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Posts posted by coolspear
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I'm almost ready to upload my lots. The trouble I faced a few weeks back was my old world, my main sim thereof, became corrupted, and as far as I could tell that's what caused the issue with random, disappearing objects at the science labs when he went to work, and the build mod problems at his residential lot - placement of objects caused some to randomly be un-grabble in build mode and un-selectable in play mode. Whatever the frik glitch he got up his butt, it only ever effected him and the lots he was tied to (work and home.) No matter what I tried I could not remove said glitch from his butt. Good and stuck! Even if I saved him to library and played him in a new world. Him, and only him, could seriously mess up lots. It's a given that any town in any iteration of the franchise is going to get buggy after that amount of time. Especially with all the tricks, cheats, mod testing and antics going on over two years of gameplay. Something's gotta give in the end.
Anyway, started a new world, new sims, - (my old sim deleted forevermore
) - almost done getting it into shape and initial testing sees none of the problems, so will be uploading all the lots quite soon.
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The Motive Manager Machines are a set of unique objects with many animated interactions, all focused on the theme of filling or reducing a sim's motives. Each object does this in its own different way, no two are the same, and some can even have a visible change on the environment, be that snowy weather or surreal fantasy effects.
Some have more interactions than others, but each with very different animations, reactions, special effects and on-screen messages during and after usage. All designed to be of a humorous nature, as a bit of fun for the player. As there are many interactions and animations, I will not be describing them all beyond the screenshot pictures of the pie menus. I'll leave that fun part for players to discover for themselves. But be assured in knowing that our sims will never actually come to any harm, nor have any major life-changing events thrust upon them, when using these objects.
The object here is Plantsim Specific. While all sims can be commanded to turn this device on and off, only plantsims may use the photosynthesis feeding function. Once switched on, plantsims will use this function autonomously to fill their hunger and water in their unique, plantsim way if and when needed. Switch it off to end autonomous usage. Unlike all other Motive Manager Machines, this item cannot be placed into a sims personal inventory. Just place it on the wall and let plantsims get on with it whenever you make them switch it on. Specifically designed for night usage where plantsims may find themselves perilously close to starvation due to lack of sunlight. Now they can enjoy the photosynthesis process as a midnight snack!
The Sunny Aspect Radiator
Theme - Sunlight & Photosynthesis. Child Usage - None (Children cannot be plantsims.) Music Style - None
Build Mode Description -
"Motive Manager - The Sunny Aspect Radiator - by Storage Galorage Ltd
Storage Galorage Ltd have harnessed the mighty power of the Sun, and stored it within this pretty wall-mounted device. Imagine as the more commonly known wall water radiators generate heat, this remarkable unit radiates a Sunny Aspect that is primed for photosynthesis feeding. That doesn't really mean a great deal to most normal sims, and even sun-fearing vampires don't have to worry about being in close proximity. But to a plantsim, the radiating Sunny Aspect is like manna from the heavens. Resembling something close to the energy of sunlight, if not the bright glow, and great for a spot of photosynthesis as a midnight snack.
SGL Coronal Mass Ejection Warning! Never activate the unit during the hours of daylight! Putting aside the fact the Sun is already present, so there's simply no need. But more importantly, activation while natural sunlight is occurring will cause an electromagnetic spectrum magnification cascade. In simple terms, it will drown the whole town in brilliant light and cause severe solar radiation contamination throughout the sector. Endangering all local life and invalidating the warranty on this product. You'll see. There's always some devil-may-care dimwit who has to try. (Radiation suits sold separately.)"The object is a standalone clone from a base game object. The interaction animations are also base game. The special effects used are from base game, Get To Work EP and Get Together EP. These extra packs are not required installs, though you just won't have some of the special effects in your game without these packs installed. The Sunny Aspect Radiator can be found in Electronics / Misc in Build Mode.
(I recommend placing the object at chest height, as seen in the pictures, for best results.)
cool1_MotiveManager_TheSunnyAspectRadiator.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 cloned and unique XMLs built by me, so could not possibly conflict with any other mods out there unless Creator is using these files without my knowledge or permission. Mod first made and uploaded with Game Version 1.29
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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As already stated in my original upload post, I will not be making any other versions such as non Jedi or non autonomous, due to the amount of work involved making a set, making the new xmls and the biggest job of incorporating all the build mode thumbnails, - 9 x pics for each tray - otherwise there would be a horrible red x when in build mode. It was a big enough job doing it once, and sorry to report I have no desire to repeat. I'd rather spend that amount of effort on making shiny, new mods for you lovely folks.
And if you have not given it a try yet, I highly recommend my Jedi Dish Trick (Yoda Supreme version) mod to help you with those piles of dirty glasses. I can tell you, it's one of those mods most overlook, but once you try it you'll never want to be without it. You certainly won't be mentioning piles of dirty glasses again.
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Here's my delightful plantsim lass, Moonleaf Amaranthine. Seeing her change for the first time and being forced to have the green skin, and worse still that rather unremarkable green hair, I knew something had to be done to remedy it quick-time. Actually, she had green skin before the change, (In preparation for the change) but that hair? No thanks! I changed her skin to red after the plantsim change, just to highlight it can be altered in Cas now if you want to tweak your plantsims that little bit more uniquely, especially in the hairdo department.
I'm of the ilk that once they're a plantsim, then they're always a plantsim, and I'll be using mods to make the buff and trait as a mainstay for their entire life. Just so long as that default hair can be removed - can't be looking at that lacklustre mop every day, on every plantsim. No, no, no. Well, that's been taken care of now. So now let the plantsim population explode!
That's it for now. I'm off to make Moonleaf green-skinned again. But I will say I'm working on another object mod to give plantims access to sunlight in towns where they do not have sunlight. Moonleaf is a creature of the night, living with vamps in Forgotten Hollow. She feels perfectly safe among them, as they prefer drinking plasma (blood) and she only has sap running through her veins. But the lack of sunlight will cost her. (Until I get the new object built and tested for her.)
cool1_sims_PlantsimsNoChangeAppearance.rar - Updated for 1.55
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
XML Resource Used:
6017E896!00000000!0000000000027B8E.Buff_Motives_PlantSim_Water_Thirsty.BuffTuning.xml
6017E896!00000000!0000000000027B8F.buff_Motives_PlantSim_Water_Parched.BuffTuning.xml
6017E896!00000000!0000000000027C53.buff_Motives_PlantSim_Water_Invisible.BuffTuning.xml
6017E896!00000000!0000000000027E6D.buff_PlantSims_MainBuff_Visible_NPC.BuffTuning.xml
6017E896!00000000!0000000000027B6D.Buff_Trait_PlantSim.BuffTuning.xmlThis will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.29
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Update 22 April 2017 - Did a quick update a couple of hours after first uploading to include a SECOND hidden Plantsim trait. One is for NPC sims and the other, I presume, is for played sims. But don't quote me on that. All I can tell you is it has two hidden plantsim traits in the game files, so that's what I put in this mod.
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New Addition 22 April 2017 - added Sixam.
Update 9th June 2017 - Removed Sixam. See OP above for details.
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This mod is to add text strings and icons to all those hidden traits you can see when browsing through the debug list when looking to add or remove traits to your sims. Normally they have the generic llama icon and no descriptive text, so it's virtually impossible to know what they are. This mod tidies most of that up. There are still a small few that I've yet to add appropriate icons and text to, but you can count those lame llamas on one hand now. All others you'll now know much better what they are for.
This mod first began life primarily to remove a hidden trait from one of my sims. I had the pollination alien move in with the family of children as she was responsible for impregnating the father, to take on the proper role of motherhood alongside the overworked dad. Yet her hidden trait remained, and as such I could not invite her to any community lots with the rest of the family. Identifying the trait with this mod helped to resolve this issue. Where I could delete the trait, and finally she is able to join the rest of the family on their many outings.
A great many traits identified here, many NPC roles as much as other status and completed goal traits. Please do not ask me what they all do. They range from the obvious to the less certain. I just put the name that was on the XML and gave a relevant thumbnail icon to match the text.
I strongly urge you to save your game before to start to play around with these now unhidden, exposed traits.
To access the debug cheats an external mod will be needed. I use MC Command Centre to unlock debug menus.
Update March 2023 - 1.96 - It's been a while since I wrote anything in this mod thread. I had been adding any updated versions of this mod to a bundle rar these past few years. But it's time to be more tidy and use it's own thread again, and also update the description here to highlight any notable changes.
Firstly the hidden trait for plain, normal human occult needed the new INFANT tag added, otherwise infants won't be seen as human - ouch. Now they will be. Yay!
Also added many more hidden traits from several patches and packs over the last few years, so plenty more explained traits with actual names and better icons to find in the trait list now.
Also removed a lot of "NPC only" tags various special NPCs Maxis has given us over the years. Doing this so that you can actually move them into a home to play with them, work on them in Cas or whatever, and they won't lose their special NPC status or special jobs or be replaced by another sim. I can't guarantee I've done all of those special NPC types, so save game before you move them into a house just in case. And keep in mind some of those NPCs are more trouble than they're worth to try and play with normally or regularly. But if you just want to edit them a bit here and there before making them homeless again, this mod will help you do that. Though if you try with a special NPC and it does break their job, let me know which one I missed and I'll add it to this mod. Though that only means some base game NPCs. Chances are I'll either have my All-In-One NPC mod covering those jobs already, or if it's a special NPC from more recent SPs, GPs and EPs, like old Mrs. Crumplebottom, then I will have them covered in my World Sims Control mods for those regions of the game. Those WSC mods coming soon.
cool1_traits_UnHiddenTraits_Icons&Text.rar - Update for 1.96
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
XML Resource Used:
SpoilerCB5FDDC7!00000000!000000000001F9C8.trait_isRepair.TraitTuning.xml
CB5FDDC7!00000000!000000000001FDED.trait_isGardener_Service.TraitTuning.xml
CB5FDDC7!00000000!0000000000009DA7.trait_isMasterGardener.TraitTuning.xml
CB5FDDC7!00000000!0000000000009E13.trait_isMasterFisherman.TraitTuning.xml
CB5FDDC7!00000000!0000000000018C0D.trait_Hidden_HadWooHoo.TraitTuning.xml
CB5FDDC7!00000000!0000000000018C0E.trait_Hidden_BeenKissed.TraitTuning.xml
CB5FDDC7!00000000!0000000000018C0F.trait_Hidden_HadFight.TraitTuning.xml
CB5FDDC7!00000000!0000000000020AA6.trait_Hidden_IsEventNPC_Challenge.TraitTuning.xml
CB5FDDC7!00000000!00000000000021A4.Trait_Hidden_JoinedFiftyMileHighClub.TraitTuning.xml
CB5FDDC7!00000000!0000000000021FB2.trait_Hidden_HasMonsterFriend.TraitTuning.xml
CB5FDDC7!00000000!0000000000022A1E.trait_isNanny.TraitTuning.xml
CB5FDDC7!00000000!0000000000027B6C.trait_PlantSim.TraitTuning.xml
CB5FDDC7!00000000!00000000000041D3.trait_isGrimReaper.TraitTuning.xml
CB5FDDC7!00000000!00000000000041D4.trait_isMaid.TraitTuning.xml
CB5FDDC7!00000000!00000000000041D5.trait_isMailman.TraitTuning.xml
CB5FDDC7!00000000!00000000000189B2.Trait_Hidden_JoinedFiftyMileHighClub_Teen.TraitTuning.xml
CB5FDDC7!00000000!00000000000211A9.trait_Hidden_SpringChallenge_2016_Gave_Pristine_GrowFruit.TraitTuning.xml
CB5FDDC7!00000000!000000000002117F.trait_Hidden_SpringChallenge_2016_Gave_X_GrowFruit_Completed.TraitTuning.xml
CB5FDDC7!00000000!000000000002181F.trait_Hidden_SpringChallenge2016_GotGrowfruitStarter.TraitTuning.xml
CB5FDDC7!00000000!0000000000002955.trait_isPizzaDelivery.TraitTuning.xml
CB5FDDC7!00000000!0000000000006986.trait_Hidden_PaintingMaster.TraitTuning.xml
CB5FDDC7!00000000!0000000000019325.trait_Hidden_Rocketship_HasWatchedAlien.TraitTuning.xml
CB5FDDC7!00000000!0000000000022267.trait_isTragicClown.TraitTuning.xml
CB5FDDC7!00000000!0000000000025799.trait_Hidden_Event_FallChallenge_DoTD_RecievedSkullDisplay.TraitTuning.xml
CB5FDDC7!0000000A!0000000000020BB8.trait_Hidden_HasTastedExperimentalFood.TraitTuning.xml
CB5FDDC7!0000000A!0000000000022F16.trait_Hidden_ReceivedExperimentalFoodTNS.TraitTuning.xml
CB5FDDC7!0000000A!00000000000220F9.trait_isRestaurantCritic.TraitTuning.xml
CB5FDDC7!0000000A!0000000000023579.trait_Hidden_RestaurantAtWork.TraitTuning.xml
CB5FDDC7!0000000F!0000000000023EB1.trait_isButler.TraitTuning.xml
CB5FDDC7!00000002!000000000001A8D8.trait_isForestRanger.TraitTuning.xml
CB5FDDC7!00000002!000000000001A65D.trait_Hidden_UnlockCampingSculpture.TraitTuning.xml
CB5FDDC7!00000002!000000000001ACF7.trait_Hidden_SuperFertizier_Unlock.TraitTuning.xml
CB5FDDC7!00000002!0000000000018DDA.trait_isMasterHerbalist.TraitTuning.xml
CB5FDDC7!00000002!0000000000018F79.trait_Hidden_Camping.TraitTuning.xml
CB5FDDC7!00000002!0000000000019818.trait_isBear.TraitTuning.xml
CB5FDDC7!00000003!000000000001920A.trait_isBornFromAlienAbduction.TraitTuning.xml
CB5FDDC7!00000006!000000000001D374.trait_isMassageTherapist.TraitTuning.xml
CB5FDDC7!00000006!00000000000204BD.trait_HasVisitedDeepWoods.TraitTuning.xml
CB5FDDC7!00000009!000000000001DFC4.trait_Hidden_NPC_isDJ.TraitTuning.xml
CB5FDDC7!00000011!00000000000260D4.trait_Hidden_Vampire_SpiritPowers_BatEnabled.TraitTuning.xml
CB5FDDC7!00000011!00000000000260D5.trait_Hidden_Vampire_SpiritPowers_MistEnabled.TraitTuning.xml
CB5FDDC7!00000011!00000000000260D6.trait_Hidden_Vampire_SpiritPowers_VampireRunEnabled.TraitTuning.xml
CB5FDDC7!00000011!000000000002511C.trait_Hidden_VampirePowerSusceptibility.TraitTuning.xml
CB5FDDC7!00000018!0000000000020AA8.trait_Hidden_Landlord.TraitTuning.xml
CB5FDDC7!00000018!0000000000023B02.trait_Hidden_FoodFestival_CurryContest_Winner.TraitTuning.xml
CB5FDDC7!00000018!00000000000239D2.trait_Hidden_Basketball_DreamBig.TraitTuning.xml
CB5FDDC7!00000018!000000000002615D.trait_isCityRepair.TraitTuning.xml
CB5FDDC7!00000018!000000000002615E.trait_isWeirdo.TraitTuning.xml
CB5FDDC7!00000018!000000000002615F.trait_isStatueBusker.TraitTuning.xml
CB5FDDC7!00000000!000000000001D192.trait_Hidden_Likes_Fruitcake.TraitTuning.xml
CB5FDDC7!00000000!000000000001D193.trait_Hidden_Hates_Fruitcake.TraitTuning.xml
CB5FDDC7!00000000!00000000000281C8.trait_isPlantSimNPC.TraitTuning.xml
CB5FDDC7!00000011!000000000002590B.trait_OccultVampire_Manifested.TraitTuning.xml
CB5FDDC7!00000011!0000000000024817.trait_OccultVampire.TraitTuning.xml
CB5FDDC7!00000000!0000000000024DFF.trait_Species_Human.TraitTuning.xml
CB5FDDC7!00000003!000000000001B830.trait_isAlienPollinator.TraitTuning.xml
545AC67A!005FDD0C!000000000001B830.trait_isAlienPollinator.SimData.xml
CB5FDDC7!00000006!000000000001D2C8.trait_HasVisitedForgottenGrotto.TraitTuning.xml
CB5FDDC7!00000006!000000000001D269.trait_HasVisitedSylvanGlade.TraitTuning.xml
CB5FDDC7!00000006!00000000000204BD.trait_HasVisitedDeepWoods.TraitTuning.xml
CB5FDDC7!00000010!0000000000027AA7.trait_Hidden_Bowled_Perfect_Llama.TraitTuning.xml
CB5FDDC7!00000013!000000000002AF64.trait_Hidden_Skeleton.TraitTuning.xml
CB5FDDC7!00000013!000000000002B692.trait_Hidden_Skeleton_ServiceSkeleton.TraitTuning.xml
CB5FDDC7!00000013!000000000002B905.trait_Hidden_Skeleton_TempleSkeleton.TraitTuning.xml
CB5FDDC7!00000013!000000000002C2DA.trait_Hidden_IsNative.TraitTuning.xml
CB5FDDC7!00000013!000000000002C3C9.trait_Hidden_VfxMask_Cursed.TraitTuning.xml
CB5FDDC7!00000013!000000000002CB59.trait_Hidden_Jungle_WelcomePackage_Received.TraitTuning.xml
CB5FDDC7!00000019!000000000002A5F4.trait_SpeciesExtended_SmallDogs.TraitTuning.xml
CB5FDDC7!00000019!000000000002A5F5.trait_SpeciesExtended_LargeDogs.TraitTuning.xml
CB5FDDC7!00000019!000000000002A17C.trait_Hidden_LighthouseConception.TraitTuning.xml
CB5FDDC7!00000019!000000000002AF34.trait_Hidden_isAdoptionOfficer.TraitTuning.xml
CB5FDDC7!00000019!000000000002C4BA.trait_Hidden_isNativeStray.TraitTuning.xml
CB5FDDC7!00000019!000000000002007A.trait_Species_Dog.TraitTuning.xml
CB5FDDC7!00000019!000000000002352D.trait_Species_Cat.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E3F.trait_PetQuirk_Fear_Dishwasher.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E4F.trait_PetQuirk_Fear_DoorBell.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E40.trait_PetQuirk_Fear_Fire.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E41.trait_PetQuirk_Fear_Swiming.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E42.trait_PetQuirk_Fear_Microwave.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E43.trait_PetQuirk_Fear_FitnessEquipment.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E44.trait_PetQuirk_Fear_CoffeeMaker.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E45.trait_PetQuirk_Fear_Gaming.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E46.trait_PetQuirk_Fear_Computer.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E47.trait_PetQuirk_Fear_Toilet.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E48.trait_PetQuirk_Fear_Shower.TraitTuning.xml
CB5FDDC7!00000019!0000000000029D37.trait_PetQuirk_Fear_RobotVacuum.TraitTuning.xml
CB5FDDC7!00000019!0000000000026990.trait_PetQuirk_Fear_TV.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E3C.trait_PetQuirk_Fear_Stereo.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E3D.trait_PetQuirk_Fear_Stove.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E3E.trait_PetQuirk_Fear_Instrument.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E13.trait_PetQuirk_Obsessed_Fridge.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E50.trait_PetQuirk_Obsessed_DoorBell.TraitTuning.xml
CB5FDDC7!00000019!0000000000029D38.trait_PetQuirk_Obsessed_RobotVacuum.TraitTuning.xml
CB5FDDC7!00000019!0000000000029F88.trait_PetQuirk_Obsessed_Swimming.TraitTuning.xml
CB5FDDC7!00000019!0000000000026C13.trait_PetQuirk_Obsessed_TV.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E0A.trait_PetQuirk_Obsessed_Microwave.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E0B.trait_PetQuirk_Obsessed_FitnessEquipment.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E0C.trait_PetQuirk_Obsessed_CoffeeMaker.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E0D.trait_PetQuirk_Obsessed_Gaming.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E0E.trait_PetQuirk_Obsessed_FishTanks.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E05.trait_PetQuirk_Obsessed_Stereo.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E06.trait_PetQuirk_Obsessed_Cooking.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E07.trait_PetQuirk_Obsessed_Instrument.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E08.trait_PetQuirk_Obsessed_Dishwasher.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E09.trait_PetQuirk_Obsessed_Fire.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E10.trait_PetQuirk_Obsessed_Computer.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E11.trait_PetQuirk_Obsessed_Toilet.TraitTuning.xml
CB5FDDC7!00000019!0000000000026E12.trait_PetQuirk_Obsessed_Shower.TraitTuning.xml
CB5FDDC7!00000023!000000000002CC69_trait_Hidden_Pet_Minor_Cage_RodentDisease_Immune_TraitTuning.xmlThis will conflict with any other mod using same resources. Checked and first uploaded here with Game Version 1.29
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Update 22 April 2017 - A new purchase menu choice added to buy all things related to Plantsim stuff - all 6 Magic Beans, the Tree Stump and Forbidden Fruit.
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Update 22 April 2017 - A little adjustment to the two fruit bowls and the Perfect Quality mod to have them fall in line with the Plantstim stuff. The bowls now sell Forbidden Fruit for your sims to buy and eat, - becoming plantsims - or plant in the garden. Also the quality of Forbidden Fruit will be Perfect.
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I've had this unlocked for ages. Since I'm uploading some other unlocked objects, I may as well post this, too. Now place the bramble bush anywhere for a quick escape to the Hermit's hidden lot.
Additional
Also there is a second optional add-on mod, which will remove the three step explore sequence for this rabbit hole entrance. Those questions that, if you chose the wrong answers, are designed to trip you up and make you fail the exploration, so you do not leave the area, you don't get to travel and get kicked out of the rabbit hole entrance to start again. Once you've seen and done that malarkey once, you really do not want to go through with the questions and choices every time. The add-on mod here makes it always Travel To Deep Woods directly, no more "Explore," no more silly questions designed to trip you up. Please take note that in testing, I had to replace all older bramble bushes with new ones for them to pick up this change.
Hermit Bramble Bush object Found in Décor / Misc and also found in with all the other trees. Outdoor Retreat is a required install for these mods to be of any use in your game.
Object
cool1_objectUnlock_BrambleHermit_OR.rar
Additional Optional Mod
cool1_DirectTravel_HermitBramble.rar - Update October 2017 - (See Footnote below)
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
XML & Binary Resources Used:
319E4F1D!00000000!0000000000010096.Bramble Patch.ObjectCatalog.binary
B61DE6B4!00000002!0000000000019258_rabbitHole_Bramble_ObjectTuning.xmlThis will conflict with any other mod using same resources. Mod checked and first uploaded here with Game Version 1.29
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
Footnote: Update October 2017 - Just a simple name change of the mod. No coding change at all. The name changed simply to fall in line with two other hidden lot "Direct Travel" mods now released, so they all neatly group together in the Mods folder. That's all. Just remember to remove the older version as, due to the name change, the new version will not overwrite it.
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The Mystical Magical Bean Tree from the Plantsim Challenge now unlocked in build mode for placement on any lot. Also I have shortened the time length for searching inside the tree. From a default max of 2 hours, - yawn! - now down to a shorter timespan between 20-30 sim minutes. All other search rules and the goodies to be found remain as default.
Find in Décor / Misc and also find it in with all the other trees.
cool1_objectUnlock_MysticalMagicBeanTree.rar - Updated for 1.44
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
Binary & XML Resources Used:
E882D22F!00000000!0000000000027D9C_RabbitHole_PlantSimChallenge_Enter_InteractionTuning.xml
319E4F1D!00000000!000000000002873B.The Mystical Magic Bean Portal Tree.ObjectCatalog.binaryAny other mods using these resources will conflict.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Hi, Menaceman44. The goggles (and gloves) do come as standard with the pre-set medium scientist uniform. In fact that's the only difference between the basic level 1 blue coat uniform, are the goggles and gloves after a couple of promotions.
Not sure how to go about altering the individual contents of any work uniforms. I suppose they must be listed somewhere in the game files as to which parts go with which level of uniform. I am curious though, - right now thinking how difficult it would be to take the coding for Dine Out GP on setting up staff uniforms from anything in Cas, and applying that coding to any career. Like when you go into build mode for a restaurant, you pick the uniforms from there. So going into build mode for any of the GTW lots, and you can design the work uniforms from there.
And what about MC Command Centre? I'd need to check this, but does MC have functions to let you "copy and paste" clothing parts form one dress category to the next - including career uniforms?
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Are those the drinks that came with Get Together EP? I'll take a look. A tray of beer would be a nice addition.
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Massive Rework!
The old set has died, but now has risen into something gloriously new! (Picked the right time of the year to do exactly that!)
This is a re-mastered, major update from the original versions. The originals are now very redundant and have been retired and removed, as I'm proud to present this all new reimagining of the Six of the Best Drinks Trays. Now all trays in the set are unique, standalone clones, with unique XMLs specific to each, so you can have every, last one of these in your game all together without any conflict! Marvellous! And the selection of drinks available has exploded to 14 unique varieties! With the magic 15th tray being the star attraction of this new set. The all-encompassing "Mega-Tray."
Happy Easter to you and your sims. And thanks to you all for all the lovely comments and thanks messages you've made these past few months. It has been truly appreciated. So now let the celebration drinks flow from the trays.
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I'm very happy you got it sorted.
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Hi, Heidi
I'm not seeing any problems with that camera whatsoever (Even though I do not know what "LE" is supposed to mean?) It works exactly as it should. The camera is found in Storage / Misc. Do not mistake the original Maxis décor version with my one, as it has none of the same functions. The one I made is a separate clone. And please, Heidi, in future, if you do experience problems with any of my mods, can you post your report in the actual mod thread. It would be a help to any others who may be experiencing problems with the same mod. Thanks.
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The scientist career is proving to be quite buggy, too. I'm finding little bugs here and there. It stands to reason, as I don't see how Maxis could have messed up doctor and detective and left scientist intact. That does not sound like Maxis at all. If they're breaking one, then they're breaking them all. Although I have never seen the bug you are reporting (Yet.) I'm having my own problems with many objects continuously going missing from the labs whenever I send any scientist to work.
Though I've pinpointed that to be a problem with my main sim. I think I've been playing him so long, over two years now, and he's just corrupt. (He broke build mode in his own house a few months back and I can never get build mode to work properly on his house no matter what I try.) Testing in new hood with new sims and this problem of disappearing objects does not occur at the labs. Also his house is fine in build mode when in a new hood, only as long as he does not live in new hood. All very strange.
I am currently in the process of starting a new world, moving all favourite houses and sims. All except my main sim. Once I've completely moved everything else to new world, I will delete all old saves and never play my old main sim again as he is just corrupted and messes up lots wherever he goes - even if I save him to library and move him to a new world. He still breaks build mode. He's just cursed and has to be abandoned.
Time for a new world and a new main sim family. I suppose I should have known better after 17 years playing this game. That a world will always become buggy and corrupt eventually, and starting a new world is just something we all have to do before too long.
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Did you fix it? Yep, the last patch changed a lot of SimData files. The only released mods I had to update are ones that use SimsData files. The mods altering workdays or school schedules. Removing an unneeded (problematic) line of code from many relating to bonus pay or something. Maybe trying to fix the overmax pay problems with the City Living careers, perhaps.
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I don't recall seeing this object in among the debug objects. It's such an eyestrain to search through them all now. I went ahead and unlocked it, because to this day I have yet to send my sim to a festival. I simply haven't put in any real game time playing apartment buildings. Well, if I'm not leaving Windenberg and playing with apartment living (yet) then apartment living is going to have to come to Windenberg. Or at least these lovely bulletin boards.
Not just pretty to look at, but remains just as functional anywhere else in the sim world outside of the big city apartment public hallways. When a festival is planned, the poster changes and your sim can view the details on the board and travel there when the time is right. Now my Windenberg sim might actually go to the city at last! Hot curry later tonight by the looks of it! Yes please!
It can be found in Activities & Skills / Knowledge (and Misc.) I had to give it a price so it's 1 simoleon.
City Living EP is a required install for this mod to be of any use in your game.
cool1_objectUnlock_BulletinBoard_CL.rar
Mod tweaks such as these, consisting of Binary files only (Not XMLs) are almost never changed by patches.
Binary Resources Used:
SpoilerC0DB5AE7!00000000!00000000000227F3.bulletinBoardWallDynamic_EP03GEN_set1.ObjectDefinition.binary
319E4F1D!00000000!00000000000227F3.Newfangled Apartment Communicator.ObjectCatalog.binary
C0DB5AE7!00000000!0000000000022F54.bulletinBoardWallDynamic_EP03GEN_set2.ObjectDefinition.binary
319E4F1D!00000000!0000000000022F54.Newfangled Apartment Communicator.ObjectCatalog.binary
C0DB5AE7!00000000!0000000000022F55.bulletinBoardWallDynamic_EP03GEN_set3.ObjectDefinition.binary
319E4F1D!00000000!0000000000022F55.Newfangled Apartment Communicator.ObjectCatalog.binary
C0DB5AE7!00000000!0000000000022F56.bulletinBoardWallDynamic_EP03GEN_set4.ObjectDefinition.binary
319E4F1D!00000000!0000000000022F56.Newfangled Apartment Communicator.ObjectCatalog.binary
C0DB5AE7!00000000!0000000000022F57.bulletinBoardWallDynamic_EP03GEN_set5.ObjectDefinition.binary
319E4F1D!00000000!0000000000022F57.Newfangled Apartment Communicator.ObjectCatalog.binaryAny other mods using these resources will conflict.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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I was giving the bowling pack a spin yesterday. Actually trying to meld it with the restaurant code, to have a bowling and dine venue. Almost got it working, but not quite the stuff to write home about. I gave up after breaking the hybrid venue when getting too heavy handed trying to force it. With that said, just playing normally with bowling and experiencing the incredible amount of time wasting, with each sim in the group taking far too long for every turn. Man, that was crazy, especially as I play the game on half default speed. But even for default, I can see that mind-numbing annoyance, watching sims just stand there wasting brain cells, doing nothing just because of a cooldown timeframe set too long between goes. No thanks!
I've shortened it considerably, so now when the game is playing smooth and nice with no hiccups, each sim in the group is very quick at taking their turn, almost immediately after each other. But you all know by now there will be the inevitable animation freeze, that will have one sim locked in a catatonic state for a while at some stage during an interaction, - and bowling is no exception - especially on crowded venues.
The new Bowling Stuff Pack is a required install for this mod to be of any use in your game.
cool1_Bowling_LessDelayEachTurn.rar - Updated for 1.44
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
XML Resources Used:
E882D22F!00000010!0000000000027B60.bowlingLane_Mixers_TakeTurn.InteractionTuning.xml
E882D22F!00000010!00000000000269D9.bowlingLane_Mixers_WaitForTurn.InteractionTuning.xml
E882D22F!00000010!0000000000027828.bowlingLane_Mixers_WaitForTurn_EndGame.InteractionTuning.xml
E882D22F!00000010!0000000000026C24.bowlingLane_Mixers_WinGame.InteractionTuning.xmlAny other mods using these files will conflict.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Just been playing my doctor for the past two hours (2 X 14hr shifts at hospital) and I'm not seeing this. All is as it should be - considering the career is still broken since City Living patch. I (normally) refuse to play the doc career these past five months until Maxis confirm they've fixed the broken pregnancy emergency events. After your report, I thought they may have done one of their sneaky fixes again, the ones they don't put in patch notes and make new XMLs for. But nope, all's the same at the hospital. Certainly no problems with examining and diagnosing as far as I can see.
Bearing in mind I use a temporary (Ha, five months is temporary?) mod I've never released, to prevent emergency pregnancy events from happening, lest they truly mess up things at the hospital. Did any of the borkage you are experiencing happen on such an emergency pregnancy event day?
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Hi, aparkison likewise highlighted that post. I tried what was suggested, but could see no change. Without detailed specifics, I may not have been doing it correctly. I may yet contact the person to ask for a more detailed account of what they did, but I've given up on it for now as I concentrate on the original annoyance. Namely the very thing that had me start this thread with the disappearing objects from the science lab. Even after I patched, thinking the klepto info in the patch notes might clear the problem, my scientist went to lab today and half the furnishings of the labs were gone after loading. That's even worse than my initial report. There's things I'll yet try, but I'm just taking a break, catching up on TV stuff, trying not to let it get to me.
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March 2017 patch - Updated for Patch Version - 1.28.25.1020. Please replace older version.
Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox.
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cool1_careerSci_WorkHours_5hrDays - Patch Update March 2017 1.28.25.1020
cool1_careerSci_WorkHours_5hrDays_Lvl10_12hrsMon&TueOnly - Patch Update March 2017 1.28.25.1020
All others checked and working fine with Patch Version - 1.28.25.1020 -
What kind of mods are in the TS4 Career Mods section? & How to Report Mod Issues?
in TS4 Career Mods
Posted
For sure, the detective career has been on my list of things to do for a good while now. I had begun an initial start on collecting and examining the related detective files just before the release of City Living. I even cobbled together a couple of early test mods. But then noticed weird, glitchy things with the career. At first I was not certain if it was my initial attempts to mod the career. But then also noticed weirdness with doc career and broken pregnancy events. Then saw a lot of people reporting GTW career bugs to EA. That's when I put all further attempts and ideas to mod detective career (and indeed any new stuff for doc and science careers) on indefinite hold until Maxis confirm fixes for the many reported issues. Modding broken coding is just daft, as you'll never know who broke what.
We're now coming into the sixth month since City release where Maxis have still not fixed the career issues. Or if they have implemented their sneaky fixes they don't mention in patch notes, then I've yet to play the careers to find out if they're now more stable.
At this stage feedback from players would be helpful. Are the pregnancy events still borked? Does a doc still get all the detective choices when clicking on a computer? I need to know the careers are clean, so I'll know if it's my mods that are wonky. Just can't work with it otherwise.