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coolspear

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Posts posted by coolspear

  1. Updated for Patch Version: 1.40

    Also two new queue-stomping annoyances removed. The auto Euro kiss gone, as forcing my sims to drop what they're doing to kiss cheeks with whoever walks into the joint and decides to disturb the sim with this malarkey, is a bit jarring over and over. No thanks. Also the "hug caregiver who recently came home" was just ruining my family meal times. Everyone called to sit and eat as a family, and if it's the first contact the caregiver has with kids after returning from work while all sat at the table, they stop eating, up they get to hug each other, then sit and eat, then rinse and repeat depending on how many more kids have not yet had verbal contact before sitting to eat. NO!!! Just Eat No Hug!!!

  2. If you mean can it be made to be a residential lot where a sim can live, then yes, modding the venue XML and it's corresponding SimData file can achieve this. Though I would not recommend doing this to Sixam, as it would likely mess up the Scientist Career to some degree.

  3. Hi, Siffer. No, there are no conflicts between the mods. The Instant Decorate on that Impeccable mod is a reworking of the original Maxis interaction to do a normal cake decorating. As such you should see the original Maxis choice to decorate and also my new choice to instantly decorate. I made the Instant Decorate specifically for the large meals that are generated on my Cornucopia Buffet table mod, as the Always Decorated has no effect on them, plus by Maxis rules sims cannot decorate food on any surface but kitchen counters. Not helpful on a buffet table, so I changed the rules.  Furthermore, The Always Decorated element was designed mostly for the single serving baked items that are generated when using the Cornucopia Fridge Dispenser mod, and it uses different XMLs to achieve that. So, all in all, no conflicts between them.

    A handy tip for future uncertainty of this kind, if in doubt, just check the XMLs listed on each mod's thread, and if the same XMLs appear in both mods, then it will conflict. Otherwise it will not. We modders put those "XMLs used" lists there for this very purpose, and no other.

    Cheers, Siffer

  4. Hi, Heidi. So you're saying MC reports multiple Last Exceptions regarding this mod?

    That's strange, as I played with its options just the other day before uploading here, and all went as it should with not a single Last Exception report by MC. All the local sims in the vicinity were turned into zombie sims and did what they're supposed to for the duration time of the new zombie buff. No problems on my end.

    Though, if you have just updated your game with the latest Adventure patch yesterday, then I have no idea as yet if it breaks anything.

    And I absolutely love you for this line, Heidi -  "I'm not clogged at the messy brothel."   I'll be giggling over that one for days. God bless internet language translating apps. The world needs a good laugh from time to time.

  5. On ‎16‎/‎02‎/‎2017 at 4:25 PM, coolspear said:

    Important Note - Doctor Career Levels - Due to the changes above and other internal tweaks, this mod can no longer work with doctors of a low career level range. Only use this mod if your doctor is at least promoted to level 8. Repeat, do not attempt using this mod for low level docs or it will break the career.

    To all those who do not read this warning from the mod's post, then come here telling me the same thing - my doc goes to work by I cannot follow.

    This message is the last time I'll be responding to that type of report. Let's just hope you read this before making that report. Because you'll be waiting around in frustration for a reply that will not be coming. Not from me anyway.

    I will only consider helping those who, if it's obvious from their writing, that English is not their mother tongue. Other that that, to the native English users, the help you need has already been written. 

  6. Update February 2018

    Although there were no patch updates needed for this set of mods, two of them were made obsolete by my recent Alien Party always active on Sixam mod. I should have remembered to warn people not to use the old More Aliens on Sixam mod and the 2 X Barstaff mod that were here, as it conflicts with the new venue mod.

    If any players hit snags or suffered too much alien congestion swamping Sixam because they had all old and new mods installed, I'm sorry I forget to warn you, I simply forgot there were conflicting mods in this Part 3 thread.

    So then, please delete the More Aliens mod and the 2 X Barstaff mod from your game that used to be here, (now consigned to the Career Mods No Longer Supported thread) and let the new Sixam venue mod do its funky thing uncontaminated.

    Cheers, folks.

  7. Updated for Patch Version: 1.36-to-1.39

    Massively reworked would be the more appropriate terminology here. :hehehe:

    I hope you all have as much fun with all the new stuff going on at the labs as I do. And sorry for the delay on this one. Just had to keep checking to make sure it's working as planned. Mostly paranoia on my part, because it's all going as planned in my game. But that's just one player. Now let's see haw it fares with the many.  

    Happy simming, folks. Your feedback on this will be very much appreciated.

  8. Update - Feb 2018 - Did a little tweaking to this lot, firstly to remove a specific drinks tray object that was generating Last Exception reports. Even though the tray has already been removed from the updated drinks tray mod set, when loading up Sixam it still had a relic version that was generating a Last Exception if any sim tried to restock the tray. How the object remained on the lot at all, after being directly removed from the tray mods themselves, is a mystery. Since it no longer exists in my mods folder, it should have been a typical Missing Objects report when Sixam first loaded and nothing more. Either way, I've tidied up this lot to remove the minor issue, also rearranged a thing or two, and included a Cornucopia Buffet Table to keep all partying visitors fed with many tasty treats.

  9. A set of twelve TVs and monitors of various sizes, that each plays a specific channel only, and it's always on, and sims will never interact with it - other than perhaps a passing glance at the décor objects as they walk on by.

    All TVs cloned from base game objects, except the small, white-bordered monitor TV which is from Get To Work.  Also two of the dedicated channels are from the Fitness GP, so that will need to be installed for the two video sequences to play. Those TVs designed to play these two videos are clearly marked as "Dance Workout" and "Power Sculpting," so don't bother installing them if you don't have the stuff pack installed, because they'll just be blank screens in your game.

    Likewise, the Get Together EP is a required install for the DJ Dance Club videos to play on the specific monitors. They are named as "DJGraphicsDisplay" 1 and 2, and will be no good in your game without Get Together EP installed.

    Why make these things at all? I hear you ask.

    Immersion purposes, to give specific venues a little bit more background life. Window dressing, animated billboards, if you will. A gym, toy shop, sports bar, reception area, night club or just about anywhere you like. All safe in the knowledge sims will not be turning them on or off higgledy-piggledy, nor switching channels, turning your sports bar into a matinee movie theatre with bring-a-hankie chick-flicks. (Not that there's anything wrong with that type of entertainment. Just... you know... there's a time and a place.) All in all, just for quaint decorative purposes where maintaining and enhancing upon a theme might need a little extra... je ne sais quoi.

    And here're the pics to prove it.

    5a8e97cb48dba_02-22-18_9-05-42AM.jpg.c48473aaaed6f7e1a39d69ac43df6a82.jpg

    5a8e97ec6a2a8_02-22-18_9-07-21AM.jpg.3e31952e25842f5c0a759642d40ed831.jpg

    5a8e97f84cde7_02-22-18_9-09-17AM.jpg.7ab7a5c699a6c46c0ebb1ac24da190de.jpg

    5a8e98011608f_02-22-18_9-10-17AM.jpg.b0b3d2fd005f4b836b6e63cb878d82f4.jpg

    5a8e980922d7d_02-22-18_9-16-02AM.jpg.363802032266b35d4a2fe691569ded62.jpg

    5a8e98110b01d_02-22-18_9-18-45AM.jpg.d838162c76847684b9f3001770172cff.jpg

    5a8e981ec8eb5_02-22-18_9-19-15AM.jpg.b116ea442e24cf7c85c3af912c0c5764.jpg

    5a8e9826e9c88_02-22-18_9-20-25AM.jpg.22346e3df63957ef08c9920541a37e0a.jpg

    5a8e98320e909_02-22-18_9-21-20AM.jpg.dd9270ab615fbe4e5d2f0d402aa2b2cc.jpg

    5a8e983b53176_02-22-18_9-22-08AM.jpg.78f989962497d8d5d47b3bf83bf54ec0.jpg

    5a8e98509778a_02-22-18_9-30-07AM.jpg.32667f1c463270fad678c363dd3db07a.jpg

    The TV channels available are - News Channel, Sports Channel, Kids Channel, Dance Workout, Power Sculpting and two unique DJ Videos. All except the News Channel play continuously on a loop. As you may know, by default the News Channel, in the little video story it's telling, depicts an alien invasion where the news studios are finally attacked and the TV channel cuts to a plumbob test card transmission and then stays that way indefinitely. (All as Maxis intended.) The channel will restart when going through a load screen or when resetting TV with debug option. Unless you like the static green plumbob logo on multiple screens, like some kind of secret government agency facility. SimLand Security Headquarters, where Arnold SwartzSimnegger secretly comes to work to take out those terrorists and their True Lies. :hehehe: Yep, my imagination is doing that running away with me thing, again.

    All twelve object package files are in one rar folder. I have marked which packs the TVs come from, and the ones from DLC packs, you will need those packs installed for the TVs to work in your game.

     

    Update - May 2020 - Nothing new added. In fact one mod removed. The Wall Monolith TV with video of burning fire hearth has been altered and moved to another thread. No longer part of these TVs. Please delete older version of Wall Monolith TV as it will no longer be supported and will conflict with new version. Find new version here - http://simsasylum.com/tfm/index.php?/topic/14527-electronics-tvs-winter-warmer-tvs-radiator-rewoked-and-new-additions-may-2020/

        

    cool1_objects_DecorativeTVs&Monitors_AllInHere.rar  - Personal update May 2020

     

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

     

    XML Resource Used:

    All object files are clones and XML files built by me so will not conflict with other mods. Mod first made and uploaded with Game Version 1.39.74.1020

     

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

  10. Whoops, I've just noticed the "Satallite" spelling mistake in the pie menu options while looking at the pictures here. Not quite dyslexia, but do you also find there are just some words you never, ever spell correctly the first time round? Especially when using a keyboard? Well, "satellite" is one that always gets me, and "restaurant." (I had to make extra care I spelt that correctly while using it as an example.) Not quite dyslexia, but somehow burned to memory backwards from the first ever time you had to write it, hence the repeat spelling mistake.

    Anyhow, expect an update for the little spelling issue soon.

    Cheers, folks. And happy simming and zombie-ing.

     

    Update - The version with corrected spelling now uploaded. Please replace older version with latest one. 

  11. The Fun Satellite Dish

    This is a standalone clone of the Satellite object that comes with the Get To Work EP, so it will have no effect or alter the interactions of the original Maxis object.

    Summon A UFO - For this new object, firstly your sims can now summon a better UFO service, that is more akin to a ride in a theme park, than an ugly abduction, probing and impregnation occurrence. While the Fun Satellite is activated, fun-seeking sims will opt for this rape-free, UFO rollercoaster ride autonomously. Simply switch off the Fun Satellite if you wish sims to stop indulging in the fun. Once deactivated, it's nothing more than a decorative object.

    Zombie Town - Secondly, along with the other default Hivemind interactions, is a new one named "Zombie Town." Once activated, all sims in the area, teenage and above, will be temporarily Zombified! Given a zombie walk, with a zombie flesh tone, and some real negative and aggressive buffs, as well as feeling very unwell, sick and dazed for the duration. Bringing a little bit of zombie apocalypse mayhem to your sim world. See, what did I tell ya, it's totally fun!

    Just like all the other Hivemind options, it is not autonomous. You will have to command your sim to get Zombie Town in action.

    Here's what the manufacturers Storage Galorage Ltd have to say about it in build mode -

    "The Fun Satellite Dish - By Storage Galorage Ltd.

    Fancy a quick jaunt around the cosmos in an alien UFO? Where you'll have lots of fun, and with zero chance of being molested, probed and impregnated by your alien hosts? (Storage Galorage Ltd have chemically castrated our otherwise horny UFO chauffeurs, so your space miles can be safely clocked up without you getting knocked up.)

    Ever wondered what a neighbourhood full of zombies looks like? Then why not try out the new Zombie Town Hivemind function. Don't worry, your neighbours won't get stuck that way permanently. Well... most of them won't."

    Comes as pre-constructed and pre-upgraded, so your sims don't have to make nor upgrade anything on the Robot Constructor. The Fun Satellite Dish can be found in Electronics / Misc in build mode.

    5a8e60fc3a69c_02-22-18_5-48-44AM.jpg.09312a86c20650e10926ab954cbdb4fb.jpg

    5a8e610c0d2c7_02-22-18_5-48-59AM.jpg.6889ed199a15fa5a4b4e8d59efebb0cb.jpg

    5a8e6112866f9_02-22-18_5-50-04AM.jpg.ec432f3209ec26d9974518151b2ee106.jpg

    5a8e611a1dcf4_02-22-18_5-50-32AM.jpg.aac9f28b8d7f12294f071e6554d4d9f7.jpg

    5a8e61244f49a_02-22-18_5-50-46AM.jpg.f4c5a03319d8e18452471fd2882c8916.jpg

     

    Get To Work EP is a required install for this object and some of its zombie illness effects to work in your game. As is Parenthood GP required for the zombie walk. (That moody teen walk was just crying out to be used as a classic zombie stroll. Now it is!)

    Update - April 2018 - New Hivemind Interactions.

    House of Fun - Ever noticed how, if you have Get Together and you start a club gathering, and you have a few club activities selected, just how quickly sims get pushes to do stuff? With no catatonic, procrastinating sims lollygagging about, as they're all busy doing things?  Also engaging in interactions with objects they'd otherwise normally ignore? Object interactions that do have autonomous values allowed, like steam rooms or bubble blowers, but sims just won't ever use them during the course of any normal day. Imagine then a similar type of thing based on the club gathering activities, but without needing to be in a club group with all those big, chunky club plumbobs over everyone's head. Just a hivemind of activity doing a crap-load of things and not a stagnant, statuesque, catatonic sim to be seen. Well, no need to imagine it any more. Just activate the House of Fun Hivemind and be amazed as they all get non-stop busy for the twelve hour buff time, getting up to all sorts of things on the lot they've probably been ignoring up till now. I really enjoyed watching this one unfold over the tweaking and testing, watching the sims getting on with so much stuff so quickly. For the first time in a very long, long time, I actually wanted to slow them down after a week of testing this.

    The Love Shack - (Needs more tweaking. If Maxis ever stop patching the shit out of this game I may find time to work on this one.) Yep, you've guessed it, similar to above, but with all the romance and woohoo interaction pushes to make those grown up parties go with a bang, or two. Plenty, actually, if the mod's working correctly. Which is where you guys come into it. I have not tested this one very much, hardly at all. Theoretically it should work, as it's set up identically to the House of Fun, and the static commodity pushes on that work a treat for all the interactions, so I figured this would play out the same way. But that's mostly theory, not tested. Damn, I cant even remember how long the buff time is on this. Short, maybe two or four hours. Indeed, practically no testing. So I'll be looking forward to your feedback on this one in particular, while I also do my own testing with the Love Shack buff and its commodity pushes once I get back in game. Probably pre-existing high or romantic relationships will be a factor on this one, got to do more testing and tweaking no doubt. But I know it's simple enough not to cause any issues, and certainly no LE reports or such the like during the limited testing so far.

     

    cool1_objectSatellite_SummonFunUFO_ZombieHivemind.rar  - Updated for 1.52

     

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

     

    XML Resource Used:

    All files are clones or new XMLs built by me so will not conflict with any other mods. Mod first made and uploaded with Game Version 1.39.74.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, George A. Romero, Braaains! ("Send more paramedics... Braaains...")

     

  12. Hi @Juniorcayher I don't think so. I've got enough on my plate as is, if you'll pardon the pun. I did consider it a while ago, when doing the always decorated baked stuff, but there're just too many flavours of ice cream and too many selections of toppings. Back then, I'd imagined you could only force the exact same toppings every time, never changing, and that was far too much work on so many XMLs (types of which Maxis patches regularly favour adjusting) just for the same, mundane thing. I'd rather stick to the equally mundane default no toppings, as there's no XML work to do and zero patch checking involved -  so in essence that makes it less mundane. :hehehe:

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