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coolspear

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Posts posted by coolspear

  1. @Twoftmama Oh, dear. Parenthood really gave Plenty' O Presents a bashing. Not only with the Last Exception error you've reported - that glitch is quite tame compared to the other new one - but the function to buy Tablets and Wabbits now causes a fatal error and locks up the game! Neither error related to each other. So thanks for reporting the lesser error, as it made me also discover the fatal error. And thanks Parenthood for giving this mod a double-whammy of glitches.

    Because the XMLs I use in this mod are ones I made myself, they can be harder to check against patches. MC Command centre has actually been reporting the Last Exception this last couple of days, but I was certain it was related to a mod I have in testing that I know is not in the best shape currently. But it was Plenty 'O Presents all the while - dang.

    Not to worry though, as I have it all fixed now. The fatal Buy Tablets and Wabbits is currently removed from the mod until I can look into what has suddenly caused this major issue. (Maxis messing around with tabs, I'll bet.) The Last Exception was due to the way I had the radius details set up, for how close sims approach the object to begin searching. Parenthood decided not to like my little set up. So that's been amended to something Parenthood prefers and no more Last Exception generating.

    Thanks, TFM

     

    Update 7th June 2017

    Two errors corrected that were introduced with Parenthood GP. Both now fixed so please delete older version and replace, as older version has the potential to lock up your game if you try to purchase Tablets & Wabbits.

  2. Updates July 5th 2017  - (Not patch related. Just a few helpful improvements.)

    New Function - All trays can now be carried in a sim's personal inventory. Great for sims bringing the party drinks with them everywhere they go. Or for vampires to carry an instant supply of needed plasma drinks no matter their destination. When visiting world locations that are not on a lot, such as a Go Dancing Party Event at the Windenburg Ruins, the "Live Drag" function is not accessible by Maxis design. Just click "Place In World" while the tray is in inventory, or "Put In Inventory" if tray is on the ground. While tray is on the ground, visiting sims can and will continue to use it. There's even a correct default animation for them to stoop down to pick up a drink.

    New Additions - More drinks from Get Together EP - tray of 3 beer types and tray of rootbeer & cream cola floats.

    Also a resource fix for the espresso coffees to always display the correct full cup resource.

    Happy days and happy trays, folks.

  3. Hi, @JessNicholls93  I'm not familiar yet with all the objects and workings of Parenthood. Only managed to get a couple of hours in game last night since the patch.

    So if I understand you correctly, there's a new object in game, which you have attached to the AddStorageAlpha_PersonalStorage mod? Sounds interesting.

    As I'd said to MerrySims who'd attached the Wicker Basket to my Fresh Fish Storage Box, just link back to me with credit, for players to download the needed Alpha template.

    It's vital that they get the actual template mod from me, here, in case any complications arise with the monthly patching and I have to update, or if I have something new to add or correct about the Alpha mod. If players run into any trouble with the Alpha, or find a flaw with it and need to make a report, it's better they contact directly with me at the source, rather than have to go through third party channels.

    And please let me see what you've done and where you host your CC, as I'd be happy to post a link here on the Alpha mod where players can get additional extras for the Alpha, as I've done with the Wicker Basket Fresh Fish Box.

    Thanks.

  4. Just a little bit of news about a mod I used to do, until the original creator wanted it back. If anyone uses the No Smash Doll House mod, it is quite broken again with the Parenthood patch adding quite a bit of data to it. It makes me glad it kept updating my own personal version of it. But, as a point of interest, it might be worth playing without the mod for a while as some of the new Parenthood features for it might be worth a look at. Until you get fed up of the smashing and want the mod back.  I've taken mine out just to see what's new, but I'll probably want to put it back in before too long. Perhaps original creator will have his version ready for you by then.

  5. @Twoftmama I was just looking at that old fish decay mod. It's still in the same rar from it's last days on MTS. If I recall correctly, I think I even took it down before I even knew I'd be leaving there. Looking at it today after extracting the Maxis commodity file, there has been no need for an update all the while, and it's all beginning to make sense why I stopped doing it last November. Maxis changed it back then to the exact value I'd been using in the mod. "0.2 Decay Rate," which I think made it last 24 hours between each decay stage. Non mod users on the official forums had long been complaining that fish decay too quickly, I think it was only three hours between decay quality stages when TS4 first shipped, so I made it a sensible 24 hours. And last November, I think Maxis did likewise. They'd changed a lot of their insensible decay factors such as watering and weeding plants, to the exact, more sensible values modders had done, rendering a handful of useful gardening mods redundant. I'm pretty sure that's what they did to fish decay as well. It just struck me as odd that my untouched mod sitting in an old rar all this time is the exact value as Maxis' most recent commodity file, and then came the hazy memories why I may have give up on it back then.

    If you can confirm the exact time between decay stages the default rate is currently at, then I'll know for certain if that's why I abandoned it. But it all seems a bit fishy, if you'll pardon the pun. If it is a default 24 hours per quality decay, then that's all my mod ever did originally anyway. I could upload it as is, - (as it always was) - but it's exactly the same as the Maxis value now.

  6. With latest patch there is much Maxis code reworking of the staff uniforms for most jobs in the game. That may well cause issues with the current version of the mods here. I've patched and compared, and I'm in the process of updating (as I write) so I should have them out very soon. Maxis did many patch tweaks for the doc and sci careers actually. Probably the detective career too, but I don't have any extracted XMLs or mods from that career - yet - to compare any changes.

    That's the reason for my update hold up. Not that Maxis added or removed a few lines of new code to the XMLs I use, that would be easy to update and I'd already b finished. But they have made a good many XMLs I use redundant (No longer in the game files.) So I have to assume they've made new XMLs, as some of the coding was important for interactions and so forth, so I cannot see how the careers would function without that coding. I will certainly be holding back the career mod updates till last, as I will have to play test them before release to thoroughly investigate what has changed in the career and what this big career XML shakeup does to the game and my mods.

    My game will not be ready to actually load up and play for at least another day, maybe two. So I probably won't have any further news on the careers till at least the coming weekend.

    Assuming the worst, I just get the feeling right now (I hope I'm wrong) that I'll have to hunt down new XMLs and practically rebuild some of these career mods from scratch. I'll know soon enough, I guess. So yeah, steer clear of the doc and scientist careers if you still have my current mod versions installed. It could get bumpy for some interactions and for other tasks it will probably revert to default behaviour as the redundant XMLs will simply not be recognised by the game and will have no influence.

  7. I was only able to do that for scientists as Maxis implemented the "Has Been Scientist" trait that I could manipulate to my heart's content and have non-scientist sims do all object interactions and creating everything a scientist can from the comfort of their own homes.

    There's no way to do that for other GTW careers. Such as making a work-from-home doctor whot treats patients at a home clinic. I've tried. It will seriously break the main career and mess up the sim and disrupt the whole structure of lot assignment. It's too big a coding task for a single modder without Maxis giving an "in" in the coding.

    Every mod out there is due to Maxis laying the groundwork for a modder to expand upon. (Not that Maxis planned this, it's just the way of it.) There's simply no groundwork to attempt making and expanding such retired career mods. If doctors only worked with machines, only objects, then it would be doable. But as their work largely revolves around treating other sims, who are all coded into specific jobs and roles, and coded for specific venues, and xray machines and medical treadmills are coded to need those sims (patients) first otherwise they're useless, that's where it becomes highly non-doable.

  8. It helps to slow the decay rate down to a crawl while fish are (unprotected) in a sim's inventory. I had it to round about 24 hours per quality decay drop. Though that largely depends on if you use any mods to slow the speed of time. Tweak that and then it gets longer, but I'm not going to do the maths on that lest my brain melts.

    In the fish box they do not decay at all, ever. Based on the aquarium storage, it's to give the impression that they are alive, (in water) so not rotting. But even at that, if you let an excellent fish rot all the way down to the worst quality over a few days while in the inventory, then put it back in water, it's still alive! It's a miracle!

    I wish we had ghost fish, who haunt those neglectful sims who left them in their inventory to rot down to a terrible quality (and die). I might try modding that bonefish to so something of this ilk, for a bit of odd fun.

    I could have easily made the freshness decay mod to not let fish decay at all. But since the fish boxes (and aquariums) already do that, I thought it best to let the mod do some level of decay at least. I'll have it posted again after I patch and check over this weekend.

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