Jump to content

coolspear

Content Creator
  • Posts

    3,174
  • Joined

  • Last visited

Posts posted by coolspear

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

    Note 1 - All 16 available trays are now inside a single rar folder.

    Note 2 - As of 1.36 Maxis changed something about the Fountain drinks that causes a Last Exception and sim reset with this flavour of tray. I've removed the individual tray and the option in the Mega Tray, so these four particular fountain drinks are currently no longer available via trays. The default method to drink them from the Fountain seems to be problem free, so I'm not quite sure where this Last Exception error has started stemming from. Certainly needs more investigating. Given that Maxis never intended them to be on trays, I can't see them ever fixing it, especially as the default method to drink them seems perfectly fine. Let's hope all these trays don't start going this way, because I'll be damned if I'm going to try fixing them if Maxis keep moving the goalposts. Modding a beta game is pure insanity, and this game can really feel like that sometimes, even after three years.

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

    Also two new food pie menus added for toddler food and the new seafood stuff from Cats & Dogs.

    Update: Please Note - Baked Items Always Decorated - the old mod for this which used to be on this site has been retired, as it is now incorporated into a new, much grander mod that reworks the whole eating and drinking in TS4. Once the new set of drinking and eating mods are available, the baked cake items from the Cornucopia dispenser will, once again, continue to come out pre-decorated and covered in yummy icing and stuff.

    Update 2: Oh, fiddlesticks, I went and made a boo-boo. There's me forever moaning how Maxis are too cocksure and release new stuff that was obviously never play tested, then I go do the same thing. Those two new food menu options I included were a wee bit wonky. To my shame and embarrassment it's because I was too sure they were good to go and released them into the wild without checking. In game, just now, told me a different story. "What, were you drunk when you made them?" I wish I was. I wish that was my excuse. Anyway, it's fixed now, so please re-download the amended version.

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

    Take note - The "Impeccable Baking - Instant Decorate" mod is no longer available on this thread. It's being moved to the original Impeccable Baking mod thread. The link to it is still on this page to take you there for downloading. However, it has also needed a 1.36-1.39 update. So if you click the link to it on this page, double check it's the most up to date version before downloading. I'll have it uploaded soon as I work my way through this section, but make sure I've written in the thread it's the new version, otherwise it'll still be the old, broken one.

    Also, during the updating I kept forgetting to add the new Cats & Dogs group meal, - a seafood chowder recipe - to the Buffet Table. I'm sure I'll get that done in the near future, after all the patch fix uploads are squared away. 

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

    Update - Double-drats and darn it. I've just seen in the pics and writing here that the objects are supposed be able to go into a sim's inventory. I did try to put the fridge into my sim's inventory the other day but it did not want to go in. I assumed that I did not set it up for the fridge to do that and left it at that. But no, it should go in the inventory. So then, expect a minor update on that to follow soon. 
     

  5. World Sim Control 9 - Sixam

    (Temporary Note - This mod used to be in Specialized Mods section but has been moved here to General Mods as it is better suited with the rest of the WSC set.)

    What this mod does is make the alien party that occurs on Sixam to always be active for any non-scientist sims who travel there from home. (Actually from anywhere else but the science labs.)

    By default Sixam is a ghost town, an empty lot, with only the odd alien walk by, who does not stop at the empty lot as there's normally nothing doing. Yeah, your visiting sim can call them over to chat with them, but that holds no long term desire to stick around at the empty alien ghost town.

    This mod changes all that. It forces the alien party revellers x16 to attend, plus two highly-skilled alien bartenders with perfect traits for the job and ready to start serving top notch drinks, plus a brand new NPC Alien Master DJ to come at selected gig intervals (Friday night and weekends) and get on the decks to keep the party swinging.

    So, yeah, you're going to need to place a funky, happening venue there to facilitate the mob of Sixam fun-loving ravers. It just so happens I have a purpose-built lot to suit this very task.  http://simsasylum.com/tfm/index.php?/topic/12504-sixam-reimagined/

    The Get To Work EP is a required install for this mod to be of any use in your game. This mod does not conflict with my career mods that push the alien party to always be active when a scientist travels to Sixam from the labs. The "labs-to-Sixam" and the "home-to-Sixam" are governed by different Zone Director XMLs. However, under no circumstances should you try to activate both these Zone Directors at the same time. Basically, if a working scientist sim is visiting Sixam from the labs, then never try to send a sim to Sixam from home. It will cause a clash of Zone Directors and the game will crash and get stuck in an endless lot load screen. Though I have to say, you would have to try very hard with lots of faffing about, to set up the potential where you could send sims from both home and from the labs to Sixam at the same time. Not an easy thing to accomplish to begin with, but I strongly recommend you don't try to do it either.

     

    Personal Update - October 2018 - A few tweaks here and there, and also a new hidden buff for the visiting party aliens to do more fun things. Please take note of the name change of the mod as it will not overwrite the old version.

     

    Important Notes on Visitor Numbers

    300 - No, not a story based on the brave Spartans battling the Persians at Thermopylae, but certainly a tale regarding a clash of mods.

    In the case of all these WSC mods, it is highly advisable to use mods that allow higher visitor numbers than the Maxis default cap of 20.

    Without doing so, the street and venue mods of these WSC sets will probably not work as advertised, especially with a hit on the staff failing to attend, and will probably lead to player reports such as "this mod doesn't work properly for me," or "Staff are missing and keep leaving the lot."

    MC does have several functions to increase visitor numbers for world and per each lot. However I know they do not work the way I need them to work for my particular venue mods, hence I use a different mod method for controlling more sims and staff.
     
    Below are the alternative steps that I use, rather than MC's functions. Following this method should, hopefully, have you see the same results in your games as I do in my own when using the WSC mods.

    Step 1 - First, have all MC higher visitor numbers switched off. Both the main global visitor number increase option and all the separate venue options. In effect, all set to Maxis default. Deaderpool was kind enough to make these options switchable, after modders like myself requested it when the functions were first introduced to MC. As we like to do higher sim numbers and venue mods the old fashioned way to have more in-depth control of the numbers and staff flow per venue.

    Step 2 - Install this mod - 300ZoneSims.rar - A very simple mod with very little data on it, but powerful data indeed when it comes to altering sim visitor numbers. This allows up to 300 sims to be present in the one area. Including staff, visitors and all the street walkbys, as already stated they all count towards the max number allowed. Don't worry, your streets and venues are never going to get clogged up and overcrowded with 300 sims each time. That would kill the game with deadly lag! It all depends on how many sims modders, such as myself, then alter and include in the editing of Zone Director XMLs for all streets and venues. Personally I don't make too many sims come to venues. Usually only a little more than default 20. The 300 max is just nice to know that however many staff and visitors I have coming and going in my venue mods, and however many walkbys beetling the streets in the background, all together they'll never come close to hitting the 300 max and NPC staff should not fail to come or be turned away as "last-in-first-out" due to the Maxis default max cap being hit.

    Step 3 - As I am working my way through changing all venue types with visitor and staff changes, I have, as yet, not uploaded all relevant mods. Until I do so, I suspect it will be fine to activate the individual venue options in MC to allow more visitors for the specific venues I have not covered yet. Though be sure not to activate the global amount as it will override the 300 mod. Although, having suggested this, it is not fully verified and may not work the way I see it in my head. Activating any part of MC's visitor number options may simply override all my WSC mods. Player feedback would be helpful on this as due to continually testing my own stuff, I have no intention of activating any of the MC visitor and venue options in my game just to find out. I know I need them switched off (set to Maxis default) in my game for my mods to work, so off they stay.

     

    cool1_venuesSixam_AlwaysAlienPartyX14_BarX2_AlienDJ_NoRunNoFire.rar  - Updated for 1.55

    300ZoneSims.rar - (In case you did not read the important notes above.) - 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

    E6BBD7DE!00000003!000000000001B3FB.venue_HiddenAlienWorld.VenueTuning.xml

    6E0DDA9F!00000003!000000000001BE21.filter_bartender_AlienWorld.SimFilterTuning.xml

    0CA4C78B!00000003!000000000001BE22.template_bartender_AlienWorld.SimTemplateTuning.xml

    9C07855F!00000003!000000000001BE2A.job_barfly_AlienWorld.SituationJobTuning.xml

    0E4D15FB!00000003!000000000001BE28.role_barfly_AlienWorld.RoleStateTuning.xml

    6E0DDA9F!00000003!000000000001A637.filter_Alien_Undisguised.SimFilterTuning.xml

    This will conflict with any other mod using same resources. All other XMLs are specialized builds by me so should not conflict with anything else. Mod first made and uploaded with Game Version 1.39

     

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

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

    Reworked so now there's just one portal version only. All gender summoning features that were once split up between three portal versions are now all happily built into a new and improved single portal.

    The pie menu options have been reworked, to tidy up and neatly contain all the hidden lot travel options and the many sim summoning option. Much more easy to find what you want in the main pie menus and their sub-pie menus. Less clutter.

    All the age and occult choices are now divided into thee main summoning pie menu categories. One pie menu option is for females only, click on it and it opens to give you the many age and occult choices for females only. Another for males only, click on it to open all the age and occult choices to summon males only. And one quick "Any Sim" pie menu option. Click on it and it will summon any gender sim from any age group except toddlers. (No occults will be summoned for this quick choice.)

    Keep in mind, in all cases, the type of sim must exist in your world for the portal to summon them. As an example, if you selected Female Teenage Vampire, yet you have not made any such sims in your world yet, then the portal's special effects will activate, but it will not summon anyone. Basically, it does not "create" new sim types where none existed beforehand.

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

    I haven't actually tried to see if this mod covers the new aquarium object that came with C&D. I think it will as the new coding on the XMLs here look redesigned to be a coverall for any new aquariums that currently exist or have yet to come. If anyone checks in game and confirms here before I do then you have my thanks. I've just got to remember to do it when I'm next in game.  

×
×
  • Create New...