Jump to content

coolspear

Content Creator
  • Posts

    3,174
  • Joined

  • Last visited

Posts posted by coolspear

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

    Maxis have somehow put a glitch into this object in a way I have yet to determine the cause. Even without this mod installed, the original default object still has the glitch. They have somehow got the wires crossed between this DECORATIVE object and that of a computer. Given this object has "Computer" in its name, I think that's where the root of the glitch lies. If a sim is skilled in using an actual computer and has the buyable trait that allows them to shop on a computer, then this decorative object will also display many computer pie menu interactions when you click on it. Many options, such as play computer games, obviously will not work and cause the sim to route fail, as this is a décor object, not a real computer. But the options to purchase objects such as vampire books or voodoo dolls do actually work. Okay, so will Maxis ever fix it? Or declare it a new shopping feature and leave it as is? Your guess is as good as any. When time allows I will look into it further to see if I can get to the root of it. But way to go Maxis for ruining one of my favourite mod objects - (You rotters did that on purpose! Bah...)

  2.  

    Update - July 2019 -  This mod is now retired as it is surplus to requirements. Firstly the mod is outdated by patch 1.52 and needs to be removed.

    The mod that allows Myshuno Meadows to be changed to the special Sixam Embassy venue, can also change it to a Residential venue if a player desires, so there really is no need for this mod as it just gives rise to confusion and possible conflicts if a player accidently has both this mod and the Sixam Embassy mod in their mods folder. The Sixam Embassy mod can serve offering both venue functions, so that's the one that stays.

    I highly recommend after removing this outdated mod to replace it with the Sixam Embassy mod. Then go in game, and if the venue has been changed to Sixam Embassy, go into build mode and change it back to a Residential venue. If you do not replace it after removing outdated mod, then it may occur that when in build mode, Myshuno Meadows will be permanently stuck on Residential with option greyed-out unable to change it to anything else. You may think, good, that's all I want anyway. But this is a glitch, and it's best not to have those things lurking in your game if you can avoid it. Using the Sixam Embassy mod will prevent this glitch and allow changing to any venue type remain accessible.

    If you feel you'd rather not use any more mods for Myshuno Meadows, then before removing this mod, go into build mode and change it to a Generic venue. Then remove this mod. The options to change venue type will not be greyed-out or stuck thereafter.

    Technical notes for anyone interested

    What I have called a "glitch" above, Maxis actually use as a game feature. They use the same glitch trick to lock special venues such as the three Windenburg Go Dancing venues. (Chalet Gardens, Bluffs and Ruins.) Where they would first make proper, selectable venue options to be able to set the venue types, then remove those options from list to then lock the venues with greyed-out options. So it's not a glitch-glitch per se. But to me, that kind of trickery feels like a glitch exploit, and furthermore I just don't like not being able to change a venue to whatever the heck I like. Hence a new mod coming soon that allows changing the three Windenburg venues to residential, or whatever. Sim families have been living there in my game for a while now, so I'll soon upload the mods.

     

     - Retired as of 1.52

    This thread will be deleted in near future. After enough time passes for folks to read about the change.

     

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

  3. New-ish Addition Feb 2018

    This mod is an object fade fix for the base game Centurion Hutch object. The glitch has been in the game since first released and has never been fixed by Maxis. That glitch being the Centurion Hutch instantly disappears from view as soon as the camera looks at it. Original terrible fade distance pre-sets which this mod corrects. This fix was once implemented into another mod of mine which I no longer support, so I decided to make this a standalone fix and upload it here with the other no fade mods.

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

    All Emotional Auras are back in business. I'm pretty sure I saw some new beds in the Cats and Dogs pack as I skimmed through build mode new stuff the other day? If so, they'll find there way here with the rest soon enough. Also, I haven't played with the pet beds long enough to see their true worth, but if they are worth enhancing in any way, they'll find their way here too eventually.

    Your feedback and suggestions on the pet beds, or any other bed, is always welcome.

  5. Hi newmonster.

    I can say that this set of retired scientist mods are working fine in my game after updating and testing. Using a test hood with new, unskilled non-science test sim, I went through all functions of this mod, (and all of my other updated mods) and they are now working as they should. Yep, that 1.36 certainly did a number on all Interaction XMLs with so many single code lines needing a fix in each XML. (Especially the block of code usually near the bottom of an Interaction XML that deals with which age and species can use the object. Very easy to miss the subtle "species" code change on that, but renders the mod useless in game if it is missed in a fix.) But at last I have it working properly again in my game. I'll be uploading the fixed versions any day now, so you'll be back on track with a working version soon.

  6. I will certainly be checking and amending all the mods in this career section. But I'll be leaving them to do last, as, boy oh boy, the mods I have for the careers are quite different than those on offer here.

    For a long time during last year I did some extensive reworking of these mods with many new implementations. So when it comes to checking them for 1.36-1.38 compatibility, I won't bother with the familiar ones already here, I will just go ahead and check/release my latest versions with all the new bells and whistles. But there will be a few weeks of waiting while I do all other mods first, before I tackle the new career mod releases.     

  7. I understand the frustration of some when monthly patches mean you have to regularly download the same mods over and over again as they are often broken. So spare a thought for frustrated modders who actually have to fix them equally and as annoyingly as often.

    Seeing as I have yet to confirm the state of any of my General Mods since 1.37, and my other three mod sections since 1.36, I would say refrain from downloading (re-downloading) any until I finally fix and verify their 1.38 status. That "re-download the mods" message I posted last November was only valid temporarily for the 1.36 issues that some players were reporting at the time. Logically It should not really apply since 1.37/1.38, as I have no idea if any General Mods are now broken again by these latter patches.

    I am currently winding down on a non-sims related project that is taking a little longer than I anticipated. And with any luck, this coming weekend I should be able to finally sit at my pc desk long enough to open up my dusty, forgotten sims projects and start the business of checking and amending. I am expecting little pockets of hell as I get back into it, but hopefully it will be like riding a bike and I'll be pedal-pushing headlong into it before too long. I really do miss my sims, and want to see their pets and finally get them to wash their stinky clothes.  

        

  8. I'm not sure if the mod from LittleMsSam directly conflicts,.I would think it uses different Interaction XMLs, but I'm not certain. What I do know is, that if LMS' mod pushes better autonomy to do homework, it would actually be redundant if my mod is also present, as when homework is in a permanent state of Completed, there is no autonomous need or push by the game for kids to do homework. - it's done already. Even if they still have a homework book in their inventories or lying about the house somewhere, they have no need to use it.

    Even so, I personally delete all homework books from all kids in the world, especially making a point of doing so after Parenthood GP, as one of the interactions in that is parents/guardians can tell kids to do homework to earn responsibility points. Not sure if parents do this autonomously as no kids have the books in my world. For same reason I'm not sure if the kids would still attempt to start Completed status homework to earn responsibility points.

    Given that they'll fake washing non-existent dishes to earn brownie points, :teehee: maybe they'll also fake at homework too, knocking the Completed status out of kilter in the process. I'll have to check and see if that Parenthood element of homework is autonomous. Unless anyone can verify it in the meantime.

  9. Is it just for the one teenage girl sim you mentioned originally? Or is it occurring for all school aged sims in a played family?

    If it's the latter, there is one thing that we'll have to consider. Although I'd updated this mod to be 1.36 compatible before my short break, I have yet to confirm if it's 1.37 compatible. This might have a bearing if it's now effecting all kids universally. I'll know more about that in the coming weeks as I get back to work on my mods.

    edit - okay, now with Shonie's report, it looks more and more like 1.37 has knocked it out of kilter. I hope not too many of the 1.36 updated mods were altered again in the 1.37 patch. Though when I took a quick look at JASF's 1.37 updates, I saw most mods there were indeed updated again. This is what I feared happening last November. Seeing the same damn mods all over again for 1.37 updates. I'm gonna have to say it's not enticing me back into it. But I will take a look.  

  10. Hi Jenn

    I recommend doing this check at the start of a new sim day, just when all kids & teens have to go to school. I presume that's the safest time for the game having reset all homework to Not Started status for the new day and this mod can be slipped in and cover them all, globally changing that Not Started to Completed forevermore..  

  11. Hi Jenn

    The mods here will not conflict with the JASF one you mentioned. They use different XMLs.

    In my own experience when first testing this mod, I do recall the stuck 75% issue being due to a kid having completed their main homework, but not having done the extra credit. That's why I mentioned in the notes here to ensure the kid has done both the main homework and the extra credit work (or neither) so it's at "Not Started" before installing the mod. This mod then changes that 0% Not Started to remain permanently on 100% Completed.

    I also imagine if a player likes to do a lot of quick, rotational play, jumping from family to family in short timespans, then to be extra vigilant that all children in all the families played in a 24 hour sim day have their homework set at Not Started before installing this mod. 

×
×
  • Create New...