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coolspear

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  1. Note - December 2024 - Mod not currently available. Only when Maxis quits patching the game, will these Impeccable Quality fixes and the hundreds of files they use be updated.

    *****

    This mod adjust two things regarding Gourmet recipes. Firstly it makes all recipes from the Gourmet range available for Impeccable quality. By Maxis default about a third of the meals could not be Impeccable. The reasoning? Who knows. Now they all are. Plus I have made them all a little bit easier to be Impeccable, especially helpful for the skill level 10 meals that very rarely come out Impeccable, despite your sim's skills, traits and moods. In order for your sims to make Impeccable quality food, they will need the Stoves & Grills Master buyable trait.

     

     

     

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

     

     

     

    XML Resource Used:

    Spoiler

    EB97F823!00000000!0000000000003D5A.recipe_Food_Gourmet_GnocchiButternut-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D5B.recipe_Food_Gourmet_GnocchiButternut-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D5C.recipe_Food_Gourmet_GnocchiButternut-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D5D.recipe_Food_Gourmet_LobsterThermidor-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D5E.recipe_Food_Gourmet_LobsterThermidor-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D5F.recipe_Food_Gourmet_LobsterThermidor-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6A.recipe_Food_Gourmet_Parfait-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6B.recipe_Food_Gourmet_PastaPrimavera-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6C.recipe_Food_Gourmet_PastaPrimavera-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6D.recipe_Food_Gourmet_PastaPrimavera-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6E.recipe_Food_Gourmet_RackOfLamb-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D6F.recipe_Food_Gourmet_RackOfLamb-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7A.recipe_Food_Gourmet_SandwichMonteCristo-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7B.recipe_Food_Gourmet_SandwichMonteCristo-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7C.recipe_Food_Gourmet_SandwichMonteCristo-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7D.recipe_Food_Gourmet_TortelliniLobster-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7E.recipe_Food_Gourmet_TortelliniLobster-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D7F.recipe_Food_Gourmet_TortelliniLobster-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D51.recipe_Food_Gourmet_AsparagusProscuittoWrapped-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D52.recipe_Food_Gourmet_AsparagusProscuittoWrapped-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D53.recipe_Food_Gourmet_AsparagusProscuittoWrapped-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D54.recipe_Food_Gourmet_BakedAlaska-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D55.recipe_Food_Gourmet_BakedAlaska-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D56.recipe_Food_Gourmet_BakedAlaska-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D57.recipe_Food_Gourmet_FrittataSpinach-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D58.recipe_Food_Gourmet_FrittataSpinach-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D59.recipe_Food_Gourmet_FrittataSpinach-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D60.recipe_Food_Gourmet_MeuniereTrout-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D61.recipe_Food_Gourmet_MeuniereTrout-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D62.recipe_Food_Gourmet_MeuniereTrout-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D63.recipe_Food_Gourmet_NoodlesGarlic-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D64.recipe_Food_Gourmet_NoodlesGarlic-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D65.recipe_Food_Gourmet_NoodlesGarlic-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D66.recipe_Food_Gourmet_NYCheesecake-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D67.recipe_Food_Gourmet_NYCheesecake-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D68.recipe_Food_Gourmet_Parfait-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D69.recipe_Food_Gourmet_Parfait-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D70.recipe_Food_Gourmet_RackOfLamb-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D71.recipe_Food_Gourmet_SaladCaprese-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D72.recipe_Food_Gourmet_SaladCaprese-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D73.recipe_Food_Gourmet_SaladCaprese-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D74.recipe_Food_Gourmet_SalmonHerbCrusted-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D75.recipe_Food_Gourmet_SalmonHerbCrusted-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D76.recipe_Food_Gourmet_SalmonHerbCrusted-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D77.recipe_Food_Gourmet_SaltimboccaChicken-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D78.recipe_Food_Gourmet_SaltimboccaChicken-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D79.recipe_Food_Gourmet_SaltimboccaChicken-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008B2C.recipe_Food_Gourmet_CakeBlackWhite-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008B29.recipe_Food_Gourmet_CakeBlackWhite-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008B73.recipe_Food_Gourmet_CakeWhiteBlack-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008B74.recipe_Food_Gourmet_CakeWhiteBlack-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008BDF.recipe_Food_Gourmet_SaltPepperShrimp-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008BEC.recipe_Food_Gourmet_SaltPepperShrimp-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017CC4.recipe_Food_Gourmet_CakeWedding-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017CC5.recipe_Food_Gourmet_CakeWedding-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000018EAE.recipe_Food_Gourmet_Ambrosia-Single.RecipeTuning.xml
    EB97F823!00000001!000000000001C840.recipe_Food_Gourmet_VegetableTempura-Single.RecipeTuning.xml
    EB97F823!00000001!000000000001C841.recipe_Food_Gourmet_VegetableTempura-Medium.RecipeTuning.xml
    EB97F823!00000001!000000000001C842.recipe_Food_Gourmet_VegetableTempura-Large.RecipeTuning.xml
    EB97F823!00000001!000000000001C843.recipe_Food_Gourmet_CevicheAndChips-Single.RecipeTuning.xml
    EB97F823!00000001!000000000001C844.recipe_Food_Gourmet_CevicheAndChips-Medium.RecipeTuning.xml
    EB97F823!00000001!000000000001C845.recipe_Food_Gourmet_CevicheAndChips-Large.RecipeTuning.xml
    EB97F823!00000001!000000000001C846.recipe_Food_Gourmet_AlmondMacaroons-Large.RecipeTuning.xml
    EB97F823!00000001!000000000001C847.recipe_Food_Gourmet_AlmondMacaroons-Medium.RecipeTuning.xml
    EB97F823!00000001!000000000001C848.recipe_Food_Gourmet_AlmondMacaroons-Single.RecipeTuning.xml
    EB97F823!00000000!000000000001D190.recipe_Food_Gourmet_Fruitcake-Large.RecipeTuning.xml
    EB97F823!00000000!000000000001D191.recipe_Food_Gourmet_Fruitcake-Single.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE7C.recipe_Food_Gourmet_CaesarSalad-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE7D.recipe_Food_Gourmet_Tiramisu-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE7F.recipe_Food_Gourmet_Tiramisu-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE61.recipe_Food_Gourmet_ButternutSquashSoup-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE62.recipe_Food_Gourmet_ButternutSquashSoup-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE63.recipe_Food_Gourmet_ButternutSquashSoup-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE77.recipe_Food_Gourmet_EggsBenedict-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE78.recipe_Food_Gourmet_EggsBenedict-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE79.recipe_Food_Gourmet_EggsBenedict-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE7A.recipe_Food_Gourmet_CaesarSalad-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE7B.recipe_Food_Gourmet_CaesarSalad-Medium.RecipeTuning.xml

    This will conflict with any other mod using same resources.

     

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

  2. Note - December 2024 - Mod not currently available. Only when Maxis quits patching the game, will these Impeccable Quality fixes and the hundreds of files they use be updated.

    *****

     

    This mod adjust two things regarding Homestyle recipes. Firstly it makes all recipes from the Homestyle range available for Impeccable quality. By Maxis default about a third of the meals could not be Impeccable. The reasoning? Who knows. Now they all are. Plus I have made them all a little bit easier to be Impeccable, especially helpful for the skill level 10 meals that very rarely come out Impeccable, despite your sim's skills, traits and moods. In order for your sims to make Impeccable quality food, they will need the Stoves & Grills Master buyable trait.

     

     

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

     

    XML Resource Used:

    Spoiler

    EB97F823!00000000!0000000000003D8C.recipe_Food_Homestyle_Chili-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D8D.recipe_Food_Homestyle_FrenchToast-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D8E.recipe_Food_Homestyle_FrenchToast-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D8F.recipe_Food_Homestyle_FrenchToast-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9A.recipe_Food_Homestyle_Pancakes-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9B.recipe_Food_Homestyle_Pancakes-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9C.recipe_Food_Homestyle_RoastChicken-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9D.recipe_Food_Homestyle_RoastChicken-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9E.recipe_Food_Homestyle_Spaghetti-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D9F.recipe_Food_Homestyle_Spaghetti-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D80.recipe_Food_Homestyle_ApplePie-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D81.recipe_Food_Homestyle_ApplePie-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D82.recipe_Food_Homestyle_BLT-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D83.recipe_Food_Homestyle_BLT-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D84.recipe_Food_Homestyle_BLT-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D85.recipe_Food_Homestyle_Cake-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D86.recipe_Food_Homestyle_Cake-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D87.recipe_Food_Homestyle_ChickenStirFry-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D88.recipe_Food_Homestyle_ChickenStirFry-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D89.recipe_Food_Homestyle_ChickenStirFry-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D90.recipe_Food_Homestyle_GardenSalad-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D91.recipe_Food_Homestyle_GardenSalad-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D92.recipe_Food_Homestyle_GardenSalad-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D93.recipe_Food_Homestyle_GrilledCheese-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D94.recipe_Food_Homestyle_GrilledCheese-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D95.recipe_Food_Homestyle_GrilledCheese-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D96.recipe_Food_Homestyle_Omelet-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D97.recipe_Food_Homestyle_Omelet-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000003D98.recipe_Food_Homestyle_Omelet-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000003D99.recipe_Food_Homestyle_Pancakes-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003DA0.recipe_Food_Homestyle_Spaghetti-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000007EB8.recipe_Food_Homestyle_EggsToast-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000007ECD.recipe_Food_Homestyle_EggsToast-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000007ECE.recipe_Food_Homestyle_EggsToast-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008AAC.recipe_Food_Homestyle_CakeHamburger-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008AAD.recipe_Food_Homestyle_CakeHamburger-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008AFE.recipe_Food_Homestyle_CasseroleTaco-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008AFF.recipe_Food_Homestyle_CasseroleTaco-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000008B00.recipe_Food_Homestyle_CasseroleTaco-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008B8D.recipe_Food_Homestyle_BlackWhiteCookie-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000008B8E.recipe_Food_Homestyle_BlackWhiteCookie-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008B89.recipe_Food_Homestyle_BlackWhiteCookie-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000009F5F.recipe_Food_Homestyle_GummyBearPancakes-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000009F6F.recipe_Food_Homestyle_ProteinPlate-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000009F43.recipe_Food_Homestyle_GummyBearPancakes-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000009F54.recipe_Food_Homestyle_GummyBearPancakes-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000009F62.recipe_Food_Homestyle_CookieHeart-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000009F66.recipe_Food_Homestyle_CookieHeart-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000009F86.Recipe_Food_Homestyle_ProteinPlate-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000009F87.Recipe_Food_Homestyle_ProteinPlate-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000009FA0.recipe_Food_Homestyle_SpaghettiFlaming-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000009FA8.recipe_Food_Homestyle_SpaghettiFlaming-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000009FA9.recipe_Food_Homestyle_SpaghettiFlaming-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017B24.recipe_Food_Homestyle_GardenSalad-Single_Rummaged.RecipeTuning.xml
    EB97F823!00000000!0000000000017B28.recipe_Food_Homestyle_MacNCheese-Single_Rummaged.RecipeTuning.xml
    EB97F823!00000000!0000000000017CBB.recipe_Food_Homestyle_CakeChocolate-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017CBC.recipe_Food_Homestyle_CakeChocolate-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000017CBE.recipe_Food_Homestyle_CakeStrawberry-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017CBF.recipe_Food_Homestyle_CakeStrawberry-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000017CC1.recipe_Food_Homestyle_CakeBlue-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000017CC2.recipe_Food_Homestyle_CakeBlue-Single.RecipeTuning.xml
    EB97F823!00000000!00000000000082A1.recipe_Food_Homestyle_MacNCheese-Medium.RecipeTuning.xml
    EB97F823!00000000!00000000000082A2.recipe_Food_Homestyle_MacNCheese-Large.RecipeTuning.xml
    EB97F823!00000000!00000000000082AC.recipe_Food_Homestyle_CasseroleTuna-Single.RecipeTuning.xml
    EB97F823!00000000!00000000000082AE.recipe_Food_Homestyle_CasseroleTuna-Medium.RecipeTuning.xml
    EB97F823!00000000!00000000000082B5.recipe_Food_Homestyle_CasseroleTuna-Large.RecipeTuning.xml
    EB97F823!00000000!00000000000088F3.recipe_Food_Homestyle_Hamburger-Large.RecipeTuning.xml
    EB97F823!00000000!00000000000206D7.recipe_Food_Homestyle_GrilledCheese_MeltMaster.RecipeTuning.xml
    EB97F823!00000000!000000000000800A.recipe_Food_Homestyle_ChipsSalsa-Medium.RecipeTuning.xml
    EB97F823!00000000!000000000000827F.recipe_Food_Homestyle_ScrambledEggs-Medium.RecipeTuning.xml
    EB97F823!00000000!000000000000828A.recipe_Food_Homestyle_CookieChocolateChip-Large.RecipeTuning.xml
    EB97F823!00000000!000000000000829F.recipe_Food_Homestyle_MacNCheese-Single.RecipeTuning.xml
    EB97F823!00000000!000000000000841F.recipe_Food_Homestyle_CakeSignature-Large.RecipeTuning.xml
    EB97F823!00000000!000000000000947B.recipe_Food_Homestyle_Hamburger-Single.RecipeTuning.xml
    EB97F823!00000000!000000000001266E.recipe_Food_Homestyle_Grill_HotDog-Large.RecipeTuning.xml
    EB97F823!00000000!000000000001266F.recipe_Food_Homestyle_Grill_HotDog-Single.RecipeTuning.xml
    EB97F823!00000000!000000000001268A.recipe_Food_Homestyle_Grill_TofuDog-Single.RecipeTuning.xml
    EB97F823!00000000!000000000001290A.recipe_Food_Homestyle_Fish&Chips-Large.RecipeTuning.xml
    EB97F823!00000000!000000000001295B.recipe_Food_Homestyle_PanFriedTilapia-Single.RecipeTuning.xml
    EB97F823!00000000!000000000001295D.recipe_Food_Homestyle_PanFriedTilapia-Large.RecipeTuning.xml
    EB97F823!00000000!000000000001295E.recipe_Food_Homestyle_PanFriedTilapia-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000008007.recipe_Food_Homestyle_ChipsSalsa-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008015.recipe_Food_Homestyle_ChipsSalsa-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008274.recipe_Food_Homestyle_ScrambledEggs-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008280.recipe_Food_Homestyle_ScrambledEggs-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000008284.recipe_Food_Homestyle_CookieChocolateChip-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000008289.recipe_Food_Homestyle_CookieChocolateChip-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000008421.recipe_Food_Homestyle_CakeSignature-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012674.recipe_Food_Homestyle_Grill_Chicken-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012675.recipe_Food_Homestyle_Grill_Chicken-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012678.recipe_Food_Homestyle_Grill_Salmon-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012679.recipe_Food_Homestyle_Grill_Salmon-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012680.recipe_Food_Homestyle_Grill_Steak-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012681.recipe_Food_Homestyle_Grill_Steak-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012686.recipe_Food_Homestyle_VeggieBurger-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012687.recipe_Food_Homestyle_VeggieBurger-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012689.recipe_Food_Homestyle_Grill_TofuDog-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012900.recipe_Food_Homestyle_Fish&Chips-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012906.recipe_Food_Homestyle_BlackenedBass-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012907.recipe_Food_Homestyle_BlackenedBass-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000012908.recipe_Food_Homestyle_BlackenedBass-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012909.recipe_Food_Homestyle_Fish&Chips-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000012957.recipe_Food_Homestyle_Cioppino-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012959.recipe_Food_Homestyle_Cioppino-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000012961.recipe_Food_Homestyle_FishTacos-Single.RecipeTuning.xml
    EB97F823!00000000!0000000000012962.recipe_Food_Homestyle_FishTacos-Medium.RecipeTuning.xml
    EB97F823!00000000!0000000000012963.recipe_Food_Homestyle_FishTacos-Large.RecipeTuning.xml
    EB97F823!00000001!000000000001C83E.recipe_Food_Homestyle_Grill_SausageAndPeppers-Large.RecipeTuning.xml
    EB97F823!00000001!000000000001C83F.recipe_Food_Homestyle_Grill_SausageAndPeppers-Single.RecipeTuning.xml
    EB97F823!00000002!0000000000018FE9.Recipe_Food_Homestyle_Grill_ShishKebabs-Single.RecipeTuning.xml
    EB97F823!00000002!0000000000018FEA.Recipe_Food_Homestyle_Grill_ShishKebabs-Large.RecipeTuning.xml
    EB97F823!00000002!0000000000018FF0.Recipe_Food_Homestyle_Grill_BakedPotato-Single.RecipeTuning.xml
    EB97F823!00000002!0000000000018FF1.Recipe_Food_Homestyle_Grill_BakedPotato-Large.RecipeTuning.xml
    EB97F823!00000002!0000000000018FF5.Recipe_Food_Homestyle_Grill_GrilledFruit-Single.RecipeTuning.xml
    EB97F823!00000002!0000000000018FF6.Recipe_Food_Homestyle_Grill_GrilledFruit-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190A2.recipe_Food_Homestyle_FriedFish_Grill_Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190A3.recipe_Food_Homestyle_FriedFish_Grill_Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190A4.recipe_Food_Homestyle_FriedFish_Stove_Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190A5.recipe_Food_Homestyle_FriedFish_Stove_Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190B2.recipe_Food_Homestyle_BreakfastScramble_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190B3.recipe_Food_Homestyle_BreakfastScramble_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190B4.recipe_Food_Homestyle_BreakfastScramble_Stove-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190B5.recipe_Food_Homestyle_BreakfastScramble_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190B9.recipe_Food_Homestyle_Gumbo_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190BA.recipe_Food_Homestyle_Gumbo_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190BB.recipe_Food_Homestyle_Gumbo_Stove-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190BC.recipe_Food_Homestyle_Gumbo_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190BD.recipe_Food_Homestyle_FranksAndBeans_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190BE.recipe_Food_Homestyle_FranksAndBeans_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190BF.recipe_Food_Homestyle_FranksAndBeans_Stove-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190C0.recipe_Food_Homestyle_FranksAndBeans_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190C1.recipe_Food_Homestyle_FruitCobbler_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190C2.recipe_Food_Homestyle_FruitCobbler_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190C3.recipe_Food_Homestyle_FruitCobbler_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190C4.recipe_Food_Homestyle_FruitCobbler_Stove-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190C5.recipe_Food_Homestyle_CampersStew_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190C6.recipe_Food_Homestyle_CampersStew_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190C7.recipe_Food_Homestyle_CampersStew_Stove-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190C8.recipe_Food_Homestyle_CampersStew_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190C9.recipe_Food_Homestyle_WalleyeSurprise_Grill-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190CA.recipe_Food_Homestyle_WalleyeSurprise_Grill-Large.RecipeTuning.xml
    EB97F823!00000002!00000000000190CB.recipe_Food_Homestyle_WalleyeSurprise_Stove-Single.RecipeTuning.xml
    EB97F823!00000002!00000000000190CC.recipe_Food_Homestyle_WalleyeSurprise_Stove-Large.RecipeTuning.xml
    EB97F823!00000006!000000000001CEB1.recipe_Food_Homestyle_QuinoaSalad_Single.RecipeTuning.xml
    EB97F823!00000006!000000000001CEB2.recipe_Food_Homestyle_QuinoaSalad_Medium.RecipeTuning.xml
    EB97F823!00000006!000000000001CEEA.recipe_Food_Homestyle_QuinoaSalad_Large.RecipeTuning.xml
    EB97F823!00000006!000000000001CEEC.recipe_Food_Homestyle_CarobCake_Single.RecipeTuning.xml
    EB97F823!00000006!000000000001CEEE.recipe_Food_Homestyle_CarobCake_Large.RecipeTuning.xml
    EB97F823!00000008!000000000001EE80.recipe_Food_Homestyle_SpookyCookies-Single.RecipeTuning.xml
    EB97F823!00000008!000000000001EE81.recipe_Food_Homestyle_SpookyCookies-Medium.RecipeTuning.xml
    EB97F823!00000008!000000000001EE82.recipe_Food_Homestyle_SpookyCookies-Large.RecipeTuning.xml
    EB97F823!00000008!000000000001EE87.recipe_Food_Homestyle_CorpseCake-Single.RecipeTuning.xml
    EB97F823!00000008!000000000001EE89.recipe_Food_Homestyle_CorpseCake-Large.RecipeTuning.xml
    EB97F823!00000008!000000000001EEB1.recipe_Food_Homestyle_CheeseEyeballs-Single.RecipeTuning.xml
    EB97F823!00000008!000000000001EEB2.recipe_Food_Homestyle_CheeseEyeballs-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D8A.recipe_Food_Homestyle_Chili-Large.RecipeTuning.xml
    EB97F823!00000000!0000000000003D8B.recipe_Food_Homestyle_Chili-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE6D.recipe_Food_Homestyle_ClamChowder-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE6E.recipe_Food_Homestyle_FruitSalad-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE6F.recipe_Food_Homestyle_FruitSalad-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE70.recipe_Food_Homestyle_FruitSalad-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE71.recipe_Food_Homestyle_ItalianMeatballs-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE72.recipe_Food_Homestyle_ItalianMeatballs-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE73.recipe_Food_Homestyle_ItalianMeatballs-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE74.recipe_Food_Homestyle_Minestrone-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE75.recipe_Food_Homestyle_Minestrone-Medium.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE76.recipe_Food_Homestyle_Minestrone-Large.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE6B.recipe_Food_Homestyle_ClamChowder-Small.RecipeTuning.xml
    EB97F823!0000000A!000000000001FE6C.recipe_Food_Homestyle_ClamChowder-Medium.RecipeTuning.xml

    This will conflict with any other mod using same resources.

     

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

  3. The mod here stops food and drink from ever decaying. There is already a buyable trait from Reward Store that does this. However, it does not work in all instances. Such as spawning large group meals on the buffet table, they'll come with a decay countdown no matter if the sim has the Fresh Chef trait or not. This mod makes everything non-decay from start, such that you don't need to give sims the buyable trait, especially if it's only going to half work because Maxis have not been universally thorough in the coding.

     

    cool1_food&drink_NoDecay.rar- Sill good for Life & Death patch.

     

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

     

    XML Resource Used:

    339BC5BD!00000000!00000000000040CF_commodity_freshness_StatisticTuning.xml

    This will conflict with any other mod using same resources.

     

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

  4. 1 - What Type of Mods?

    As the title suggest, this section will be for all mods relating to Food & Drink. Whether the mods are general, simple tweaks, or specialized reworks, rather than put them into other sections, it'll be best to keep them all here under a single, sensible theme.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  5. This set of mods began life soon after Maxis implemented a change to redress an annoyance for retired scientists. That Maxis change came about after many players complained it was just plain silly, that after a scientist retired from the career, they instantly forgot how to make serums on the Chemistry Lab object. Maxis tidied this up by introducing the "Has Been Scientist" hidden trait that is given to a retired scientist, so they may continue remembering and making serum recipes.

    Nice, but what about the Robot Invention Constructor stuff? Shouldn't the same rule apply? And why just limit serums and inventions to scientists, whether employed or retired? Maybe not everyone wants to have a scientist job, but they might still want a Cloning Machine as a great help in the kitchen, or a Sixam Wormhole Generator, or a neat Raygun! And of course, the multitude of serums.

    The mods here have evolved much more beyond the need of the hidden Has Been Scientist trait. To the point it is no longer required at all. They now concentrate on the hidden Male and Female traits, to open up Serums and Inventions to every sim teenage and above, to make whatever they want whenever they want, even if they don't know how to spell scientist, let alone Has Been one. So the titular "Retired Scientist" has just stuck because that's how these mods began life, even though it is no longer a true representation of what they are now. "Males and Females Can Make Stuff," would now be more apt, but I don't think as catchy. :giggle2:

     

    Has Been Scientist Hidden Trait now with Icon & Text - (Debug access required.)

    Even though this hidden trait is no longer strictly needed for these mods to work, I thought I'd leave this mod as part of the set because, what the hey, I made it already. What it does is give the hidden trait a more identifiable science icon, rather than the default generic llama icon, and also a text string to say "Has Been Scientist," rather than the default blank box. So now in debug options it is actually possible to identify in the traits list, if you wish to apply or remove it. Though that's now entirely up to you if you want to, as it is no longer a requirement for these mods to work. (Please see footnote on how to access and use Debug options.)

     

    Breakthroughs All - (Debug access required.)

    While in the science career, your sim will steadily earn these highly needed Breakthroughs, up to a maximum of 21 Breakthroughs, so as to finally make all serums, inventions and be able to upgrade those high end inventions. Normally only scientists can earn Breakthroughs. There is also a debug cheat where you can give your scientists some, or all, of the Breakthroughs. But again, only if they are in the scientist career. This mod opens up that debug cheat to be available for all sims Male and Female, so they can be given the maximum 21 Breakthroughs, so they may create serums, inventions and do important upgrades on those inventions. All that is required is that they are either Male or Female teenage or above. No more "Has Been Scientist" trait or science career needed. (Please see footnote on how to access and use Debug options.)

     

    Robot Invention Constructor Create & Faster Creating and Upgrading Inventions

    This mod allows Males and Females with all Breakthroughs to make and upgrade any invention they like. And to also talk with and befriend the Robot part of the constructor machine.

    Update July 2018 - This mod now tweaked so sims create and upgrade inventions much, much quicker. Over three times faster. Just hurry it up already! Life's too short. Especially if you're a sim.

     

    Chemistry Lab Create

    Male and Females with all Breakthrough can make all serums. Try not to kill granddad making him drink those crazy concoctions, eh? Also the "Experiment" function and "Push Big Red Button" function are also opened up for anyone to try. Experiment is primarily there for proper scientists to earn Breakthroughs while on the job. For non-scientists it is nothing more than a waste of time. But some of your requested it, so here it is. Push Big Red Button? Good luck with that...

     

    Inventions No Ingredients Needed

    These recipe XMLs also needed the Male and Female code injection, too, for them to work for anyone. But I also thought the fact that we need special Elements as part of the ingredients, than can only be acquired through sending off rocks and crystals in the mail, and waiting for the Elements to come back the next day, so how the heck do scientists do that down at the Labs when it's up on the Daily Task Bar to create an invention? That wasn't thought through particularly well. The original idea for no invention ingredients needed was from a mod by the excellent NightTorch.

     

    Serums No Ingredients Needed

    And again the Male and Female code needed to be injected into the serum recipe XMLs. And after that, just to keep it in line with the invention recipes, I also made them as no ingredients needed, just like the NightTorch original mod.

     

    Get To Work EP is a required install for these mod to be of any use in your game. All mods here, except one, are required together for it all to be successful in your game. They do need each other, except for the Has Been Scientist Trait with icon and text. That mod is now optional. Though I still use it in my own game. After all, I still like to identify the trait in the list, and out of professionalism I still actually apply it to sims, even though it is no longer necessary to do so.

    December 2018 - Constructor Room - Uploaded on request. After Seasons patch, when placing a new constructor machine on a lot, all its functions were/are greyed out and no sim can use it. This happened in my game as well as all others. Of course I checked this mod to see what new, inexplicable fubar occurred, and I found no fault with the mod. Yet all new constructor options were greyed out. However, playing households that had working constructors that pre-dated the patch, the constructors were fine. And all new non-scientist sims with the help of the Breakthroughs mod were still perfectly capable of using older, pre-patch constructor machines. WTF? That's not an issue with a mod then, is it. I then tried a trick to place a working constructor into a small room, copy room to my library, then place cloned room into any new homes to see if it would work. Bingo, it did, no greyed-out options. Cloned constructor works every time. Definitely not a mod issue. So I'm uploading that same cloned room here for you to try the same trick for placing a "new" constructor on newly built lots. In case you have no constructors in your world that predate the Seasons patch. I can only hope the constructor survives the uploading/downloading process and the trick works the same in your game as it does in mine. Feedback on this will be very welcome. Place files in your Tray Folder then find small room in your library. You will have to check the Unhide CC box to see it in your library as with these mods it is considered a modded CC object/room.

     

     cool1_retiredSci1_HasBeenScientistTrait_Icon&Text.rar  - No update required

    cool1_retiredSci2_BreakthroughsAll_Debug.rar  - No update required

    cool1_retiredSci3_InventionConstructor_Create&UpgradeInventionsFaster.rar  - Updated for 1.47

    cool1_retiredSci3_ChemistryLab_Create.rar  - No update required

    cool1_retiredSci4_NoIngredients_Constructor.rar  - No update required

    cool1_retiredSci4_NoIngredients_Serums.rar  - No update required

    Constructor Room

    Constructor Room.rar  -  Hope it helps.

     

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

     

    XML Resource Used:

    Spoiler

    Trait Icon & Text
    CB5FDDC7!00000003!0000000000020239_trait_Hidden_HasBeenScientist_TraitTuning.xml
    Breakthroughs All
    0C772E27!00000003!000000000001A6EA_loot_Career_Scientist_Breakthrough_Lightbulb_ActionTuning.xml
    0C772E27!00000003!000000000001AC1C.loot_Career_Scientist_Breakthrough_All.ActionTuning.xml
    E882D22F!00000003!000000000001AC1B_si_cheat_CareerScientist_Breakthrough_All_InteractionTuning.xml
    Invention Constructor Create
    E882D22F!00000003!000000000001AC9A.si_InventionConstructor_Chat.InteractionTuning.xml
    E882D22F!00000003!000000000001AC9E.si_InventionConstructor_PutDeviceInInventory.InteractionTuning.xml
    E882D22F!00000003!000000000001AC98.si_InventionConstructor_ScrapDevice.InteractionTuning.xml
    E882D22F!00000003!000000000001AC99.si_InventionConstructor_Brainstorm.InteractionTuning.xml
    E882D22F!00000003!000000000001AEAC.si_SimRay_UpgradeSimRay_TransformObject.InteractionTuning.xml
    E882D22F!00000003!000000000001B0BB.si_SimRay_UpgradeSimRay_MindControl_Clean.InteractionTuning.xml
    E882D22F!00000003!000000000001B0BC.si_SimRay_UpgradeSimRay_MindControl_Eat.InteractionTuning.xml
    E882D22F!00000003!000000000001B0BD.si_SimRay_UpgradeSimRay_MindControl_Panic.InteractionTuning.xml
    E882D22F!00000003!000000000001B0BE.si_SimRay_UpgradeSimRay_MindControl_Sit.InteractionTuning.xml
    E882D22F!00000003!000000000001B0BF.si_SimRay_UpgradeSimRay_MindControl_Sleep.InteractionTuning.xml
    E882D22F!00000003!000000000001B0C0.si_SimRay_UpgradeSimRay_MindControl_ChangeClothes.InteractionTuning.xml
    E882D22F!00000003!000000000001B0C1.si_SimRay_UpgradeSimRay_TransformSim.InteractionTuning.xml
    E882D22F!00000003!000000000001B493.si_Object_AlienPortal_Upgrade.InteractionTuning.xml
    E882D22F!00000003!000000000001B543.cpcoisi_inventionConstructor_CreateMemoryStick.InteractionTuning.xml
    E882D22F!00000003!000000000001B553.objectInInventoryPicker_InventionConstructor_Resume.InteractionTuning.xml
    E882D22F!00000003!000000000001B562.cloningMachine_Upgrade.InteractionTuning.xml
    E882D22F!00000003!000000000001B582.si_Object_SatelliteDish_Upgrade.InteractionTuning.xml
    E882D22F!00000003!000000000001BA69.si_SimRay_UpgradeSimRay_TransformObject_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAA6.si_SimRay_UpgradeSimRay_TransformSim_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD1.si_SimRay_UpgradeSimRay_MindControl_ChangeClothes_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD2.si_SimRay_UpgradeSimRay_MindControl_Clean_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD3.si_SimRay_UpgradeSimRay_MindControl_Eat_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD4.si_SimRay_UpgradeSimRay_MindControl_Panic_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD5.si_SimRay_UpgradeSimRay_MindControl_Sit_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001BAD6.si_SimRay_UpgradeSimRay_MindControl_Sleep_cont.InteractionTuning.xml
    E882D22F!00000003!000000000001C5D4.si_CareerScientist_Tinker_InventionConstructor.InteractionTuning.xml
    E882D22F!00000003!000000000001C11C.objectInInventoryPicker_InventionConstructor_Scrap.InteractionTuning.xml
    E882D22F!00000003!000000000001C17A.si_InventionConstructor_CreateDevice_AlienPortal.InteractionTuning.xml
    E882D22F!00000003!000000000001C176.si_InventionConstructor_CreateDevice_SimRay.InteractionTuning.xml
    E882D22F!00000003!000000000001C177.si_InventionConstructor_CreateDevice_SatelliteDish.InteractionTuning.xml
    E882D22F!00000003!000000000001C178.si_InventionConstructor_CreateDevice_CloningMachine.InteractionTuning.xml
    E882D22F!00000003!000000000001C179.si_InventionConstructor_CreateDevice_HoverLamp.InteractionTuning.xml
    E882D22F!00000003!000000000001AA18.si_InventionConstructor_CreateDevice_MomentumConserver.InteractionTuning.xml
    E882D22F!00000003!000000000001AA57.scsi_InventionConstructor_Device.InteractionTuning.xml
    Chemistry Lab Create, Experiment, Push Big Red Button
    7DF2169C!00000003!0000000000022654_testSet_CurrentOrFormerScientist_SnippetTuning.xml
    E882D22F!00000003!000000000001BBBB_sI_ChemistryLab_ElectrocutePlayer_InteractionTuning.xml
    E882D22F!00000003!0000000000019AFF_si_ChemistryLab_Experiment_InteractionTuning.xml
    Recipes Inventions
    EB97F823!00000003!000000000001AB50.recipe_Device_MomentumConserver.RecipeTuning.xml
    EB97F823!00000003!000000000001AB51.recipe_Device_AlienPortal.RecipeTuning.xml
    EB97F823!00000003!000000000001AB52.recipe_Device_CloningMachine.RecipeTuning.xml
    EB97F823!00000003!000000000001AB59.recipe_Device_SatelliteDish.RecipeTuning.xml
    EB97F823!00000003!000000000001AA1D.recipe_Device_SimRay.RecipeTuning.xml
    EB97F823!00000003!000000000001AB4F.recipe_Device_HoverLamp.RecipeTuning.xml
    Recipes Serums
    EB97F823!00000003!0000000000019A4C.recipe_Drink_Serums_ReapersFriend_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A4D.recipe_Drink_Serums_RedHot_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A4E.recipe_Drink_Serums_RosePerfume_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A4F.recipe_Drink_Serums_Slimify_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A45.recipe_Drink_Serums_AlienAura_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A46.recipe_Drink_Serums_Embiggen_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A47.recipe_Drink_Serums_FixersLuck_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A49.recipe_Drink_Serums_GhostGoo_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A50.recipe_Drink_Serums_Smart_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A51.recipe_Drink_Serums_SnakeOil_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A52.recipe_Drink_Serums_SparkDrive_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A53.recipe_Drink_Serums_SyntheticFood_Tainted.RecipeTuning.xml
    EB97F823!00000003!00000000000198F7.recipe_Drink_Serums_SyntheticFood.RecipeTuning.xml
    EB97F823!00000003!00000000000198F8.recipe_Drink_Serums_SnakeOil.RecipeTuning.xml
    EB97F823!00000003!00000000000198F9.recipe_Drink_Serums_RedHot.RecipeTuning.xml
    EB97F823!00000003!00000000000198FA.recipe_Drink_Serums_RosePerfume.RecipeTuning.xml
    EB97F823!00000003!00000000000198FB.recipe_Drink_Serums_GhostGoo.RecipeTuning.xml
    EB97F823!00000003!00000000000198FC.recipe_Drink_Serums_Embiggen.RecipeTuning.xml
    EB97F823!00000003!00000000000198FD.recipe_Drink_Serums_Slimify.RecipeTuning.xml
    EB97F823!00000003!00000000000198FE.recipe_Drink_Serums_OxStrength.RecipeTuning.xml
    EB97F823!00000003!00000000000198FF.recipe_Drink_Serums_Smart.RecipeTuning.xml
    EB97F823!00000003!0000000000019900.recipe_Drink_Serums_NeedFixer.RecipeTuning.xml
    EB97F823!00000003!0000000000019901.recipe_Drink_Serums_SparkDrive.RecipeTuning.xml
    EB97F823!00000003!0000000000019902.recipe_Drink_Serums_ReapersFriend.RecipeTuning.xml
    EB97F823!00000003!0000000000019903.recipe_Drink_Serums_FixersLuck.RecipeTuning.xml
    EB97F823!00000003!0000000000019904.recipe_Drink_Serums_AlienAura.RecipeTuning.xml
    EB97F823!00000003!0000000000019907.recipe_Drink_Serums_AgeAway.RecipeTuning.xml
    EB97F823!00000003!0000000000019A2A.recipe_Drink_Serums_AgeAway_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A4A.recipe_Drink_Serums_NeedFixer_Tainted.RecipeTuning.xml
    EB97F823!00000003!0000000000019A4B.recipe_Drink_Serums_OxStrength_Tainted.RecipeTuning.xml

    This will conflict with any other mod using same resources.

     

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

     

    Footnote - How to access and use Debug options:

    To quickly access debug options, an additional mod is needed to make them available. Please see spoiler for options. 

    Spoiler

    MC Command Centre is the mod I use as it has settings to access debug options. Find that here - https://deaderpoolmc.tumblr.com/

    For those who do not want to use MC, weerbesu also updated clown's old debug mod on MTS. Find that here -  http://www.modthesims.info/download.php?t=532735

    To find weerbesu's updated version, open comments section on clown's mod, go to page 26, post #627 and see weerbesu's link. 

    With debug options made available, hold down Shift Key and click on sim for the hidden debug pie menu options to display. With this Breakthroughs All mod installed, all sims teenage and above will have a pie menu option called "Scientist..." Open that to find another option "All Breakthroughs" and click to apply. The Breakthroughs Light Bulb icon and sound effect should next appear over the sim's head to indicate they are maxed out and ready to start creating stuff.

  6. Part 3 of the Scientist Career reimagined set is all to do with the planet Sixam and the party-mad aliens thereof.

    Get To Work EP is a required install for these mods to be of any use in your game.

    Sixam Party Always Active from Labs

    This mod cuts out the middle man. That forgetful alien representative, who seems to be quite stingy of late with the party invites. Anyway, even at that, one of the best things you can ever do regarding parties is to gate crash! This mod triggers the alien party gathering whenever leaving the Labs and going to Sixam, no need for an official invitation. Normally Sixam would be a ghost town when doing this, but the aliens love our scientists so much, it will always be a party event whenever we send our scientists there from the Labs. Although, as it is not an official invitation, the Daily Task Bar will not change to represent Sixam oriented tasks. So it is advisable to do a quick 1 Task Gives Max at the Labs before your scientist heads off to party. You can always return to the Labs if you wish, but a big, painful OUCH! to those loading screens going back and forth, not to mention the upheaval of co-workers leaving the Labs being forced into an end of shift. No thanks. Ain't got time for that. Just stay and party on, dudes. Be Excellent! Your job, your way, you are the boss.

    Sixam More Aliens

    Much like the More Co-workers mods, this one pushes more undisguised, natural aliens to attend those Sixam workday parties. The numbers range from 20, 30, 40 or 50. An additional mod from other creators will be needed to see more aliens, especially with the 30, 40 and 50 flavours.  Only use one flavour from this rar folder.

    Sixam Bar staff x 2

    This will make 2 alien bartenders come to work at Sixam. Very handy for those higher numbers of party visitors. Using this mod for Sixam will also have 2 alien bartenders come to the Labs if you use the extra staff mod from Part 2 of this set.

    Both above are obsolete as of Feb 2018. Sixam's alien party numbers and NPCs are now controlled by the better Sixam venue mod found here - http://simsasylum.com/tfm/index.php?/topic/13148-venues-sixam-always-alien-party-new-alien-dj-npc-get-to-work-ep/

     

    Sixam No Spawn Party Objects

    By default, Maxis incorporated a rule to push Sixam to spawn a whole bunch of miss-matched, higgledy-piggledy, eclectic party objects and furnishing whenever our scientists attend the official party invitations (And also the unofficial ones of the mods here.) That's nice and helpful if you have no intentions of ever doing any build work on Sixam. But if you do wish to remake Sixam into something better, then you are going to want that object and furniture spawning malarkey to stop, otherwise it will get very messy on Sixam. This mod stops it completely. Your Sixam, your way, you are the party boss.

     

    cool1_careerSci_SixamPartyAlwaysActiveFromLabs.rar  - Updated for 1.55

    cool1_careerSci_SixamNoSpawnPartyObjects.rar  - No update required

     

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

     

    XML Resource Used:

    Sixam Alien Party Always Active From Labs
    94420322!00000003!000000000001C5E5_careerEvent_Scientist_Alien_WorldEvent_NoZoneDirector_CareerEventTuning.xml
    More Aliens on Sixam 20, 30, 40, 50
    9C07855F!00000003!000000000001BE2A.job_barfly_AlienWorld.SituationJobTuning.xml
    Alien Barstaff on Sixam x 2 (And at Labs x 2)
    9C07855F!00000003!000000000001BE20.job_bartender_AlienWorld.SituationJobTuning.xml
    Sixam No Spawn Objects
    F958A092!00000003!000000000001BCCD.careerEventZoneDirector_Alien_1.ZoneDirectorTuning.xml

    This will conflict with any other mod using same resources.

     

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

  7. Here in Part 2 of the Scientist career Reimagined set, it will be concentrating on the co-workers, some new staff, and the labs.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    Co-workers Better Uniform

    All co-workers (Except the Receptionist.) stop wearing the basic science uniform and start wearing the medium one, that includes safety goggles and protective gloves. Because FutureSim Labs do not want to fail on their Health & Safety record, nor face litigation cases from injured employees because Maxis think it's acceptable to hold back on issuing the safety gear - in a laboratory environs!!! - till you're half way through the career. Under Maxis rules, who the heck even survives to get half way into the career intact, unscathed or alive?! EA cheapskates! Unpack those dusty boxes of safety gear and dole it out! FutureSim Labs wish to respect and uphold their Duty of Care to their employees, and here's where it starts. 

    This simple mod is all that remains of the original 20, 30 or 40 More Co-worker/Better Uniform mods. The evolution of the next mod in this thread now uses the XML for lab co-workers, so all the old More Co-worker mods are obsolete and had to go, except this very simple one that only changes the uniform but not the default number of lab co-workers. (Which is 5 btw, including the single receptionist.) As such, this mod will conflict with the next one, so it's not meant for those players who are interested in using the newly reworked mod below. Of course, the Better Uniform element is equally incorporated into the other mod, too, so it's not gone. Just all those ludicrously high staff numbers are gone. As the reworked mod below doesn't have anywhere near that many co-workers.

    I'm sure some of you may have already noticed for a while now, as the game, its packs and its patches keep coming, it is getting technically less and less capable of handing large groups of sims, with this iteration's version of sim catatonia hitting an 18 year all-time high. Your game, your way, when your sims finally move their procrastinating asses. So, cutting this long story short, I've now cut the big staff numbers short, too. Anywhere between 12-16 depending on the event day, and a few regular NPC service staff, and that's it. And all now governed by the mod below.  Your job, your way, you are the boss.    

     

    FutureSim Labs Co-workers & Events Reworked & New NPC Staff - (All-In-Ones)

    Lots and lots of tweaks here. I'll try to keep it mostly on point and as brief as possible, and just stick to the more dominant surface aspects. (Yeah, right. You... brief, coolspear? Since when?) 

    Firstly, the familiar things of this reworked mod that are still in place. This mod sets it up so that 2 alien Bartender NPCs fly in from Sixam every day to work at the labs. Also a human Barista NPC comes in from Windenburg every day to serve up cakes and coffee to our scientists and their co-workers. Have your top scientist sit and chat with those bar staff to relieve the pressures of the workday, and watch all the faces of your co-workers light up in the canteen while they enjoy the barista treats.

    Barista Note: The barista workstation object and NPC are from the Get Together EP. While it is not a required install to use this staff mod, the object and the NPC just won't exist in your game if you do not have that EP installed.

    Bartender Note: The alien barstaff for the labs have been given new XMLs I made specifically for them, so it no longer has anything to do with the alien bar staff who work on Sixam. I had to do this separating because of the new mod I've made for Sixam to be a permanent alien party place for everyone who visits the alien world at any time, not just for scientists from the labs.

    Brand New FutureSim Lab Staff - Feb 2018

    3 x Sixam Scientists NPCs will now regularly attend the labs each workday, as fellow top level scientists. Given the aliens see themselves as a technically superior race, they might seem a little distant at first. Though putting in the time to become great friends and colleagues always pays dividends. Or just plain blasting them any chance you get with your SimRay freeze gun might also get the interplanetary techno-snobs into line and show them who's the real boss of these here labs. But take a deeper look and you'll see a bunch of noble, dedicated scientist, who just want to study and sample all sim Earth has to offer in its gardens, by tending to the plants. In its lakes, by enjoying a bit of fishing. In its canteens and kitchens, by stuffing their alien faces full of cakes and washing all down with troughs of barista coffee. And no bad thing.

    3 x Regular co-workers reassigned into new roles. Indeed, the NSSA (National Sims Space Agency) has decided to set up shop in FutureSim Labs as it has the best rocket and astronaut training facilities bar none. As such, each workday, three of your fellow co-workers will be called into the Astronaut Training Programme, and attend labs with appropriate new job title and space suit. Where they will, as part of their unique programme, fly rocket missions in between other physical and mental training initiatives.

    They'll also be reading and playing chess, and working out on the gym equipment.

    All helped under the guidance of another new NPC, the Astronaut Training Coach. Who will come in daily to help push them to the limits in all disciplines, to make them the best of the best.

    A couple of other regular co-workers will be happy to know that they can relax about the labs in the official role of Off Duty Co-workers, and they'll seek out fun things to do. Namely enjoying the stuff those alien bartenders are pouring into cocktail glasses, or getting regularly licked by those disciplined, logical astronauts at chess. Or just finally making use of that dance floor in the Chemical Spill co-worker's lounge area.

    Activate the new Fun Satellite Dish objects and allow your regular co-workers to join the astronauts in the space race, by autonomously summoning UFOs and taking a joyride into the cosmos. The skies above the labs have never been so busy. Seriously might need to construct an air traffic control tower to manage it all before disaster strikes! And that would be a heck of a blow to that impeccable Health & Safety record FutureSim Labs are so proud of.

    And finally, another familiar element of the original mod, just tickled and tweaked ever so slightly, though nothing to write anything new about. If and when the alien visitors come to the labs they will now be undisguised aliens, no longer in a human disguise. This is to prevent the game generating more unwanted homeless sims. If you've been to Sixam, then the game would have generated undisguised alien sims, so then let the game continue using those sims for this lab visiting event also. (Stop filling my homeless bin with more and more useless, unwanted sims, Maxis!)

    The alien visitors should now behave a little better. Given that their Sixam superiors are now also working at the labs as scientists. So now not only breaking less objects, but actually repairing stuff if they do break anything. They may actually just go fishing, or might even do a spot of gardening, or just sit drinking at the bars with their alien mixologist pals. And again, no bad thing.

    Your job, your way, you are the boss.

    Note - Regarding the new "All-In-One" update to this mod as of November 2018. It's the version I use in my own game, and now that the All-In-One NPC mods have been released, I will upload this version of the Lab Staff mod. The changes will be the Barista, Astronaut Training Coach and the three Astronauts in Training will all be All-In-One sims. But only if using the All-In-One NPC mods found here - http://simsasylum.com/tfm/index.php?/topic/13720-world-sim-control-06-worker-npcs-all-in-one-npcs/

     

    No Lab Fires & No Running

    This mod is to prevent the outbreak of fires at the labs. Especially helpful when using higher numbers of co-worker mods. The risk of fire hugely increases. I've learnt that lesson the hard way. Having to painstakingly replace many burnt objects after a careless co-worker set the labs ablaze. There are only so many protective advantages goggles and gloves can provide. Stopping the labs burning to the ground ain't one of them. Never again! Your job, your way, you are the boss.

    Also added the No Running code just as I have done for all other community lots. Not that I've ever seen any co-worker sims running at the labs, just some of those visitors that hangout down by the barbeque area. Now nobody will take to running, unless specifically there to jog which is a different thing. 

     

    No Generate New Co-Workers - New for September 2019

    I could have sworn I released this old mod ages ago. Anyway, once you are happy with the amount of staff at labs, be they sims generated by game or sims you have made yourself and given the science career to, then put this mod in mods folder, to stop game generating any more new, unwanted faces. Forcing game to keep using the ones in existence. If there are no other lab staff yet, such as in a New World Scenario, then take this mod out if you want the game to fill those roles, otherwise there will be no other staff at labs until you make enough of your own sims in the career.

     

     

    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_careerSci_CoworkersUniformOnly.rar  - Updated for 1.55 :wavehi:

    cool1_careerSci_FutureSimLabsCo-workers&EventsReworked_NewNPCWorkers(All-In-Ones).rar  - Updated for 1.55 :wavehi:

    cool1_careerSci_NoLabFires&NoRunning.rar  - No update required

    cool1_careerSci_NoGenerateNewCoWorkers.rar  -  New for September 2019 :wavehi:

    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 Career Mods section.

     

    XML Resource Used:

    Spoiler

    More Co-workers 20, 30, 40 & Uniform Goggles-Gloves
    9C07855F!00000003!000000000001A430.job_CareerScientist_Coworker.SituationJobTuning.xml
    Alien Bar staff at Labs & Barista & Co workers Alien Visitors tweaks
    0E4D15FB!00000003!000000000001BB84.role_Scientist_AlienVisit_Alien.RoleStateTuning.xml
    9C07855F!00000003!000000000001BB81.job_CareerScientist_AlienVisit_Alien.SituationJobTuning.xml
    6017E896!00000003!000000000001A92E.buff_Role_Appropriateness_Coworker_ScientistAllow.BuffTuning.xml
    6017E896!00000003!000000000001BDE5.buff_Role_Appropriateness_AlienVisit_Alien.BuffTuning.xml
    F958A092!00000003!000000000001A2F4.careerEventZoneDirector_ScientistLab_Base.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001B9E0.careerEventZoneDirector_ScientistLab_AlienVisit.ZoneDirectorTuning.xml
    Labs No Fires & No Running
    E6BBD7DE!00000003!000000000001A3DF.venue_ScientistLab.VenueTuning.xml

    This will conflict with any other mod using same resources.

     

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

  8. This is Part 1 of the Scientist Career Reimagined mods set. It will be for all mods in the set that are specific to our scientists and their career interactions and daily routines, events and shifts. Although they are designed to work in harmony with each other for the best effects and results, you don't have to use them all if you don't want to. Pick, choose, mix and match whichever ones you like.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    1 Task Gives Max

    Using all ten "careerSciSG" package files in this rar, will cover all tasks that our scientists perform at all ten levels of the career. The function of this mod is to max out the Daily Task Bar after doing only one task. This frees the player from being locked into a daily repeat grind, struggling to do the same chores over and over for ten levels of dire monotony, just to stay afloat in the career. When doing only one task, and maxing the Daily Task Bar, your are then free to do whatever you like at the labs and on Sixam for the rest of the day. Do more tasks if that suits your work ethic, or just plain mess about and have fun. You're a brilliant worker at the end of each day whichever your choose. Your job, your way, you are the boss.

     

    Daily Events Rebalanced  x 3 versions

    Version 1

    As our scientist work through the career and get promoted, certain event days will open up according to the career level. All building up to the career grand finale of a level 10 invite to go party with the aliens on Sixam. There are 6 event days in the scientist career. So a Level 10 Scientist should expect to see them all repeating with an enjoyable regularity each new workday. Some events more than others, but still repeating. Yet something happened in a patch somewhere along the line, that made some of these event days take an age before they repeated, if they repeated. So I finally had enough of this painful rule making me wait seven sim weeks before another invite to Sixam, and decided to rebalance it. Now all 6 event types should appear more often for a high level scientist, and also keep a nicer flow of repeats for the lesser event days for lower level scientists working their way through the career promotions.

    Version 2

    Completely opposite to Version 1, those alien invites to Sixam are blocked. I made Version 1 when I was new to the career and needed to end the absence of invites and force them to come more regularly. Version 1 does that very well. However, since then, I have made the mod where our scientists can leave the labs to go party on Sixam whenever the player wants, no need of an invite.  Further to that, I've also recently released a mod reworking Sixam itself, so that the alien party is always going on, complete with new alien DJ NPC. So now any sim can travel there from anywhere to party with the Sixam massive. No longer a need to be in the science career nor at the labs at all. So I'm kinda' all Sixamed-out, and just don't want the game to invite my top scientist there any more. Nor fail a day of work because I've just spent the weekend partying at Sixam and not quite ready to face the alien world so soon after. (I think the Sixam authorities are looking for my sim to question him about the damage done to the lot during that very wild weekend bender I just mentioned. Better all humans avoid Sixam for a while. :hehehe: ) Humour aside, I now only want to go to Sixam when I want to go to Sixam, hence Version 2 is born. This mod is specifically designed for those scientists who are at level 10 of the career and have already experienced and completed at least one official invite to Sixam. I do not recommend using Version 2 unless these default career objectives have been met and satisfied. Your job, your way, you are the boss.

    Version 3 - New for September 2019

    As above, no more invites to Sixam, plus it also stops the event day where Aliens come to visit the labs. I've had enough of it, plus it can contribute to an increase in lag spike and longer times between sim autonomy interaction pushes due to the handful of Alien sims turning up at labs and giving the computer's CPU more work to do. No thanks. Same rules apply, it's best to let the game do at least one official Alien Visit Labs Event Day, (Triggered at Level 6 Scientist) and one official Invite To Sixam Event Day (Triggered at Level 10 Scientist) before using this mod. Let the game check them off the list before you shut them down forever.

     

    Only use one version in your game.

     

    Work Hours

    This mod has been reworked once again to suit my play style. What I mean is, for a long while this is the mod I've been using in my game. Every time a big patch hits, it has knocked the stuffing out of this mod, and 1.47 was no exception. Actually more changes on the XMLs for 1.47 than the last two big patches made. So yeah, I'm sick, sore and tired of having to update multiple versions that I don't even use.  So I updated this version, as I need it and use it, and that's all I'll be checking and updating from now on. When Maxis finally quit patching this game, by all means request alternate versions and I'll be happy to oblige. But until then, I can't do it anymore. On an upside, it seems Maxis have included a new function for our sims to be able to switch out careers on the fly - new "jobhopper" coding in the files -  without having to do the quit jobs malarkey. If this means what I think it means, (I haven't played Fame pack yet to truly know) then being a Scientist on a Tuesday, Doctor on a Wednesday, Detective on a Thursday, Actor on a Friday, would be right up my alley. I'll see what the new coding is actually doing and maybe help it with modding to achieve all this.

    The Level 10 Scientist now only works on a Tuesday for a ten hour shift. And that's it. Wages for the day altered to reflect this, so the same is earned as working all week. Little bit more actually. And the Level 10 Scientist is on the same wage rate as the Level 10 Doctor.  

    This gives the sim a lot more free time throughout the week to improve their lives in other matters, or maybe works shifts in other careers depending on what this new "jobhopper" coding is all about. Your job, your way, you are the boss.

    Note: No other levels of the career are used or edited in this mod. (Grrrr, big patches.)

     

    Paid Time Off (PTO) No Cost

    This mod allows any scientist at any time, for as many consecutive days as you like, to phone in sick and take a paid day off work without any negative outcomes. Even on day one of the career for a new scientist with no vacation days in the bank. Just phone in first for each day, and don't ever worry about angry bosses. Eventually the unused vacation days your scientist earns will mount up. So then you can take out this mod for a while and spend them in the default fashion. Your job, your way, you are the boss.

     

    cool1_careerSciSG_1TaskGivesMax.rar  - No update required

    cool1_careerSci_WorkHours_Lvl10_10hrDay_TuesdayOnly.rar  - No update required

    cool1_careerSci_PTONoCost.rar  -  Updated for 1.55 :wavehi:

    Daily Events Rebalance V1  -  Update pending

    Daily Events Rebalance V2  -  Update pending

    cool1_careerSci_DailyEventRebalanced_V3_NoMoreSixamInvites&NoAlienVisits.rar  - New for September :wavehi:

     

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

     

    XML Resource Used:

    Spoiler

    1 Task Gives Max
    Too many XMLs to list here. All files are the Scientist "Situation Goal Tuning" XMLs. Contact me if you need to know more.
    Daily Events Rebalanced
    94420322!00000003!000000000001B6DF.careerEvent_Scientist_EarlyDefault.CareerEventTuning.xml
    94420322!00000003!000000000001B9DF.careerEvent_Scientist_AlienVisit.CareerEventTuning.xml
    94420322!00000003!000000000001B86E.careerEvent_Scientist_Surprise_Good_Bad.CareerEventTuning.xml
    94420322!00000003!000000000001BA20.careerEvent_Scientist_Surprise_Collect.CareerEventTuning.xml
    94420322!00000003!000000000001BB8C.careerEvent_Scientist_Surprise_SimRay.CareerEventTuning.xml
    94420322!00000003!000000000001BC3E.careerEvent_Scientist_Alien_WorldEvent_Start.CareerEventTuning.xml
    5hr Days - Level 10 Mon & Tues Only
    2C70ADF8!00000003!000000000001A2FE.careerLevels_Scientist_1.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FD.careerLevels_Scientist_2.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FF.careerLevels_Scientist_3.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A300.careerLevels_Scientist_4.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A301.careerLevels_Scientist_5.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A302.careerLevels_Scientist_6.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A303.careerLevels_Scientist_7.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A304.careerLevels_Scientist_8.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A305.careerLevels_Scientist_9.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A306.careerLevels_Scientist_10.CareerLevelTuning.xml
    545AC67A!0070ADD4!000000000001A2FF.careerLevels_Scientist_3.SimData.xml
    545AC67A!0070ADD4!000000000001A300.careerLevels_Scientist_4.SimData.xml
    545AC67A!0070ADD4!000000000001A301.careerLevels_Scientist_5.SimData.xml
    545AC67A!0070ADD4!000000000001A302.careerLevels_Scientist_6.SimData.xml
    545AC67A!0070ADD4!000000000001A303.careerLevels_Scientist_7.SimData.xml
    545AC67A!0070ADD4!000000000001A304.careerLevels_Scientist_8.SimData.xml
    545AC67A!0070ADD4!000000000001A305.careerLevels_Scientist_9.SimData.xml
    545AC67A!0070ADD4!000000000001A306.careerLevels_Scientist_10.SimData.xml
    545AC67A!0070ADD4!000000000001A2FD.careerLevels_Scientist_2.SimData.xml
    545AC67A!0070ADD4!000000000001A2FE.careerLevels_Scientist_1.SimData.xml

    PTO No Cost
    0C772E27!00000003!000000000001BFA5.loot_Career_PTO_Scientist.ActionTuning.xml
    E882D22F!00000003!000000000001BFA3.phone_TakePTO_Scientist.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

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

    Footnote:

    Regarding the 1TaskGivesMax mod, I have removed all the redundant XMLs from the mod and initial play testing confirms so far that all is well. However, given that there are hundreds of possible tasks, I need more people checking. If you find there are any tasks that no longer max out when completed, and just give the minimum default boost to the Daily Task Bar, please let me know which ones they are so I can add them to the mod.

  9. On ‎08‎/‎02‎/‎2017 at 3:04 PM, aparkison said:

    New mods! I can't wait! :yahoo:

    Are you still messing about with the zone director mods you had a thread for in the discussions over at MTS? - like baristas in libraries or working food stalls in parks? Just curious.

    So glad you're back. And it was so lovely not to have a hard hitting patch this month. That gets tiresome for all of us (I know it does for me), I think. I hope you can get back to your own gameplay since this patch was light!

    Yep, I still have those. Reworked museums, libraries, gyms, spas, pools and parks so far. Tweaked many of the jobs and roles to have visiting sims doing more varied things at different times of the day, as well as all the new staff and object tweaks. They've managed to get though most of the recent patches fairly unscathed. So there's still a green light on them finally being uploaded - and of course the reworked Maxis lots to accompany the XML changes.

  10. This set of mods unlocks all the insects that come with Outdoor Retreat GP and places them in Build Mode. So now our sims can buy them and place them all over their homes, inside or outside, gardens, basements or bedrooms, on residential and community lots, all to have a bit of insect wildlife buzzing and beetling around.

    They are found in Decorations/Plants and in Outdoor Plants/Flowers. I have given each type a Build Mode thumbnail and descriptive text so you can see in game what each one does before purchasing. When placing, all you will see is a green footprint on the ground. The insects generate once back in Live Mode. If you need to reposition insects, once back in Build Mode grab the insect itself and move green footprint to a better position. Be careful not to place insects directly in front of objects you need to click on to interact with, as the insects will get in the way.

    Half of these objects will only ever generate a single insect type. The other half have more than one in each, and after placing one of those types will randomly generate. Once generated, that random type will never change. Your sims can still collect these insects, and once they do it will not be automatically replaced. Sims do not collect insects autonomously.

    These mods are not the same as the default insect spawners. A Maxis game rule for the default insect spawners is that insects will disappear (be deleted) after a short while, so that the spawner can generate a new insect later on. The insects of these mods are also subject to that rule, and will be deleted shortly after placing. To prevent this, I have also included a mod with this set to stop that deleting process from happening. So now all insects will remain in place and never go away, unless you sell them off in Build Mode or have your sim collect them. That mod is named "Always Visible."

    The idea behind this set is to make insets a decorative feature for interior and exterior fun and storytelling. You want a permanent swarm of bees for your beehive objects? Ants permanently gathered round the Cooler Box or Picnic basket? Fireflies constantly buzzing round your outdoor lights? A majestic Dragon Dragonfly forever patrolling over the realms of his pond? Fish jumping out of the water as if to try and eat the lesser dragonflies that are flitting about above the pond? Here are the mods to have all this wildlife storytelling come true. They will not conflict with any unlocked spawner mods. Using the mods here and spawner mods together you can have the best of both worlds. And get those insets to stick around! As even the spawners can have long gaps between deleting one insect and later replacing it with something else. Now there will always be insects with no empty gaps.

    Common Camp - Lady Bugs, Fire Ants, Bees, Jezebel Butterflies
    Common Forest - Katydid bugs, Stink bugs, Termites
    Common Hermit - Blue Morpho Butterflies, Luna Moths
    Uncommon Forest - Mantis, Locust, Monarch Butterflies
    Uncommon Hermit - Jewel Beetles, Walking Stick
    Rare Forest - Dust Sprites, Rainbow Fireflies.

    All others generate a single inset type only and that insect is in the name of each mod. Also all are helpfully described in game when in Build Mode.

    Outdoor Retreat GP is a required install for these mods to be of any use in your game.

     

    Mod to make insects stay permanently visible.

    cool1_insects_AlwaysVisible.rar  - No update required

    All insect object types - (All below are made from Binary Files which are almonst never altered by patches.)

    cool1_AllInsectsInHere.rar  - Personal update October 2019

     

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

     

    XML Resource Used:

    Spoiler

    Always Visible
    339BC5BD!00000002!000000000001AFDA_commodity_InsectSpawner_Visibility_StatisticTuning.xml
    Common Camp
    C0DB5AE7!00000000!0000000000011553.inviseractableModelGENftpPlacement_GP01insect_CommonCamp.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011553.ObjectCatalog.binary
    Common Forest
    C0DB5AE7!00000000!0000000000011552.inviseractableModelGENftpPlacement_GP01insect_CommonForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011552.ObjectCatalog.binary
    Common Hermit
    C0DB5AE7!00000000!0000000000011554.inviseractableModelGENftpPlacement_GP01insect_CommonHermit.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011554.ObjectCatalog.binary
    Uncommon Forest
    C0DB5AE7!00000000!0000000000011555.inviseractableModelGENftpPlacement_GP01insect_UncommonForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011555.ObjectCatalog.binary
    Uncommon Hermit
    C0DB5AE7!00000000!0000000000011556.inviseractableModelGENftpPlacement_GP01insect_UncommonHermit.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011556.ObjectCatalog.binary
    Rare Forest
    C0DB5AE7!00000000!0000000000011557.inviseractableModelGENftpPlacement_GP01insect_RareForest.ObjectDefinition.binary
    319E4F1D!00000000!0000000000011557.ObjectCatalog.binary
    Dragonfly
    C0DB5AE7!00000000!0000000000010756.inviseractableModelGENftpPlacement_GP01insect_dragonfly.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010756.ObjectCatalog.binary
    Firefly
    C0DB5AE7!00000000!0000000000010BF9.inviseractableModelGENftpPlacement_GP01insect_firefly.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010BF9.ObjectCatalog.binary
    Mosquito
    C0DB5AE7!00000000!000000000001074E.inviseractableModelGENftpPlacement_GP01insect_mosquito.ObjectDefinition.binary
    319E4F1D!00000000!000000000001074E.ObjectCatalog.binary
    Dragon Dragonfly
    C0DB5AE7!00000000!0000000000010757.inviseractableModelGENftpPlacement_GP01insect_dragonflyDragon.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010757.ObjectCatalog.binary
    Rainbow Firefly
    C0DB5AE7!00000000!0000000000010759.inviseractableModelGENftpPlacement_GP01insect_fireflyRainbow.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010759.ObjectCatalog.binary
    Will-O-The-Wisp
    C0DB5AE7!00000000!0000000000010754.inviseractableModelGENftpPlacement_GP01insect_willOTheWisp.ObjectDefinition.binary
    319E4F1D!00000000!0000000000010754.ObjectCatalog.binary

    This will conflict with any other mod using same resources.

     

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

  11. 1- What Type of Mods?

    This Specialized Mod section is for all the mods where the work on XMLs has been extensive, or I just built complete new ones because there was nothing in the Maxis game files that did the job. Also for standalone, cloned objects with brand new interactions, where I did not want the original Maxis default objects to pick up any of the new changes.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  12. I would not be at all surprised if this is part and parcel of the Get To Work career glitches that manifested with City Living. It would be helpful if those players who report City Living career bugs, also highlight if they have Get To Work installed. Most probably do. I think there is a strong correlation between the two EPs messing each other up. Just looking a City Living alone, or Get To Work alone, will probably not identify any issues. But the effects each one has on the other, that'll be the culprit.

  13. I think your suggestion would be a good addition, for those players who don't feel inclined to throttle roadblock nurses after five minutes. I also need to include a bit more relevant info to clarify the NS (New Staff) in the descriptions, and a bit more about MP (More Patients) as the increase in numbers isn't huge. Just a handful more throughout the day, nothing big. 

  14. 17 hours ago, Monica said:

    Thanks for this awesome mod!

    Is this compatible with the additional staff mod by an_dz & 15 hour active day career by aussie mummy btw?

    The additional staff mod by an_dz is actually out of date for a while now, But I also have mods in this set that change the staffing in a few ways. See Part 3 in this Career section. The an_dz will conflict with any of the Co-worker Strategy mods in Part 3. The mummy one should be fine as I do not use the same XMLs in any of the doc career mods.

  15. 11 hours ago, Corylea said:

    I got the Get to Work EP only recently, and I'm SO glad that you're uploading your career mods!  I love, love, love playing a scientist (see icon, after all :P), and I'm eager to try your new versions.

     

    My favourite is the scientist career, too. The doc career has the most amount of downloads, seems to be the more popular career across TS4 players. But my heart is with the science career, there's just so much more fun to have with it. Especially skipping off to Sixam now any time you like to have a party with the aliens. Party with aliens and they call that a workday? I'm not complaining. More of that, please. I have half a mind to see if I can get the docs and detectives to skip off to Sixam for a paid party workday.

  16. The final Part 3 of the Doctor Career Reimagined set concentrates on the NPC staff and patients who will come to the hospital.

    As of July 2024, scrap everything you once knew about the doctor mods in this section, because the rework is massive and new descriptions are very much needed.

    So, right off the bat the most important news, all coworkers now do almost all patient interactions autonomously and will work from bringing patients to exam beds to testing them on treadmill and x-ray machines, rapidly diagnosing them and finally performing surgery on patients, sending them home treated, cured and healthy.

     

    A day in the running of Heartbeat Hospital.

    (A short story with screenshots inside Spoiler Tab directly below.)

    Spoiler

    01.jpg.5a5024cf46df8d779ccaaeee3552d799.jpg

    Ah, there she is, my beloved main sim doctor - Level 10 Chief of Staff - back in the saddle after a two year absence. Got herself some relevant University degrees in that time - as did the coworkers - so she expects the job and the hospital to treat her and the coworkers with more respect than ever before. Things better be different this time! And my, oh my, it already feels like they are. So take a seat my queen, and marvel at all that's new.

    02.jpg.b28fe637f81574e7a61db96a0e63574b.jpg

    Not even ten minutes into the workday, and some staff have already discovered their newfound capabilities, and are on the job with no waste of time. A doctor gets a patient on the X-Ray, and a nurse gets a patient on the Treadmill. (Note the red-haired X-Ray patient. More details to follow.)

    04.jpg.c2325cba6def264a04e5cc862605a7a5.jpg

    The two diagnosis docs are doing the default mandatory Maxis jobs for now. But they'll get their chance to shine anew soon enough.

    05.jpg.7473a29bdcd767a8a00d2ddea052d548.jpg

    The second nurse, forced on the computer by Maxis, suddenly realizes there is so much more they can do. And is very eager to do it!

    06.jpg.3cfc5aa1b386b16aa98c1a1ecb2a1c0f.jpg

    Too eager, in fact...

    07.jpg.3be684dadf7119ad818df3d1570473a7.jpg

    The nurse stole, nabbed, pilfered the red-hed X-ray patient! So many waiting patients that could have been chosen instead, but eager nurse nabbed the patient that was closest to her, from the X-Ray machine in the other wards, and brought them here to another ward for Treadmill testing. Ah, well, shit happens. Chaos will be chaos.

    08.jpg.c43b842d87caaf8aba0b478b3b4b8e4a.jpg

    Meanwhile. "Hey, I thought X-Rays were to see through you, not to make you totally see through! Where's my patient at?! Guess I'll just carry on pushing buttons until the patient comes back. If they come back?"

    I thought it best to highlight this patient nabbing occurrence to emphasize that you should just let it play out, don't panic, it all sets itself right in the end.

    09.jpg.6f5175998a84ebded57fa94a6ea90be1.jpg

    The Treadmill test was a great success. Nabbed patient now has Guaranteed Diagnosis available. That means the doctor back at the X-Ray machine will soon adjust and go treat another patient. If the Treadmill test had failed, as can happen to all staff including your main sim,  then red-head patient sim would have gone back to original X-Ray scan to complete that to whatever success or failure that would be. You see, it all sorts itself out in the end, no need to panic. A mild glitch easily ironed out by the game itself. No biggie.

    10.jpg.9a4be71b75e77453296e149a8db9bf26.jpg

    And no sooner opened up for Guaranteed Diagnosis, than "you know who" swoops in and takes the job. Rapid diagnosis, no longer the slowpoke, maybe never, Maxis way.

    11.jpg.80e04c5cb031b95e1334bc5879e1044c.jpg

    And while tending to the red-head, the second Diagnosis Doc over in the other wards determines another patient needs surgery. And Diagnosis Doc One swoops in yet again to take the job.

    (To prevent surgery patient nabbing between diagnosis docs, I only allow one diagnosis doc to perform surgery via a unique trait only given to one of them. But more about all the unique co-worker traits later.)

    12.jpg.0ab88fa131dbbdde3765e0205bcf374f.jpg

    A VIP Physiotherapy Patient. The Town Mayor no less. A title and station too important to be replaced with the standard Physiotherapy Patient job title all others get. The posh and the privileged, indeed. I'll even bet the Mayor there ordered that coffee using the "royal we."

    13.jpg.df1ac5b89cc9c0e0ce5c82f706dedf36.jpg

    Orderly working hard. Nice.

    14.jpg.fb1305e5a38eeb4ac7662eb4de608ae1.jpg

    Everyone else still working hard. Nice.

    15.jpg.de4b2fc92c3a84b374c335dd311973d1.jpg

    Orderly STILL working hard. Very nice. Don't get me wrong, I still give them the option to skive off and go watch TV, but they just want to work. Scrubbing toilets IS the new TV watching in the world of a Hospital Orderly. Only one orderly comes to hospital, since everything they do is purely cosmetic. They need not come at all, really. But, my, how those toilets and bathroom sinks now sparkle.

    16.jpg.78ea8e12743abb47d9f38c66a2ba3015.jpg

    Wards 3 and Testing Rooms 3 now devoid of all patients! Coworkers cured them all! Wards 1 and 2 still have some patients though, so my main doctor sim better get to work at some stage, she hasn't done anything as yet!

    17.jpg.96286113f011771ed33fa211ab335805.jpg

     But first a cup of coffee in the Chief of Staff's private office.

    18.jpg.7218ac5ee9b841bc206a0262bfb7011e.jpg

    Perhaps a bit of chess in the office to sharpen those logic skills before attending to any patients. Seems... logical.

    19.jpg.b2d432d19bb54269a6799c80ca5f9cab.jpg

    Then a brief chat with the cadaver in the morgue, to hone those bedside manner skills. Must be great skills, as we never hear Jane Doe complaining about the service.

    20.jpg.44fe36c58e198327415302f096b74593.jpg

    Maybe check in with the coworkers in the staff room first. To find out if there's anything important to know about today's patients. But nobody is here. (Of course not! They're all upstairs working their assess off!) Ah, a video game console. Alright then, five minutes of play, then I really must go see some patients.

    21.jpg.63130c6fcf196d2a9e66ae4e908c1e4d.jpg

    What? The Physiotherapy Patients are patients too, you know. Time to get hands on, and into the onsen to chat with them. Really get in there and soak in the warm, bubbling waters to know the pains of these patients. A consummate professional at work.

    22.jpg.447e69cd146e38d305dadbc0128b9c57.jpg

    The check-in reception area upstairs must be jam-packed full of desperate patients by now! But no, the coworkers have been seeing to them, too. All brought to exam beds to undergo tests and treatments. No messing about, eh?

    23.jpg.a4ccf528253725270e7d0dd32f94ade5.jpg

    My staff really do have a handle on things upstairs. Who'd have thunk it possible? What to do next, then?

    24.jpg.d108adf15c70a6cbbdf6c369d0704f5a.jpg

    A spot of gardening or crafting? I do fancy some new jewelry. Hmmm.

    26.jpg.99fab76d559796a2a86d2294c2b4fe6e.jpg

    Or make some fizzy drinks for the child patients?

    27.jpg.87f2b08a9ba2236585c1946d87e61e62.jpg

    Or make some alternative medicine potions? I am one of the finest spellcasters, too, after all. No, the aim here is to cure the patients, not scare the bjesus out of them with flashing magic spells and potions.

    28.jpg.64628f8cea983bfeb518796b326d87f0.jpg

    Okay then, regular treatments for regular patients. And my coworkers sure have left me a good few of those to tend to. Because I'm the only one who can issue medicine and shots. Because I'm the boss, and it's time to go show everyone exactly that.

    Later that day...

    29.jpg.b6c944d862cbe4a90ac45a4a90af78ee.jpg

    Treating children autonomously has a lower priority. I did not make it this way, it's just the way it is. So much so coworkers will usually ignore children till they are all that's left to work with. Like poor Lucy Burb here. She's been there since the very start of day. Sheesh, you'd easily think all coworkers secretly have the Hate's Children Trait.

    Time to bring the child some happiness.

    30.jpg.8e07e4c98104fa21e24876e51e4344bb.jpg

     The strain of the day finally has coworkers slipping off to service low motives, like their fun. Staff room Dominoes anyone?

    32.jpg.cece536866a8f4f5f6aa348c69de2f4f.jpg

    Or some Sims Lego?

    33.jpg.76dfa2f48b85aa12361313ccf0fe2702.jpg

    But soon it's back to work in Get To Work. Too blooming right, too. I mean, is my doc the only one who works around here? Nah, those days are now long, long gone.

    34.jpg.fcdc5967a72805a8260ae635bb0d223c.jpg

    And finally, speaking of work stress, this is the time of day for a new patient type to come. The "Pod Session Patient." Stressed and strained from their lives and jobs, they come to the hospital for treatment. Much like the Physiotherapy Patient, these Pod Session Patients take care of themselves.

    35.jpg.f313bb694282af9d1540ed96a2b39abb.jpg

    As long as there are plenty of Relaxation Pods for them to use.

    36.jpg.41809a331aa0009b755a0109445048a4.jpg

    The idea for Pod Session Patients came about to make the end of day still feel somewhat busy, as no more normal patients will come for the last few hours, nor any more Physiotherapy Patients as there has been enough of them already. Also to just make the end of day subconsciously feel like it's time to wind down and get some rest as the day is almost done. And here are the patient types to prove it.

    And all lived happily ever after. The End.

     

     The Mod Details -

    These mods come in Pairs. There are four Pairs. There is Pair V1A, there is Pair V1B, there is Pair V2A, and there is Pair V2B. Only use one Pair.

     

    High End Computers.

    V1A - as seen in all screenshots above - Coworkers are 1 Receptionist, 1 Orderly, 2 Nurses, 2 Regular Doctors, 2 Diagnosis Doctors, CC Physiotherapy Patients, CC Pod Session Patients, and a good many Default Patients of all ages child to elderly throughout the day.

    V1B - Same number as coworkers and default patients as V1A, but no Physiotherapy nor Pod Session Patients ever.

    These two pairs are best suited for big hospitals builds played on powerful gaming computers/laptops. Again, only use one pair.

     

    Low End Computers/Laptops

    V2A -  Coworkers are one of each only, and all default patients and the two CC patient types come in at much lower volumes. About half as many as V1A and V1B above.

    V2B - Coworkers and default patients exactly the same as V2A, but no CC patient types come at all.

    These two pairs are best suited for smaller hospital lots, or when played on less powerful computers/laptops. And saying it one last time for good measure, only use one pair.

    Temporary Note - Ooops, I forgot about mentioning the Barista. Currently the Barista comes with all Pair mods above, but I think that is too much. The Barista is only needed for the Physiotherapy Patients as they have autonomy pushes to get coffee and food. Nobody else uses the Barista autonomously. So in the mods with no Physiotherapy Patients, there's no real point having a Barista either, as nobody will use the service autonomously. Please let me know what you think. I feel I should remove the Barista from the mods with no Physiotherapy Patients, but maybe you want to keep the Barista anyway. Maybe you went to the trouble building a canteen area in your small hospital just so the Barista NPC has somewhere to go, yet other than that they are quite pointless. Unless for the delight of your main doctor sim who you command to use the service. Feedback on this will be really helpful, otherwise in a future update I will remove the Barista from the mods where the Barista is redundant. Please note I will not be making any further Pair sets just for the Barista. This mod thread will end up with twenty confusing Pair sets otherwise.

     

    Important Notes -

    - In all versions there are no more "Massage Staff," "Physiotherapy Coach" nor "Hospital Visitor" CC NPCs as seen in the old versions of the mod. Gone forevermore.

    - In all version there are no more "No Illness" patients diagnosed. I do not like the way the No Illness patients waddle out of the hospital, still looking very poorly and still with the flashing red icon above their heads. Looks like a lawsuit waiting to happen! Surely the patient should be allowed to seek out a second opinion? And here it is. I'm giving them my opinion. You ARE sick and you will be treated and cured and you will leave the hospital in a visibly healthy state. Lawyers, y'all sit back down and shut up. Ain't no litigious stirrings brewing up in my hospital.

    - In all versions there are no Emergency Events. I'm currently working on Collapsed Patients to come in off the streets as all other patients do, without the emergency sirens or annoying screen splash. Just regular patient types throughout the day. I almost have it done but it needs a few more tweaks and tests before I'm happy to include it. I do also want to try same for Pregnancy Patients, but I haven't even begun trying to piece that together, and I don't hold out much hope that I can work around the excessively stringent Maxis default rules for me to pick the patients I want for those roles, rather than the forced random sims that Maxis rules insist on. More on that if I make any headway, but I will be surprised if I do.

    - In all versions it is only your played doctor sim who can give patients medicine and injection shot treatments, or do ear, eye, body scan or take temperature tests. The coworkers are not allowed to do these things. Primarily as it keeps your doctor with some unique interactions and patient treatments so as not to make them totally redundant. But, just as equally, it is to prevent a highly annoying factor from ruining your hospital experience. Seen in the default version of the game, where a nurse is autonomously allowed to chat to patients on exam beds. The nurse will stay there all day, a total roadblock. Not entirely the nurse's fault, but due to a technical issue, a hidden buff that gives them a "stand at exam bed" idle, that makes them stand at bedside as if stuck on sticky fly paper. You can command your sim to move on and do something else, otherwise they'd be stuck, too. In fact they are stuck, but you tell them to move. The NPCs don't have that extra push from human player intervention, so they remain stuck. The same stuck effect ensues if opening more exam bed interactions for autonomy. Modding the hidden buff to have a cooldown period and/or lock out time is problematic, especially when wanting staff to actually do real tests and real cures on patients, then move onto next patient. It just doesn't work very well, so the alternative is to have your doctor always doing a "call over" interaction to stuck staff to get them the frick away from the patient, only for them to do same to next patient they go to. No, no, no, far too annoying. So then, just keep coworkers away from doing these things at all. Your doctor is special. Your doctor has the unique honor and privilege. And that's the story I'm sticking to. (God, I'm stuck too now. Who's putting all the stupid, sticky fly paper everywhere?! Damn pesky prankster!)   

    - All coworkers now have a unique CC trait, each one relevant to their specific jobs that they must be given. Otherwise they will not turn up for work. This is to first ensure that whoever you choose to be a nurse, will come to hospital as a nurse, and not randomly decided by the game from the pool of available NPC Doctor Career Workers.  And so on for all coworker unique traits. Plus to better prevent the game from generating any unwanted, unneeded extra NPC workers. As well as the Diagnosis Doctor Trait, the Diagnosis Doctor must also be given the unique Surgery Trait, even if only using one Diagnosis Doctor at hospital. Otherwise they will not be able to perform autonomous surgery on patients. And one other Not Invited Trait to give to any Patient who you do not ever want to come to hospital. The Traits can be added via the cheats to add hidden traits. to sims. (All my CC traits are alphabetically named so they always appear near very top of trait list so you don't have to go hunting through many hundreds of traits to find them. The naming pattern is organized and easy to follow.)  I will also upload the eight coworker sims seen in the screenshot pictures above so you can see how the traits work on coworkers who already have them. Carry on using those sims if you like. I will also be uploading the latest version of the Heartbeat Hospital Lot as seen in screenshots above.

    - Finally, the most important rule of all

    !!!!! ONLY USE THESE MODS IF YOUR DOCTOR IS AT CAREER LEVEL 9 OR ABOVE !!!!!

    !!!!! DO NOT USE IF DOCTOR IS LEVEL 8 OR BELOW !!!!!

    Although the player can start using this mod for their doctors at level 8, it is strongly advised to get all the Maxis objectives, like having baby and promotion to level 9, out of the way before using this mod.  For best results I advise not to use these mods until All Maxis objectives are done and your doc is at level 10. These mods deactivate the Emergencies, so there will be no Pregnancy Emergencies any more, so if your doctor is at level 8 waiting for a Pregnancy Emergency to get a promotion to level 9 then do not use these mods until that has been accomplished.   

    If it's your first time wanting to use these mods, then either work through the Maxis default game till your doctor finally gets all Maxis objectives out of the way before installing these mods, or use cheat to promote them to Level 10 after installing mods but before going to hospital for work. Sending a Level 8 doc who is waiting on a Pregnancy Emergency for promotion means they will never get promoted via the Maxis default way. Sending a level 7 or below to hospital with these mods installed and you render the career a Rabbit Hole Job and you will not follow your sim to work. Some helpful advice for those players who don't want to cheat, if your sim has been to University and has achieved a Degree in Biology, they naturally start the Doctor Career at Level 8, with a healthy bonus in the wages and perks in the job for having the Uni Degree. Then just play the Maxis career to get the promotions to level 10, then use these mods. So that's another angle to look at it from.

     

    Helpful Information -

    - If you wish to download the household of 8 coworker sims I use in my game, you can find them here -  https://simsasylum.com/tfm/index.php?/topic/16701-8-x-hospital-coworkers/ - they have the right job levels, skills, normal traits, Maxis hidden trait and, most importantly, the CC traits needed for the careers that these coworker mod Pair sets require. There is also an additional mod in that thread that sends coworkers to hospital in their Everyday Outfit. See that thread for more information as to why that clothing mod might be something you want. It's certainly something I feel is needed in my game.

    The updated Heartbeat Hospital lot seen in spoiler tab pictures above can be downloaded from here -  https://simsasylum.com/tfm/index.php?/topic/12508-heartbeat-hospital-big-update-for-july-2024/

    If you are looking for a mod to open many debug sim cheats, such as easily adding or removing traits, I have such a mod that has also been updated for current use. See this thread - https://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required-updated-july-2024/

     

     

    Downloads -

    In each of the four rar folders below there is a Pair of mods. Only use one pair.

    Pair 1 V1A

    cool1_careerDoc_!!!MustBeAtLeastCareerLevel8!!!_CoWorkers_&_Hospital_V1A.rar - V1A - Massive Rework for July 2024

    Coworkers are 1 Receptionist, 1 Orderly, 2 Nurses, 2 Regular Doctors, 2 Diagnosis Doctors, CC Physiotherapy Patients, CC Pod Session Patients, and a good many Default Patients of all ages child to elderly throughout the day.

     

    Pair 2 V1B

     cool1_careerDoc_!!!MustBeAtLeastCareerLevel8!!!_CoWorkers_&_Hospital_V1B.rar - V1B - Massive Rework for July 2024

    Same number as coworkers and default patients as V1A, but no Physiotherapy nor Pod Session Patients ever.

     

    Pair 3 V2A

    cool1_careerDoc_!!!MustBeAtLeastCareerLevel8!!!_CoWorkers_&_Hospital_V2A.rar - V2A - Massive Rework for July 2024

    Coworkers are one of each only, and all default patients and the two CC patient types come in at much lower volumes. About half as many as V1A and V1B above.

     

    Pair 4  V2B

    cool1_careerDoc_!!!MustBeAtLeastCareerLevel8!!!_CoWorkers_&_Hospital_V2B.rar - V2B - Massive Rework for July 2024

    Coworkers and default patients exactly the same as V2A, but no CC patient types come at all.

     

     

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

     

    XML Resource Used:

    Spoiler

    Co-worker Strategies
    9C07855F!00000003!000000000001B5AE.situationJob_CareerDoctor_NPC_Orderly.SituationJobTuning.xml
    9C07855F!00000003!000000000001B571.situationJob_CareerDoctor_NPC_Doctor.SituationJobTuning.xml
    9C07855F!00000003!000000000001C61C.situationJob_CareerDoctor_NPC_Doctor_diagnoser.SituationJobTuning.xml
    9C07855F!00000003!000000000001B2AC.situationJob_CareerDoctor_NPC_Nurse.SituationJobTuning.xml
    9C07855F!00000003!000000000001B572_situationJob_CareerDoctor_NPC_Assistant_SituationJobTuning.xml
    All Staff All Days Flavours
    F958A092!00000003!000000000001C533.careerEventZoneDirector_Doctor_Understaffed_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C534.careerEventZoneDirector_Doctor_Understaffed_DeliverBaby.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001A612.careerEventZoneDirector_Doctor_RoundMid.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001B82D.careerEventZoneDirector_Doctor_Understaffed.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BB7B.careerEventZoneDirector_Doctor_RoundsHigh.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BBA8.careerEventZoneDirector_Doctor_RoundsLow.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BBC9.careerEventZoneDirector_Doctor_RoundsLow_Messy.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE4D.careerEventZoneDirector_Doctor_Understaffed_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE58.careerEventZoneDirector_Doctor_RoundsHigh_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE68.careerEventZoneDirector_Doctor_Understaffed_Outbreak.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE70.careerEventZoneDirector_Doctor_RoundsHigh_Outbreak.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BE76.careerEventZoneDirector_Doctor_RoundMid_HouseCall.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001BFFE.careerEventZoneDirector_Doctor_RoundMid_Messy.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C6CB.careerEventZoneDirector_Doctor_RoundsLow_Level03.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C212.careerEventZoneDirector_Doctor_RoundMid_SampleAnalysis.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C213.careerEventZoneDirector_Doctor_RoundMid_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C214.careerEventZoneDirector_Doctor_RoundsLow_SampleAnalysis.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C216.careerEventZoneDirector_Doctor_RoundsHigh_CollapsedPatient.ZoneDirectorTuning.xml
    F958A092!00000003!000000000001C217.careerEventZoneDirector_Doctor_RoundsHigh_DeliverBaby.ZoneDirectorTuning.xml
    Yoga
    FBC3AEEB!00000006!000000000001CD74.situation_yogaClass_EnergyCentering.SituationTuning.xml
    FBC3AEEB!00000006!000000000001D00C.situation_yogaClass_BrainBoosting.SituationTuning.xml
    FBC3AEEB!00000006!000000000001D00D.situation_yogaClass_MindConcentrating.SituationTuning.xml
    E882D22F!00000006!000000000001CFCD.yogaClass_Social_StartClass_MindConcentrating.InteractionTuning.xml
    E882D22F!00000006!000000000001CF3A.yogaClass_Social_StartClass_EnergyCentering.InteractionTuning.xml
    E882D22F!00000006!000000000001CFCC.yogaClass_Social_StartClass_BrainBoosting.InteractionTuning.xml
    No Away Events
    73996BEB!00000003!000000000001A2DE.career_Adult_Active_Doctor.CareerTuning.xml

    This will conflict with any other mod using same resources.

     

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

  17. Here in Part 2 of the Doctor Career Re-imagined set, the mods are specific to patient behavior and the hospital venue. Again you are free to mix and match any of the mods you desire here with any in Part 1.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    Seated Check-In

    For this mod to be successful, it will involve some effort on the player's part when building the hospital, to set up the seating arrangements of the hospital's check-in waiting area properly. If done correctly with the right amount of seating for patient traffic, and all chairs within the proximity range and facing towards the check-in desk , then all patients who come to check-in at the hospital's front desk will sit down in a chair, rather than stand up all day in agony.

    This mod allows the chairs to be placed at any circumference point around the check-in desk, one big circle, but all the chairs must be facing towards the desk for sims to see them as valid chairs for a seated check-in.

    The distance of the chairs is also an important factor. This mod makes the official check-in seating fall within the range of about 5/6 square tiles away from the desk. Any chairs or sofas placed beyond that range and patient sims will not see them as valid check-in seating.

    Get the hospital working the way you want it. Your job, your way, you are the boss.

     

    Patients Never Leave & Never Complain

    Even with all these mods, it can still be a longsome chore to refer every patient to a bed throughout the working day. Try as you might, there's always going to be a few stragglers your doc just can't get to quickly enough. But now, seeing as they can have a seat and relax, with the soothing hospital radio station playing in he background, why should it be our doctors' fault if there just isn't enough time to get to those still waiting? It's not as if it's your fault the poor sims became sick, is it? And you're still prepared to go the extra mile, to do the long haul, to put in some overtime to get to them all, because you are a living testament to the Hippocratic Oath. So then let's have those impatient patients just blooming-well wait and shut their moaning till our hardworking docs can get to them. This mod ensures it. A good, clean record at the end of a hard workday, because you deserve it. Your job, your way, you are the boss.

     

    Patients Do Not React To Collapsed Sim

    During the "Emergency Surgery Event," the random sim comes into the hospital, walks to reception, and then collapses to the ground. This then has almost all of the waiting check-in patients react in shock, panic and gasps. If the waiting patients were already standing beforehand, then this mod won't mean much to you. But if you are using my check-in patients always seated mod, - as I do - then if seeing everyone back on their feet for the rest of the day, not sitting down again, defeating the whole purpose of the seating mod has you annoyed, - as I am - then this is the mod for you. Yeah, it makes them all seem a bit heartless that they don't bat an eyelid when the sim collapses. But, hey, they are troubled with their own worries, pains and illnesses, which is exactly why I made them park their sick little butts in the first place. Your job, your way, you are the boss.

     

    No Hospital Fires & No Running

    No Running, simply because I've added it to most venue types, so this one gets it as well. This mod also prevents the outbreak of fires from starting at the hospital. I can't honestly say I've ever seen a fire at the hospital before I made this mod. But what I do know is that fires are allowed on hospital venues by default, yet there is no build mode access allowed on hospitals, (Without cheats) so how are you supposed to replace burnt stuff? Not that I've ever had to, it was just an awkward equation to begin with, so I have ruled it out. After a big fire at the Science Labs burnt a lot of stuff that had to be replaced, which was a real pain in the butt, I learnt a burnt lesson. Ban fires at these venue types! Let's just get on with the job at hand. Your job, your way, you are the boss.

     

    All Patient Pie Menu Options on Front Page - New for July 2024

    A helpful Quality of Life change that places any relevant and actionable interaction options your doctor has with a patient on front page. No more having to hit "More Options..." tab to go to second or third page to hunt them down. Front Page News, just the way we like it! Your job, your way, you are the boss.

     

    Patient Outfits - New for July 2024

    The hospital gown is cute and all, but does become a royal PIA when cured patients up and leave hospital still wearing it! Then later on down down the line, visiting some other venue that does not force a dress code, that sim comes still wearing the frikken gown! Or when you load up that sim's home, they're still wearing it. Just me? Just my game?  No? Does everybody experience that, or is it just me? So two new flavors in the rar below. Only use one of them. First flavor for the family friendly games, sims wear Everyday most of the time, only changing into Gym outfit for hospital treadmill, then back to Everyday outfit. Flavor two for the more grown up games and gamers, with Everyday mostly, gym for treadmill, naked for X-Ray and Surgery - as it should be. Also the No Running and No Fires at Hospital mod here does a wee bit more than just those two functions. It also pushes some hidden buffs on the building that all on lot must obey. One of which is to prevent reactions to nudity, so that if a child is waiting in another part of the hospital, the game won't have conniptions and threaten to send you to Hell to burn for an eternity if a patient gets nude for X-Ray or Surgery.

     

    Illness Symptom Effects Last Longer - Obsolete as of July 2024. No longer supported. Patient sims get seen to so quickly now, what with all the coworkers now mucking in and doing proper jobs, that the time span on symptom fx is no longer a matter of concern.

     

    Patients Are Played Human Sims Only - Obsolete as of July 2024. No longer supported. Now incorporated into main Coworkers mods. You must delete this older mod if using latest coworkers mods to avoid conflict.

     

     

    cool1_careerDoc_PatientsSeatedCheckIn.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsNoLeave&NoComplain.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsNoReactToCollapsedSim.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_Venue_NoHospitalFires&NoRunning.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsAllPieMenuOptionsOnFrontPage.rar  -  New for July 2024

    cool1_careerDoc_PatientOutfits.rar - New for July 2024  

     

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

     

    XML Resource Used:

    Spoiler

    Seated Check-In, Referrals always on, Watch TV
    0E4D15FB!00000003!000000000001C5D0.role_Career_Doctor_NPC_Patient_Sick_Admitted_recline.RoleStateTuning.xml
    E882D22F!00000003!000000000001B528.frontDesk_WaitToCheckIn.InteractionTuning.xml
    E882D22F!00000003!000000000001C7C8.frontDesk_WaitToCheckIn_start.InteractionTuning.xml
    0E4D15FB!00000003!000000000001B80E.role_Career_Doctor_NPC_Patient_Sick_Admitted.RoleStateTuning.xml
    0E4D15FB!00000003!000000000001BC7D.role_Career_Doctor_NPC_Patient_lowLevel.RoleStateTuning.xml
    E882D22F!00000003!000000000001BF29.Socials_Doctor_Refer_Xray.InteractionTuning.xml
    E882D22F!00000003!000000000001BF40.socials_Doctor_Refer_ExamTable.InteractionTuning.xml
    E882D22F!00000003!000000000001BF3E.socials_Doctor_Refer_Treadmill.InteractionTuning.xml
    Patients Never Leave & Never Complain
    FBC3AEEB!00000003!000000000001C3BA.hospitalPatientSituation_lowLevel_child.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24C.hospitalPatientSituation_Diagnosed_StarryEyes.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24D.hospitalPatientSituation_Diagnosed_LlamaFlu.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24E.hospitalPatientSituation_Diagnosed_GasAndGiggles.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24F.hospitalPatientSituation_Diagnosed_BloatyHead.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C506.hospitalPatientSituation_lowLevel_elder.SituationTuning.xml
    FBC3AEEB!00000003!000000000001A82B.hospitalPatientSituation_lowLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B71E.hospitalPatientSituation_highLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B740.hospitalPatientSituation_Admitted.SituationTuning.xml
    FBC3AEEB!00000003!000000000001BF19.hospitalPatientSituation_Admitted_highLevel.SituationTuning.xml
    No Hospital Fires
    E6BBD7DE!00000003!000000000001AFF0_venue_DoctorClinic_VenueTuning.xml

    This will conflict with any other mod using same resources.

     

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

  18. Okie dokie. As soon as I've uploaded parts 2 and 3 of the doc career, I'll upload Heartbeat in a temporary no pictures state. It's a great hospital, with many little comedy quirks and a few special build tricks which I've never revealed the secrets to. (Have had plenty of requests to do so, but just holding back the secrets a while longer because, you know, "exclusive." Does that make me a meanie?) Big though, so not brilliant on mid range computers, or 32-bit games. If your game is cranked up to 64-bit with a meaty rig to handle it, then there should be no worries.

    Update: Going to have to put a hold on that for a little while longer. I forgot that while all my lots are CC free, they do have some Maxis objects I remade that I have yet to upload. Best to get those objects in place so you can download them first before placing the hospital, science labs and Sixam lots. Otherwise you'll be getting the "Missing Objects" notification. Worse still, for the science labs, that irritating Missing Objects message never goes away, coming up every time your sims go to work, even if you later place the missing objects. Best to make sure everything is in place so you never see the diehard, unrelenting message to begin with. It was an actual base game bug Maxis fixed ages ago, but they forgot to include the fix for EP (Work) hidden neighbourhoods. Go, go, Maxis.

  19. This is Part 1 of the Doctor Career Reimagined mods set. It will be for all mods in the set that are specific to our doctors and their career interactions. Although they are designed to work in harmony with each other for the best effects and results, you don't have to use them all if you don't want to. Pick, choose, mix and match whichever ones you like.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    1 Task Gives Max

    Using all four "careerDocSG" package files in this rar, will cover all tasks that our doctors perform at all ten levels of the career. The function of this mod is to max out the Daily Task Bar after doing only one task. This frees the player from being locked into a daily repeat grind, struggling to do the same chores over and over for ten levels of dire monotony, just to stay afloat in the career. When doing only one task, and maxing the Daily Task Bar, your are then free to do whatever you like at the hospital for the rest of the day. Do more tasks and help more patients if that suits your Hippocratic work ethic, or just plain mess about and have fun. You're a brilliant worker at the end of each day whichever your choose. Your job, your way, you are the boss.

     

    Less Examining & Quicker Diagnosis

    By default rules, our poor doctors, (Even level 10 docs!) are going to have to go through every examination type with every patient to finally deduce and diagnose the illness. That's a six/seven step grind every time, every day of their working lives, for every adult patient they'll ever examine. Then there are the children, who cannot use the treadmill, so our doctors are always left with a final 50/50 guess as to the child's diagnosis. No more of that, please!

    This mod makes it so all our doctors need to do is either two small bedside examinations, or one big examination via the X-Ray machine or treadmill, and then the patient is ready for a final diagnosis. That's right, any two of the five bedside examinations, check ears or check eyes, you choose which ones, and the patient will be ready for diagnosis. Or just one big examination in the X-Ray machine, or a run on the treadmill, then the patient will be ready for full diagnosis.

    No more six/seven step grinds or 50/50 guesses. Your job, your way, you are the boss.

     

    Charisma Diagnosis Success Bonus

    This mod is to guarantee that all those smooth, charming, sophisticated doctors with a high Charisma level (9-10) will have a successful diagnosis. Because even after examining the patient, eliminating all guesses down to only one diagnosis, our unskilled, low level doctors, and even some high level docs, can still get it wrong. Such is life. But now with a high level doc with high charisma, then never. We want our ER Charismatic Clooney docs to be fantastic, don't we? Of course we do. Your job, your way, you are the boss.

     

    Quicker Analyse Patient Sample on Chem Lab (10 Minutes)

    Going down from an average of 30 sim minutes! (Ouch!) to a tidy 10 minutes. Upgrading the machine does not seem to have an impact on time spent analyzing samples. Just less chance of machine breaking. And analyzing patient sample on a broken machine can take anything up to 60 sim minutes!!! (Double Ouch!!!)  This again has been reduced to a tidy 10 sim minutes. (Since it's those idiot co-workers who always break the machines because they just won't leave them alone, why should our docs have to suffer a penalty? July 2024 - Not Any More They Don't. Yay! Too busy helping patients now!)

     

    Quicker Computer Use (10 Minutes)

    The Enter Analysis Results and Update Patient Records have both been reduced from about 20 minutes to 10 minutes.

     

    Paid Time Off (PTO) No Cost

    This mod allows any doctor at any time, for as many consecutive days as you like, to phone in sick and take a paid day off work without any negative outcomes. Even on day one of the career for a new doc with no vacation days in the bank. Just phone in first for each day, and don't ever worry about angry bosses. Eventually the unused vacation days your doc earns will mount up. So then you can take out this mod for a while and spend them in the default fashion. Your job, your way, you are the boss.

     

    Career Level 10 Doctors - Less Workdays

    The Level 10 Doctor now only works on a Tuesday for a twelve hour shift. And that's it. Wages for the day altered to reflect this, so the same is earned as working all week. Little bit more actually. And the Level 10 Doctor is on the same wage rate as the Level 10 Scientist.  

    This gives the level 10 Chief of Staff doctor sim a lot more free time throughout the week to improve their lives in other matters, or maybe work shifts in other self-employed careers. Your job(s), your way, you are the boss.

    Note: No other levels of the career are used or edited in this mod.

    Notes July 2024 1.107.151 Update: It used to be the single day was 10 hours on a Wednesday. But then High School Years came out, and I've modded that to high heavens for teens to only go twice a week, so Tuesday was the better time slot for the doctor career when living in a household with HSY teens. And 12 hours because the hospital is so much more fun now with major update to co-worker mods that you will probably want to stay that little bit longer. (High School mods coming soon.) 

     

    Quicker X-Ray (10 Minutes) - Obsolete as of June 2024. No longer supported. I should imagine the original mod will still work as nothing changed to the code, but this mod now seriously hampers the major rework done to the co-workers mods. They now autonomously use all these machines to help patients so the length of time using the machines must not be tampered with. If you are going to use the latest reworked co-worker mod then absolutely get rid of this mod.  

    Quicker Treadmill (10 Minutes) - Obsolete as of June 2024. No longer supported. I should imagine the original mod will still work as nothing changed to the code, but this mod now seriously hampers the major rework done to the co-workers mods. They now autonomously use all these machines to help patients so the length of time using the machines must not be tampered with. If you are going to use the latest reworked co-worker mod then absolutely get rid of this mod.

     

    cool1_careerDocSG_1TaskGivesMax.rar  -  Updated for 1.107.151 July 2024

    cool1_careerDoc_LessExaminingQuickerDiagnosis.rar  - Updated for 1.107.151 July 2024

    cool1_careerDoc_CharismaDiagnosisSuccessBonus.rar  -  Updated for 1.107.151 July 2024

      cool1_careerDoc_QuickAnalyzePatientSample10Mins.rar -  Updated for 1.107.151 July 2024

    cool1_careerDoc_QuickComputer10Mins.rar -   Updated for 1.107.151 July 2024

    cool1_careerDoc_PTONoCost.rar  -  Updated for 1.107.151 July 2024

    cool1_careerDoc_WorkHours_Lvl10_12hrDay_TuesdaysOnly.rar  - Updated for 1.107.151 July 2024

     

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

     

    XML Resource Used:

    Spoiler

    1 Task Gives Max
    598F28E7!00000003!000000000001C4CB.situationGoalInteractionSim_Coworkers_DeepConversation_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CD.situationGoalInteractionSim_Coworkers_GetToKnow_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CF.situationGoalInteractionSim_Coworkers_AskAboutDay_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4D0.situationGoalInteractionSim_Coworkers_DiscussWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CA.situationGoalInteractionSim_Coworkers_ComplainAboutWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B4A9.careerDoctor_FlashID.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D8.careerDoctor_Clean_MopPuddle.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D9.careerDoctor_XRayMachine_Repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7F2.careerDoctor_TreatPatient_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29A.careerDoctor_ExamPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29B.careerDoctor_TreatPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B67B.careerDoctor_GetCaffinated.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77B.careerDoctor_WashHands.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77E.careerDoctor_FrontDesk_Staff_start.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B295.careerDoctor_DiagnosePatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B297.careerDoctor_DiscussHealth.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B298.careerDoctor_XrayScan.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B299.careerDoctor_XrayScan_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B563.careerDoctor_ExamBed_Clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B564.careerDoctor_FlashID_hidden.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B565.careerDoctor_Social_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B567.careerDoctor_AdmitPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B568.careerDoctor_Social_GreetCoworkers_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B684.careerDoctor_GetRandomSamples.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B688.careerDoctor_GrabSnack.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B772.careerDoctor_ExamBed_DeliverFood.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B773.careerDoctor_ExamBed_GiveShots.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B774.careerDoctor_ExamBed_DeliverMeds.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B776.careerDoctor_ExamBed_TakeTemp.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B777.careerDoctor_ExamBed_CheckEars.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B778.careerDoctor_ExamBed_Probe.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B779.careerDoctor_ExamBed_CheckEyes.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B795.careerDoctor_DeliverBaby.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B807.careerDoctor_Computer_EnterLabResults.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B808.careerDoctor_Computer_ResearchHealthInfo.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B809.careerDoctor_Computer_UpdateMedicalRecord.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BB86.careerDoctor_HospitalTreadmill_Test.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BE92.careerDoctor_FlashID_hidden_TasksLow.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C6DC.careerDoctor_Computer_EnterLabResults_emergency.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C7DD.careerDoctor_Computer_ResearchHealthInfo_highLevel.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C15A.careerDoctor_RecordAnalysisData.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C450.careerDoctor_ChemicalAnalyzer_practice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C451.careerDoctor_BrokenObjects_repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C452.careerDoctor_ChemicalAnalyzer_clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B0F2.careerDoctor_XrayMachine_Calibrate.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A5.careerDoctor_AnalyzeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A8.careerDoctor_TakeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B5F9.goal_Career_Doctor_WorkedHours.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B813.situationGoalInteractionSim_Career_Doctor_DetermineBabyGender.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B814.situationGoalInteractionSim_Career_Doctor_GreetPatients_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B815.situationGoalInteractionSim_Career_Doctor_GreetCoworkers_2.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B816.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B820.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_5.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B821.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B838.situationGoalInteractionSim_Career_Doctor_RanTests.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD8D.situationGoalInteractionSim_Career_Doctor_HouseCall_Examine.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C5FF.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers_greeted.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C290.situationGoalInteractionSim_Career_Doctor_GreetCoWorker.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C631.situationGoalInteractionSim_Career_Doctor_TransferPatientCase.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B811.situationGoalInteractionSim_Career_Doctor_ChatWithPatients.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B812.situationGoalInteractionSim_Career_Doctor_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BA77.situationGoalInteractionSim_Career_Doctor_CollapsedPatient_ReferToSurgery.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD67.situationGoalInteractionSim_Career_Doctor_AwayEvents_OutbreakMainGoal.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BFBB.whim_Careers_TakePTO_Doctor.SituationGoalTuning.xml
    Less Examining Quicker Diagnosis
    339BC5BD!00000003!000000000001A2CE.commodity_SicknessSystem_PatientDiagnosis.StatisticTuning.xml
    0C772E27!00000003!000000000001B657.loot_Commodity_SicknessSystem_Patient_Target_Diagnosis_+05.ActionTuning.xml
    Charisma Diagnosis Success Bonus
    E882D22F!00000003!000000000001B184.mixer_hospitalExamBed_Seated_social_Diagnosis_BloatyHead.InteractionTuning.xml
    E882D22F!00000003!000000000001B185.mixer_hospitalExamBed_Seated_social_Diagnosis_BurningTummy.InteractionTuning.xml
    E882D22F!00000003!000000000001B186.mixer_hospitalExamBed_Seated_social_Diagnosis_GasAndGiggles.InteractionTuning.xml
    E882D22F!00000003!000000000001B187.mixer_hospitalExamBed_Seated_social_Diagnosis_ItchyPlumbob.InteractionTuning.xml
    E882D22F!00000003!000000000001B188.mixer_hospitalExamBed_Seated_social_Diagnosis_LlamaFlu.InteractionTuning.xml
    E882D22F!00000003!000000000001B189.mixer_hospitalExamBed_Seated_social_Diagnosis_StarryEyes.InteractionTuning.xml
    E882D22F!00000003!000000000001B18A.mixer_hospitalExamBed_Seated_social_Diagnosis_SweatyShivers.InteractionTuning.xml
    E882D22F!00000003!000000000001B18B.mixer_hospitalExamBed_Seated_social_Diagnosis_TripleThreat.InteractionTuning.xml
    E882D22F!00000003!000000000001B18C.mixer_hospitalExamBed_Seated_social_Diagnosis_X_None.InteractionTuning.xml
    Quicker X-Ray - 10 min
    E882D22F!00000003!0000000000019DD6_xrayMachine_ScanTarget_doctor_InteractionTuning.xml
    Quicker Analyse Patient Sample
    E882D22F!00000003!000000000001B29C_chemicalAnalyzer_Analyze_PatientSample_InteractionTuning.xml
    Quicker Computer
    E882D22F!00000003!000000000001B7F8_computer_DoctorCareer_EnterLabResults_InteractionTuning.xml
    E882D22F!00000003!000000000001B7F9_computer_DoctorCareer_UpdateMedicalRecords_InteractionTuning.xml
    PTO No Cost
    0C772E27!00000003!000000000001BFA0_loot_Career_PTO_Doctor_ActionTuning.xml
    E882D22F!00000003!000000000001BF9D_phone_TakePTO_Doctor_InteractionTuning.xml
    Career Level 10
    2C70ADF8!00000003!000000000001A2F8_career_Active_Doctor_Level10_CareerLevelTuning.xml
    545AC67A!0070ADD4!000000000001A2F8_career_Active_Doctor_Level10_SimData.xml

    This will conflict with any other mod using same resources.

     

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

  20. 1 - What Type of Mods?

    This section will be for mods such as the Reimagined Careers from the Get To Work EP. All the previously released stuff for Doctor, Scientist, Retired Scientist and, in time, new stuff for Detective career after more tweaking and testing.

    The career lots I have created to work best with these mods, such as Heartbeat Hospital, Labs reworked and Sixam reworked, will soon be available in the Housing and Lots Section. I will need to upload some of the specialized objects first, that I also use on these lots, then take a few nice screenshots of the venues, and that'll take a bit of time to get right, so it's best left until everything else is done. But it won't be too long to wait.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  21. This mod bans almost all of the repeat, pointless congratulations and invite phone calls our sims might get for doing the simplest things in game. Their phones besieged by other sims with a mess of calls, oftentimes complete strangers, with invites to celebrate the most mundane of things. "Hey, congratulations for tying up your shoe laces this morning. Fancy coming out tonight to celebrate?" Okay, that isn't actually one of them, but it does start to feel as ridiculous for many of those phone calls.

    I have not banned the more sensible, rarer types. Such as phone calls to congratulate a wedding, or the birth of baby, or a birthday. They're nice and infrequent and worth having. All the others are banned. Below, in the XML Resources Used spoiler, you can open it and go through the list and read the English text to see the ones that are banned by this mod. I will also put a second spoiler below it, so you can see the ones that are not banned, and can still expect your sims to receive phone calls about. I hope you think I have the balance right.

    Update - March 2018 - 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. The Dance Party invites removed as I have mods to make them a permanent thing any time your sims visit the venues. Also If you have my mod that unlocks the otherwise hidden Hallway Bulletin 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. Oops, seems like other busy modders out there have done a few of such mods since mentioning this last March. Don't think I'll bother now.)

    New Addition - February 2019 - An extra mod to prevent most of the same calls occurring all over again, but this time due to Get Famous. If my sim did not want to go on random dates with strangers last year,  or job promotion celebrations, or even invited out just for learning how to tie up his shoe laces, I hardly think he (me!) has changed his mind on that now that he's famous. Actually fame being even more of a reason not to date strangers just because they somehow have your phone number! Regurgitated, lacklustre, annoying crap be gone. To the best of my knowledge this should not stop the invite calls for charity gigs and such the like, if you have given your sim the Fame/Reputation Perk for that type of thing to happen. Don't want that, don't give them the perk. However I have simply not played a fame sim long enough to know the ins and outs of this type of thing. That takes time and player feedback will most certainly help in getting the balance right. Plus the main mod updated to include one missing festival invite. Now my teen can stop being pestered with the invite to go to Blossom Kissing Festival by some horny stranger looking for a quick snog. You should be arrested for that! The uncle in the Detective Career will be paying you a visit soon, you random perv.

    Use both mods in your game if you have the EPs installed and wish to end the silly calls from them all. If you don't have Get Together but do have City Living, or vice versa, it's still fine to use the original mod.

     

    1 - Original Mod - Deals with Get Together and City Living Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetTogether&CityLiving.rar  - Personal Update February 2019

    2 - Add On - Deals with Get Famous Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetFamous.rar  - New Addition February 2019

     

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

     

    XML Resource Used:

    Spoiler

    2553F435!00000000!000000000001E650.dramaNode_NPCInvite_BirthdayParty.DramaNodeTuning.xml
    2553F435!00000000!000000000001E651.dramaNode_NPCInvite_PlayDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020CB5.dramaNode_NPCInvite_Restaurant_Standard.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D1C.dramaNode_NPCInvite_Restaurant_Condolences.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D12.dramaNode_NPCInvite_Restaurant_BuryTheHatchet.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D14.dramaNode_NPCInvite_Restaurant_CongratsOnThePromotion.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D22.dramaNode_NPCInvite_Restaurant_EnemyDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D27.dramaNode_NPCInvite_Restaurant_StandardDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000021BD0.dramaNode_NPCInvite_Restaurant_StandardDate_FirstWeek.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB03.dialogDramaNode_CongratsOnPromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5B.clubInviteDramaNode_joinClubFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB9D.DramaNode_NPCInvite_Date_GoingOutSocials.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB12.dialogDramaNode_CondolencesForDeath.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB58.dialogDramaNode_GoingOutSocials_OffLot_TrashAnotherSim.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB59.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB76.clubInviteDramaNode_JoinClubStranger.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBC5.dramaNode_NPCInvite_CelebratePromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBFA.dramaNode_NPCInvite_PlayHooky.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC1D.dialogDramaNode_CongratsOnSignificantOther.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC2C.dialogDramaNode_NewFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC45.dialogDramaNode_NewEnemy.DramaNodeTuning.xml
    2553F435!00000009!000000000001EDF4.dramaNode_NPCInvite_ClubFriends.DramaNodeTuning.xml
    2553F435!00000009!000000000001F0F4.dramaNode_NPCInvite_EnergizedText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7BF.dramaNode_Phone_NPCInvite.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7D5.dramaNode_NPC_Invite_SadText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F11F.dramaNode_NPCInvite_PlayfulText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F12A.dramaNode_NPCInvite_FlirtyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F109.dramaNode_NPCInvite_HappyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F141.dramaNode_NPCInvite_AngryText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F569.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims_Divorce.DramaNodeTuning.xml
    2553F435!00000000!000000000001E7AD.dialogDramaNode_Phone_InviteNPCOver.DramaNodeTuning.xml
    2553F435!00000000!000000000001E64F.dramaNode_NPCInvite_Date.DramaNodeTuning.xml
    2553F435!00000000!000000000001E71E.runAffordanceDramaNode_Phone_Chat.DramaNodeTuning.xml

    2553F435!00000018!0000000000022DD5.dramaNode_CityInvites_RabbitHole_Opera_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E1A.dramaNode_CityInvites_RabbitHole_Theater_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E18.dramaNode_CityInvites_RabbitHole_Concert_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E19.dramaNode_CityInvites_RabbitHole_Circus_Preinvite.DramaNodeTuning.xml

    2553F435!00000009!000000000001EBAE_dramaNode_NPCInvite_GoDancing_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C5_dramaNode_NPCInvite_GoDancing_Ruins_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C6_dramaNode_NPCInvite_GoDancing_Bluffs_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C7_dramaNode_NPCInvite_GoDancing_Chalet_DramaNodeTuning.xml

    And many "Fesitval_DramaNodeTuning" files for the festival invites not included here.

    This will conflict with any other mod using same resources.

    List of Phone Calls Not Banned:

    Spoiler

    2553F435!0000000A!000000000002033A.dialogDramaNode_ExperimentalFoodPhoto.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAE3.dialogDramaNode_CongratsOnEngagement.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAF7.dialogDramaNode_CongratsOnMarriage.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB0C.dialogDramaNode_CongratsOnBaby.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB1C.dialogDramaNode_GotNewJob.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5A.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5C.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5D.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5E.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5F.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_InRelationship.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB6F.dialogDramaNode_WelcomeToClub.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB29.dialogDramaNode_HappyBirthday.DramaNodeTuning.xml
    2553F435!00000018!0000000000021ACE.dramaNode_NPCInvite_CriticCareer_LocalHangout_Museum.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD7.dramaNode_NPCInvite_CriticCareer_LocalHangout_Bar.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD8.dramaNode_NPCInvite_CriticCareer_LocalHangout_Club.DramaNodeTuning.xml

    2553F435!00000018!0000000000022321.dramaNode_NPCInvite_CriticCareer_LocalHangout_Restaurant.DramaNodeTuning.xml
    2553F435!00000000!000000000001FA2F.dialogDramaNode_test_node.DramaNodeTuning.xml

     

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

  22. On ‎2‎/‎12‎/‎2017 at 7:20 AM, gor2104va said:

    Hello. Say please when mode come to the hospital? Thank you. Sorry for my English.

    I'll be busy most of Wednesday, so I can't say how much time I'll have for mod stuff. But Thursday I'm on the case again, and since the General Mods are almost done, I'll next start on the Career Mods sections because so many people are waiting for those. Gotta keep all you lovely folks happy. :good: 

  23. On ‎10‎/‎02‎/‎2017 at 5:07 AM, skanning said:

    Does this also work for townies?  I don't know who's abandoning their stablets and books but if I ever need one there always seems to be one on the picnic tables in the community lots  lol  I'm always tempted to have my Sim pick them up then sell them.  I  haven't tried that yet and just maybe there will no longer be these things lying around?  I hope so.:well_done_3:

    This is a good question. If you give tablets to many sims while doing rotational play, then sims from other households will continue to use tablets on community lots and put them back into their own inventory. However, they do sometimes drop them. I've yet to spot it in action, the actual moment they drop it rather than put into their inventory. So I can't verify what occurred to make them do this. I'm working on a theory that if one of these sims is using tablet, at the time you send your played sim home, then the initiation of the loading screen has those sims just drop what they're doing, literally dropping tablets. So the next time you go back to lot there's one or two going spare.

    Not only this, but, when sims go to lots, they enter into a specific Job type for that lot. All visitors become employed by the lot, so to speak, even your own sim in a specific job. Every job in the game has an accompanying Role XML, which defines the dos and don'ts of the job. Venues such as libraries and cafes, the job and the Role XML has specific lines to use tablets. As such, I've witnessed with my own eyes, sims who I knew did not own a tablet five minutes beforehand, whip one out of their inventory and use it as if it was always there. So then I jump to play their home five minutes later and, yep, they don't have a tablet because they never did have a tablet! Did they too just drop that freebie when the loading screen was initiated?

    Despite the game not adequately protecting clumsy sims from dropping their gear, it does have some pretty solid rules of ownership in effect. (Discovering this while doing much experiment with my storage mods on many lot types and with many stored objects and who owns what, when and where.) That if a tablet is the true property of a clumsy sim, bought for them once upon a time on their own home lot, the game will remember this and other sims will not be able to put that item into their own inventories. Sure, they'll use and abuse the crap out of it, no problem. But they'll never be allowed to take it home nor sell it off via a quick sale from their own inventory. Only the original owner can come and reclaim it, take it off lot or sell it.

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