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coolspear

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Posts posted by coolspear

  1. Updated for Patch Version: 1.40

     

    Not effected by the patch in terms of coding. I just did a personal update on the Mega Tray to include a new tray option for the 2 Jungle pack bar drinks. Also for the tray of toddler drinks to also have 2 water sippy cups. So now it's X2 Milk, X2 Apple Juice, and X2 Water. Only the Mega Tray has been updated. All other trays were not effected by patch nor altered by me.

  2. Updated for Patch Version: 1.40

     

    Both versions updated for 1.40

    - Original version -  All the new jungle fish types and jungle fishing spots added to follow same rules as original. Also included the single fishing spot from the Vamp pack that I didn't even know existed all this time. I mean, who goes fishing in Vamp town? It won't just be the fish that are biting! :hehhehheh:

    - Special version - All the new jungle fish added and same special rules apply. So if you have my reworked FutureSim Labs science lot,  your scientist can spend the day fishing at the special fishing area, and continue to catch every fish in game. Not a bad day's work.

  3. Hi @Java3WGCan you provide a link to the mod you mention? Sounds like a much needed mod if Maxis have not addressed the issue in 1.40 patch. (Surely they cannot have intended that to be an outcome of a treat? As you rightly say, too silly.)

    I'm sure I probably did give the dog that wellness treat while testing my "The Pet Lovers Treat Jar" mod. An object mod that allows sims to buy all cat and dog treats from the larger of the pet treat décor objects. I'll be uploading that mod here tomorrow, so it would be nice to warn folks of this glitch and a workaround until Maxis rectify. I'm glad you decided to make your first post and mention it, as I may have delved into the issue and I would not want to go making a fix mod that someone else has already put out there. 

  4. Hi @ShalunyturnsI can say that is not possible. I know this because that's exactly how this set of mods began life, with that very goal in mind. I, too, was looking to avoid overburdening sims with extra trait slots and just load them up with remade Rewards. Alas, not doable in the end. Rebuilding the Cas Traits into anything else kills them stone dead, or trying to double up and have one version of the trait for Cas and one version for Rewards sends the game a bit loopy. They have to stay as Cas Traits to keep them functioning without conflict and sims have to have extra trait slots to have the extra amount.

    That's as far as tuning mods can go. Not sure if script mods could tackle it. Something tells me they'd run into the same snag because the game just does not like doubling up identical traits for different UI functions of the game. Gets real messy. I know. I tried. :wacko:

    To have newly spawned NPCs with specific traits and skills you'll need to edit the Sim Template XML for that NPC type. You can sculpt some very highly skilled and aptly triated NPCs this way, brilliant for their jobs. (Only works for newly generated sims. Not backward compatible for pre-existing sims.) To then further allow or ban those sims from attending venues, - due to the very traits you gave them in the Template - you'll need to edit the Sim Filter XML for that NPC type. I have put this very system to extensive, widespread use in my game to have the exact sims I want and do not want on any given venue, and also to stop the game generating needless, pointless new homeless sims.

  5. Updated for Patch Version: 1.40

    Two mods needed attention:

    - Illness Symptom Effects Last Longer - Well I must say, either by coincidence or someone over a Maxis HQ keeps an eye on what mods are new happening out there, they actually helped to fix this very mod only weeks after I released it. From what I can tell, they too have taken steps to reinforce those illness effects that just seemed to die off or become non-existent all too soon. I can't wait to see if this improves it all further in game. Kudos to Maxis either way. I feel like a collaboration is forming here. :hehehe:  

    - Patients Played Human Sims Only - Needed that new coding on the sim filters to stop the new skeletons types being recruited into the roles. That would be a hell of a line for our docs to get into if a skeleton comes into the check-in reception. "Errr, I really don't think there's much I can do for you, I'm afraid. Maybe some dog repellent, to keep those stray mutts from chewing on your shins? Bye-bye then, yes the graveyard's down the road aways, to the left." 

  6. Updated for Patch Version: 1.40

    Updated to add new data to the sim filter files that usually ban certain hidden traits, such as grim reaper, maids and so on, from taking up jobs such as bartenders. Had to ban those new skeleton types, too.

    I wonder, can we even have skeleton-aliens or vamp-skeletons now? Or will that be a clash of hidden traits, like vamp-aliens cannot exist long term? I'll be giving it a wigging in game, cause it might be fun if it's stable and holds, surviving a game reload.

  7. Updated for Patch Version: 1.40

    This update I had to make a call on, so opted to do it my own way, rather than incorporate the Maxis patch change. The change only effects the Maxis default option to travel to Sixam. The change is to do with the message that pops up when sending a sim to Sixam. "Your sim is about to embark on a dangerous journey, blah, blaa, blah..." I originally removed that pop up message from all other travel options including my own version of travelling to Sixam via this modded portal.

    The thing is, I don't like what Maxis did to the default XML in the patch. It looks wrong, squiffy, doubling-up on a command line in a way that is not seen on other XMLs. The only example of it in this patch, which in itself is odd. Never mind the pop up message has not ever been a problem that needed a patch correction all this time. I did not trust it, so thought, what the heck, I've cancelled the pop up message for all other travel options, so I'll just do likewise to this and end the suspect command line issue.

    In short, the pop up message is now also removed from default travel to Sixam, which makes it fall in line with all other travel options.

     

    Cheers y'all. Happy simming.

  8. 8 hours ago, RedMallie said:

    Excuse me, is it ok to use them all together? Or would the ones related to pooing and peeing conflict?

    Yeah, they can all happily work together. I have them all in my game. The no bladder mod uses the Motive xml for dog bladder decay, so will universally effect all dogs. Whereas the other uses xml files specific to the independent trait. Using both means independent dogs will, like all dogs, not have bladder decay, but they still go take their poops off lot all by themselves without hounding their owner for permission first.

    And regarding general dog poop all over the lot from all manner of dogs - (boy, have I always hated that in the sims franchise) I have one more pet mod to come in the Food & Drink section. Just like the Chefs Kitchen Helper dispensers, I have cloned a décor jar of dog treats so you can actually purchase all cat and dog treats directly, and one or two surprises, and with a little in-game gag from me regarding poop. Once I release that mod, the next time you click on any newly dumped dog poop in your world, you'll see the funny message right away for the new interaction. I'll say no more for now... 

  9. A handful of pet-related mods to help reduce a few annoyances.

    Adult Pets - No More Fear of Objects 

    This limits those hidden, random fear traits so that only kittens and puppies will have them. Sure, the young critters can be afraid of anything in the house as they struggle to make sense of life. But as adults, they should have grown out of it, especially if the pet owner prides themselves in being a good trainer. That's one reason to cast the adult fears aside. Another, I think it was due to a stuck buff glitch. Where my sim's dog, - an Irish Wolfhound named Paddy,  who is Intelligent, Independent and Fun Loving, has no business being afraid of household appliances to begin with, certainly not as an adult - had an avatar stuck on red/orange for two and a half days straight. When asking What's Wrong, all that was continually reported was the dog is afraid of something, tense, and should calm down soon. Two and a half days? Soon? Broken buff methinks. Not a fan of the fear system anyway, broken buffs or not. All pets will lose all childish fears and take on no more once they are adults. Let them have their obsessions with objects. I can relate to that. But fears be gone.

    Independent Dogs go off lot to pee and poop for themselves

    Dogs always needing their owner's permission and command to go out and take care of business is annoying enough. But credible, for those less adventurous animals. And I did read somewhere that dogs with the Independent trait soon learn to go for themselves after the owner commands them enough times. Maybe that's the same kind of "soon" the above mod was needed to remedy, because I got fed up of the aforementioned intelligent, independent dog just not leaning at all, and leaving pee and poop surprises all over the house. This mod lets the independent ones get to work all by themselves from the get go, and not a moment too soon, in my book.

    Dogs no bladder decay

    A straightforward removal of bladder decay for dogs. The double-whammy of peeing and pooping is too much, even with the mod above in place. As not all dogs are going to be independent. And as disgusting as it sounds, fun things can be done with doggy doos, so the pee has to go. (I may eventually get round to making this into a Steel Bladder type trait for dogs, as I don't like removing it outright across the board like this. But for now this is what I have on offer.)

    Dogs bowel decay 10x Slower

    Dogs will be pooping far less often. Ten times less often as that food moves through the stomach and intestines to its final destination on your front lawn much, much slower. Normally you'd have to take the dog to the vet with such a blockage, but this mod causes no constipation pains to animals. :slapnut:

    Pets No Autonomous Explore Bushes, No Skunk Stink and chance of sickness from Squirrel bite greatly reduced.

    Had enough of cats outdoing the Kentucky Fried Colonel in the amount of feathered fowl that can be slaughtered in a single afternoon? Need it to stop? This mod makes Exploring a bush a non autonomous interaction. Your sim can still command their pets to explore the bushes, with the extra delight that any run-ins with a skunk will not result in the pet stinking for a whole 24 hours. No stink at all! And any bites from squirrels will not have such a high chance of sickness.

    Object - Pet Bath Only

    This is a standalone clone of a base game bath object. "My Secret Spa Tub," which is also the cheapest bath in the game. Also looks credible as an outside bath, where you can wash your mucky mutts without fear of any human sims trying to use it while out in the garden. For best results, click on the bath to start the dog bath, not on the dog. Otherwise the game may randomly choose other baths inside the home.

    5a9d7b8048089_03-05-18_3-43-09PM.jpg.2c7ba467b339854483fc3c550924d2d8.jpg

    5a9d7b99360e6_03-05-18_3-46-37PM.jpg.d7b69bb967608f6ef75cc0563764a13e.jpg

     

    Object - Pet Toys tweaked for more motive enhancing

    April 2018 personal updates to these two objects.

    While cats play with this toy all their motives will receive a boost. Some motives with a more potent boost than others. The fun/play motive is now quite higher than default, and the time spent playing is reduced by about a third. Also a medium Affection boost. So you don't have to worry too much if your sims are not getting cosy with their cats that often. All other motives, bladder, bowels, energy and hunger are given a tinier boost in comparison. Just in case the careless animal starts playing with the toy autonomously, right when another important motive is nearing rock bottom. And guess who's going to get the accusatory message, reminding them they're an irresponsible owner who animal protection services should probably come and have a serious word with. No, not the careless cat. And guess who the animal is going to immediately come whinge and moan at when these motives hit rock bottom after carelessly choosing to play with the toy first. No, not themselves. Less of that thank you.

    The Meow Ball for dogs has been given a bigger rework, as dogs are bigger and better at getting themselves into awful motive states and far less shy to go on a whinge and moan mission about the self-inflicted dilemmas. The blurb in build mode for this toy says it's for dogs, and now it's exactly that, for dogs only. Cats can no longer autonomously play with these ones. Seeing as it may get stuck under their legs and they'll run around with it all day denying the dog access. (Is that a glitch or are cats meant to bogart the toys like this? I'm fed up of debug resetting them when they do this. All the motives have likewise been given the same strength boosts as those of the cat balls.

    Next up three new interactions for the dog ball this April. Dogs can interact with ball to remove all annoying anxious buff types that appear from nowhere and otherwise wont bugger off from our poor pooches. Just the other day my unlucky Irish Wolfhound was once again plagued with a seemingly endless anxiety attack that just goes against his character setup in every way. This time nothing to do with that other wellness treat anxious buff fubar Maxis threw into the game. So I decided to add an anxiety terminator option to this ball, all forms of it exterminated with extreme prejudice,  if the dog is given a command to utilize the option. And finally two more fun, zany interaction options for some bizarre antics with doggy poo. You have to see it to believe it. Shooting rainbows from their asses on demand, or for that leprechaun's pot of gold at the end of a rainbow, grant your dog's butthole with a momentary  touching-cloth touch of the Midas Touch. That's certainly one way to get rich quick. The interactions "Give Up The Gold" for just a bar of gold, and "Rip Out A Rainbow" for a funky ass rainbow complete with a poo-pot of leprechaun's gold at the end. The effect makes the dogs seem to struggle with the effort, a couple of squeezing attempts at giving birth before the hard, hot yellow metal flies out, because it cannot be easy shitting solid gold bullion on demand. But now you can call your dog's butt "Fart Knox" as it'll be pooping out more bullion on your front lawn than is held in the Federal Reserve! And who says there is only a finite amount of gold in the universe? Your dog's butt is a star, literally, and I don't just mean the rusty sheriff's badge,  I mean forging its own new gold where there was none before. I wonder if that's what the ancient tomes meant, when they stated you'll first need the Alchemist's Special "Ring" before you can make your own gold. Don't try slipping that on your finger, eh. The dog won't like it. And that's where we'll leave that, shall we.

    (Screen pics will be added here of the colourful, daring-do-do deeds once I can get back into game after all mods are sorted. Should've thought of that before patching, really.)

    The anxious buffs removal and fun pooping interactions are non autonomous, so the only way for you to use them is to have the mod from Sims 4 Studios to activate pet controlling. Link - http://sims4studio.com/thread/4254/aom?page=2 (Currently mod is at bottom of the page.)

    So now you can drop the toys on the ground and let the critters pretty much take care of their motives more efficiently. Or put back into your human sim's inventory and have them go back to paying constant, manual attention to their pets.

    New Additions for May 2018 -

    First up, I did an update on the dog ball above. So that when a dog chews the ball, along with all the other new features it also resets the "take dog for walk" statistic. This should then lessen dogs constantly asking for walks just because a short statistic timer ran out, rather than when it's actually a good and convenient time to do it. (A tweak to coincide with the Dogs Less Whining mod below.)

    Pets Chase Tail for Max Fun

    This gives all cats and dogs an option to chase their tail when fun is getting low. It maxes their fun while they are doing it. Originally only a thing some pets could do if they had specific trait. This version is stand alone, it does not effect or alter the other chase tail by trait option. It allows all pets to do it autonomously, and user directed. (If you have the pet controller mod from Sims 4 Studios.)

    A June update on this to remove the player messaging. So what if a bored dog wants to chase its tail five times in a row because it's too involved (lazy) to find something else to do. Don't need to spam a player with messages about it. I thought it would be a quaint idea for the messaging. The occasional but steadfast spamming has convinced me otherwise. Messaging now removed.

    Dogs Less Whining (Far less, almost gone from the game.)

    Seeing reports from other players on various websites, I'm glad I'm not alone in thinking Maxis made dogs far too whiney in this iteration of the franchise. I can't stand sims being moody or whiney about anything too often, foot stomping tantrums for route failing and what have you. And from my experience of dogs in TS4, even on a good day, with all their motives high, mood buffs fine, and have already been out for a walk, the bulk of their day is bouncing from sim to sim all through the house and whining their asses off for no apparent earthly need. Even with all the mods here to help dogs be more happy in life, they still insist on being unhappy and whiney given half a chance. Whether that is intentional by Maxis, or another buff glitch, (Much like the laundry buff glitch they fixed this May patch.) I don't know. All I want if for dogs to stop with the constant frikken whining. This mod ends it in some places, or in others changes the animation. So the dog may still think it's having a good, old pointless whine to a sim, but what you'll see in the game is something different - that isn't frikken whining! (Yes, the irony of me whining about dogs whining is not lost on me.)

    New Addition - December 2018

    Dogs No Bark at Rodents - Because, dog, going from rodent cage to rodent cage and Reacting To Rodent, barking at them all over and over! No, no, no. I'm the one that's going barking mad!!! That stops now. Barking animation changes to silent listening animation. Now go, doggie, experience the rodents, and by all means React To Rodents, but do it frikken quietly FFS! Sorted. Why can't you be more like the cat??? I never hear a pip out of the cat. Do I even own a cat?! Yes, I do. See, there it is, joy riding on the floor hoover gizmo. Quietly. Watch and learn, doggie.

    New Additions - January 2019

    1 - Cats Hack Up Gold Bars Not Furballs

    On a couple of occasions cats have coughed up their furballs in hard to find locations. Tiny little messes, hard to spot, yet have sims complaining about dirty room scores. So I decided, what the heck, make them hack up gold bars instead. I mean if they can poop gold, why not puke it too? Much easier to find, no dirty room scores, and a nice bit of pocket change for the effort. Cats don't do it that often, so it may still take you by (pleasant) surprise when you do spot a shiny bar of bullion laying about the house somewhere every once in a while. I think if they have the Hairy Trait you may see it more often.

    2 - No Auto Bring Gifts Home

    This one has annoyed me for the last time. The pet brings home a wrapped up gift, seems cute enough, but then everyone in the household is forced to stop what they are doing and go view the gift, but may not be able to open gift depending on where the pet has dropped it. So you have to go into build mode to move the little parcel to a better location to finally open it, and most of the time for something that was not worth all that hassle and effort. Too much disruption and annoyance, I need it to stop. If you need it to stop, too, here's the mod to do it.

    3 - Stop Spamming Busy Sim With Initiate Requests

    Pets, dogs mostly, seem to have a knack for waiting till your sim is busy doing something, to then come to them looking to be petted or get attention. Most of the time they don't even need it, just pushed to do it because they can. Worse still, they continually spam the request, so all you hear is the psst noise over and over as the interaction keeps popping up and stacking in the queue. This mod puts a block on pets doing it for many main interactions a sim can be engaged in. Things that take a bit of time, painting, eating, fishing and so on, where you don't want the pet pestering and spamming the sim while they are engaged in an activity. Of course it does not cover everything, as there are so many things a sim can be doing, but it does try to cover the most popular things our sims do quite often. Over time I'll probably add more banned interactions to the list once I spot the pet spamming in game.

     

    Cats & Dogs EP is a required install for any of these mods to do anything in your game.

     

    cool1_petsAdult_NoMoreFearOfObjectsTraits.rar  - No update required

    cool1_petsDogs_IndependantDogsGoPeePoopThemselves.rar  -  No update required

    cool1_petsMotives_DogsNoBladderDecay.rar  - Updated for 1.55 :wavehi:

    cool1_petsMotives_DogsBowelDecayX10Lower.rar  - Updated for 1.55 :wavehi:

    cool1_petsNoAuto_PetsExploreBush_SkunkedOff_SquirrelSickVeryLow.rar  - No update required

    cool1_petsObject_PetBathOnly.rar  - Updated for 1.55 :wavehi:

    cool1_petsObject_CatBalls_AllMotivesBoosted.rar  -  No update required

    cool1_petsObject_MeowBall_DogsOnly&AllMotivesBoosted&NewInteractions.rar  - No update required

    cool1_pets_ChaseTailForMaxFun.rar  - No update required

    cool1_petsDogs_LessWhining.rar  - No update required

    cool1_pets_DogsSilentWhenReactToRodentCage.rar  - No update required

    cool1_pets_CatsHackUpGoldBarsNotFurballs.rar  - No update required

    cool1_pets_NoAutoBringHomeGifts.rar  - No update required

    cool1_pets_StopSpammingBusySimWithInitiateRequests.rar  - No update required

     

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    Spoiler

    CB5FDDC7!00000019!0000000000026E3E.trait_PetQuirk_Fear_Instrument.TraitTuning
    CB5FDDC7!00000019!0000000000026E3F.trait_PetQuirk_Fear_Dishwasher.TraitTuning
    CB5FDDC7!00000019!0000000000026E4F.trait_PetQuirk_Fear_DoorBell.TraitTuning
    CB5FDDC7!00000019!0000000000026E40.trait_PetQuirk_Fear_Fire.TraitTuning
    CB5FDDC7!00000019!0000000000026E41.trait_PetQuirk_Fear_Swiming.TraitTuning
    CB5FDDC7!00000019!0000000000026E42.trait_PetQuirk_Fear_Microwave.TraitTuning
    CB5FDDC7!00000019!0000000000026E43.trait_PetQuirk_Fear_FitnessEquipment.TraitTuning
    CB5FDDC7!00000019!0000000000026E44.trait_PetQuirk_Fear_CoffeeMaker.TraitTuning
    CB5FDDC7!00000019!0000000000026E45.trait_PetQuirk_Fear_Gaming.TraitTuning
    CB5FDDC7!00000019!0000000000026E46.trait_PetQuirk_Fear_Computer.TraitTuning
    CB5FDDC7!00000019!0000000000026E47.trait_PetQuirk_Fear_Toilet.TraitTuning
    CB5FDDC7!00000019!0000000000026E48.trait_PetQuirk_Fear_Shower.TraitTuning
    CB5FDDC7!00000019!0000000000029D37.trait_PetQuirk_Fear_RobotVacuum.TraitTuning
    CB5FDDC7!00000019!0000000000026990.trait_PetQuirk_Fear_TV.TraitTuning
    CB5FDDC7!00000019!0000000000026E3C.trait_PetQuirk_Fear_Stereo.TraitTuning
    CB5FDDC7!00000019!0000000000026E3D.trait_PetQuirk_Fear_Stove.TraitTuning
    E882D22F!00000019!000000000002B4DC.pet_PeePoopInteraction_Dog_OpenStreet.InteractionTuning
    E882D22F!00000019!000000000002B558.pet_IndependentTrait_Behavior_LetOut_RunNear_Dog.InteractionTuning
    E882D22F!00000019!000000000002A180.mixerSocial_NT_Pets_Friendly_LetOut_IndependentTrait_Dog.InteractionTuning
    339BC5BD!00000019!0000000000024DF8.commodity_Motive_PetDog_Bladder.StatisticTuning.xml
    0C772E27!00000019!0000000000029EC1.loot_BushPet_SquirrelFail.ActionTuning
    E882D22F!00000019!000000000002A64C.sendPet_Explore_Picker_PetBush.InteractionTuning
    E882D22F!00000019!000000000002B3D5.si_GoNearObject_Leashed_SendPet_Bush.InteractionTuning
    E882D22F!00000019!0000000000029DFC.bushPet_Interactions_Explore.InteractionTuning
    E882D22F!00000019!0000000000029FB7.bushPet_Interactions_Continuation_Skunk.InteractionTuning

    6017E896!00000019!000000000002A6CA.buff_Trait_SpeciesExtended_LargeDog.BuffTuning.xml
    6017E896!00000019!000000000002A6CB.buff_Trait_SpeciesExtended_SmallDog.BuffTuning.xml
    6017E896!00000019!000000000002007D.buff_Trait_Species_Dog.BuffTuning.xml
    6017E896!00000019!0000000000023523.buff_Trait_Species_Cat.BuffTuning.xml

    E882D22F!00000019!000000000002A1BF.si_Dog_WhineAtDoor_Independent_LetOut.InteractionTuning.xml
    E882D22F!00000019!000000000002A1D4.si_Dog_Whine_Independent_LetOut.InteractionTuning.xml
    E882D22F!00000019!000000000002A9C7.petOwner_WaitNearby_Dog_LowPlay.InteractionTuning.xml
    E882D22F!00000019!000000000002A44B.petOwner_WaitNearby_Dog_NoPetToy.InteractionTuning.xml
    E882D22F!00000019!000000000002B52D.pet_WhineAtDoor_Dog.InteractionTuning.xml
    E882D22F!00000019!0000000000026FFC.si_Pet_Dog_WhineAtDoor.InteractionTuning.xml
    E882D22F!00000019!0000000000027E07.petOwner_WaitNearby_Dog_LowAffection.InteractionTuning.xml
    E882D22F!00000019!0000000000028AFD.petOwner_WaitNearby_Dog_WalkDog.InteractionTuning.xml
    E882D22F!00000019!0000000000028B21.si_Pet_Dog_WhineAtDoor_WalkDog.InteractionTuning.xml
    E882D22F!00000019!000000000002745D.petSocials_PetToSim_Initiate_GetAttention_Dog.InteractionTuning.xml
    7DF2169C!00000019!000000000002954C.routeEvent_Dogs_Whine.SnippetTuning.xml
    339BC5BD!00000019!0000000000028B16.commodity_Dog_WalkDogTimer.StatisticTuning.xml

    E882D22F!00000019!000000000002CE47.reactions_Pet_Minor_Cage_Dog_Bark_At.InteractionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.40.61.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  10. When getting our sims to wash their clothes, there are quite a few potential outcomes when using the various methods. Of course, from the get go, you can get your sims to go about it like complete idiots, for those guaranteed unhappy endings. You want that, you push for that, your sims deserve that, I have not modded any of that.

    However, for those laundry day connoisseurs, who, through years of experience and practical knowhow, who take all the right steps for every wash, in a tried and tested process that when repeatedly done right, can and does leave no room for errors, then this is the mod you'll be wanting for your sims to reflect same.

    I have very quickly come to dislike the "Scrooge Bah Humbug" idle animation that plays, that is designed to represent a "success low" outcome of a wash. The sim pats their clothes down then has that horrible little "meh, something" moan that just grinds at me every time. Okay, it's only a low success, but still a success nonetheless, right? So why the flipping Scrooge hate at the end? The sims do the same thing for the numerous failed washes, too, so how can you flipping-well tell? No more of that. Any successful wash outcome, low or high, will have the pat down idle without the bah humbug Scrooge nonsense.

    Achieving this also included obliterating the stupid, stupid, stupid chance of "Damp clothes from Dryer" outcome. Because, (And I really do not want to swear here, but...) who the frick can't turn the knob to run it for another five or ten minutes, so then no such silliness of damp clothes from the dryer? Scraping the barrel there, Maxis. Don't make our sims that frikken stupid, please.

    Laundry Day SP is a required install for this mod to have any point in your game.

     

    cool1_buffsLaundry_NoMoreScroogeBahHumbug_NoMoreDampFromDryer.rar  - Personal update March 17th 2018

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    Spoiler

    0C772E27!00000022!000000000002B962_loot_Laundry_PutAway_Damp_ActionTuning.xml
    0C772E27!00000022!000000000002BB5F_loot_Laundry_PutAway_Dry_ActionTuning.xml
    6017E896!00000022!000000000002B0A2.buff_Laundry_Dry.BuffTuning
    6017E896!00000022!000000000002B09E.buff_Laundry_Ckean.BuffTuning
    6017E896!00000022!000000000002B0A1.buff_Laundry_Used.BuffTuning

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.40.61.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  11. Updated for Patch Version: 1.40

    All reworked in a new way that plays nice with MC and does not conflict and generate Last Exceptions errors because MC also has an interest in the same files - whether you activate the MC controls to ban calls and texts or not. I tried using the MC way of it for a while, - in the absence of this mod - but it all depends on whether the sim's phone is silenced or not. And the game is forever switching those blasted phones back on as soon as the wind changes, or a sim farts loud enough, and then the barrage of mindless phone calls start again. That'll never do.

    Take note this mod now also bans all City Living festival invites, the rabbit hole invites, and the Get Together invites to go to the four Dance Party events. If you have my mod that unlocks the otherwise hidden Hallway Notice Board from the City Living EP, then once placed on any lot, the game always tells you about festivals that are due to start and clicking on the board when living in any town, not just the city, can have your sims and guests travel to that festival - no need of constant, inconvenient phone invites. The rabbit hole calls removed, because if I want to not look at any of my sims for long, pointless periods of time, I'll quit the game and go watch Netflix for a while instead. It's called The Sims, not The Empty Lots. (Anyway, I'm working on an experimental mod for a virtual reality simulator object, where the buffs for visiting the rabbit holes will be applied in a similar way for visiting a VR circus, VR theatre and what have you.) The Dance Party invites removed as I have mods to make them a permanent thing any time your sims visit the venues. I'll be releasing those mods very soon - especially now that this mod is up and running again.

  12. Updated for Patch Version: 1.40

    No new EP Cas traits added as yet. The mod just updated to include the four new buyable reward traits that came with the 1.40 patch. I know that means having to delete all the traits from EPs you don't have once again.

    Although, in fact, if you just hang on from downloading I'll do a little workaround fix. I'll separate the single xml for the reward shopping list from all the traits files, put it into its own package file, with all the traits in their own second package file. They'll both be needed for the mod to work, but at least that way you don't have to delete all the Cas traits again. Also, if ever Maxis add any new buyable reward traits to the single xml in future, again you won't have to go through the deleting Cas traits malarkey again until such a time I add new Cas traits to it. Give me a couple of hours to sort that out.

     

    Update - the files of the "All Traits In Reward Store" mod have been divided up into their own, separate mods. The new format is - Ten package files in the rar folder. Four are for the Shopping Lists. Only use one Shopping List version in your game to suit your AP price range. Six other package files that cover all traits from Base Game and various Expansion Packs and Game Packs.  Only use the EP/GP versions if you have those additional packs installed, otherwise it will cause the Rewards Store to be blank.

    Yay, no more self-editing with Sims 4 Studio. Just "pick & mix" from the set to suit your current game setup. To quote the lollipop-loving Kojak, "who loves you, baby?"

    And, of course, any future pack traits will come as their own hassle-free, standalone mods.

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