's where I'm currently at. Looking to get all sliders and CC updated so I can - at last - patch game to current High School patch that's now just released. So please bear with me, I will plug on through. Just as equally as I'm pissed off with the constant barrage of mod-breaking patches,  I'm also pissed off with my mods being so frikken out of date. My current state of mind is in the upcoming weeks I'm going to plough-on through this fothermucker and get shit done. For fuck's sake, just get shit done! Hopefully, by the end of it, I'll have the personal Storage mods sorted and maybe, just maybe, this sort of LE will be put to rest.

    Thanks for your patience Freeasabird. Thanks for you patience to everyone. I've got some drive in me now. What with the Covid lockdown last year and my beloved ma passing, I became mobidly obese in the year that followed. Not exactly slim-Jim to start with, but I just... fell away and ballooned-up in my unhappiness. But in very recent times I lost a shit-tonne of weight - (quite literally) - and I just feel driven more so than in ages to get shit done. So this more lithe and slender modder is going to get stuff done. I just gotta remember to take a break and actually eat stuff once in a while before I disappear into thin air! :giggle2:

    Hey, no shame in being ample. As some might say, "fat." My body-frame has been "ample" the best part of my existence. Yeah, fat, the best part of my life. But this last 18 months as morbidly obese was something else. And all through other emotions that I just sank into and let myself go. No body-shame. You always gotta love yourself. I do understand. I've always been ample-framed. But I'm half-way through my 50's now and hitting morbidly obese is exactly what it says on the tin; a premature death sentence. I had to shift it if I'm to see sixty in five years. (Hopefully TS4 will end before I'm 60. 😉 But maybe not...)

    Love your body. But, hey, if ample, get down to something normal when you hit mid 50s, for fuck's sake. (And my sake. Peace. PS. Sorry for the fat tangent. Been there, done that. Bought the XXX size tee-shirt - that was still too fucking small!)

  16. Funny coincidence is, it was the mod set I was doing for Batuu that made me have to update the Yoda dishes mod. A spooky Star Wars connection. Seeing as Maxis coded Batuu venue like restaurants, meaning no sod does the instant vanish dish trick like they do on most normal non-restaurant community venues, so the dirty plates, cups and glasses are very quickly left sitting everywhere.

    Maxis thought it a cool idea for the bar staff to stop serving and go round collecting dirty dishes every so often. An ill thought out and very, very not frikken tested idea that works terribly. Bar staff go to start cleaning, a frikken walk in customer then goes to work behind the bar instead. Dirty dishes still left everywhere. An hour later, 20 sims in the joint are all now bar staff all bumping into each other to get behind the bar and every surface slot in the place filled with dirty dishes or piles of rubbish on the floor where they just drop them if they did "attempt" to clean up. Maxis. Maxis, Maxis.

    Yoda's Jedi dish cleaning trick to the rescue. Oh, and also a new dedicated cleaner (like the busboy NPC I made for restaurants) so the dedicated bar staff stay frikken put and the customers stay frikken customers only.

  17. That's exactly what my teleport pad mods do - https://simsasylum.com/tfm/index.php?/topic/13401-teleportation-the-sim-teleportation-pad-system/

    Place them on lot for quick movement all over the lot, and even off lot miles away, close to spawn points for visitors to arrive then teleport instantly to the lot they intend to visit. Cuts down on shoe leather dramatically. May even put shoe manufacturers out of business! :giggle2:

    Certainly the teleport pad system makes stairs, elevators and even doorways somewhat redundant. And it's only a small pad, (versions with or without funky sci-fi special effects.) not a whacking-great-big magical archway. The Magical Archways are somewhat restrictive, that a pair only work together and connect to no other magic archways. My pads are highly versatile and can have several pads all over a lot. Put down one A pad, then as many B pads as you want all over place unrestricted (unlike elevators) so that sims never have to walk more than a few steps ever again to travel vast distances.

    And to also compliment the teleport pad system is one of my all time favorite mods -  https://simsasylum.com/tfm/index.php?/topic/13368-teleportation-command-sim-to-teleport/ 

    (The links to the threads I've given above are only so you can read up on the mods, but the mods there are outdated. Use the most recent versions of the mods in the 1.80 bundle rar thread for pads and 1.86 thread for Command To Teleport mod. One fine day I'll get round to tidying up all these mod threads. We can but dream of perfect days yet to come. 😉)

    Using these teleportation methods combined, along with the Hidden Everywhere Portal, you cannot go wrong for the best in quick sim travel here, there and everywhere.

     

  18. Hi @helene912

    If referring to the pink crystal for changing outfit types of all sims on the lot in one click, (and alien sims can hide or remove all human disguises from all Sixam alien sims on a lot in one click - very helpful for story telling purposes where aliens want to hide their true identity and can instantly change to disguise en mass if ever a natural human sim comes to visit their home lot, or comes to one of their secret alien parties.) I never did get round to giving that crystal its own individual thread. It will be in the Bundle rar folder from 1.80 uploaded here in General Mods section last October. In game, the crystal is found in build mode Storage section and directly purchased where all the dressers and wardrobes are.

    I don't know if the werewolf patch has made any code changes to clothes/outfit changing that would break the crystal. I doubt it, but I cannot presently confirm.

  19. Over last couple of sessions I'm also seeing random LEs regarding inventory_manager.  Again with random inventory objects across all households, not just the one I'm playing.  "Cause: inventory_manager failed to handle on_all_households_and_sim_infos_loaded due to exception" with other data on LE suggesting "is_object_hidden"

    No idea what that's all about.

    Many of the objects listed as being part of the "inventory problem" are ones I've never modded, nor have mods from other creators that touch them. And given it is so random, that it may not spawn any LEs in a single session, or if it does at start of game after loading, it's never the same inventory object twice, and it's related to all households in the region (apparently) and it's all Maxis stuff I have no mods that alter, I'm guessing Maxis have somehow messed up inventory coding (would not be for the first time) and the game randomly flips out on it.  

    I am currently on game version 1.87, so it's not something brought about in latest patches. And the randomness of when it hits or it doesn't, coupled with the randomness of inventory items reported - never the same ones twice - (Frikken Wall Plaques in the last LE, from a house I wasn't even playing, that don't have any Wall Plaques in inventories - unless one was delivered to their mailbox as a reward  after completing a collection that I forgot to retrieve. WTF?) - I'll not be pulling apart any of my mods to try and get to the bottom of it. This smells like a Maxis mess up. A mailbox inventory (Which is supposed to be hidden, so maybe related to the "is_object_hidden" data in LE) and a wall plaque causing an LE. That definitely isn't anything I've ever modded.

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